mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-11 09:19:07 +01:00
39757a4b2b
* Fixed inventory Link AA Removal's name as it didn't work before, added comments to those shaders. (#87) * Fixed Inventory FXAA naming, added comments to those shaders Pretty much a fix, should definitely work now. A comparision can be seen here: http://screenshotcomparison.com/comparison/118920 . Keep in mind that the one on the left side has BotW Anti-Aliasing and the one on the right has this shader enabled. I didn't use any FXAA from my Nvidia GPU. * Whoops, it didn't fix the replacement FXAA, but rather the AA Removal Fixed AA Removal file names (didn't work before) and added comments to those files. * [BOTW] Add custom blur shaders (#86) * Fix some pixelated blur in high res * forgot to add rule * double offset to get similar blur more powah * move into every res pack (excepth res<= 720) credit to @JoelAlone for finding the what those values does. ps: why github changes file hash...? * [BOTW] FXAA (#88) * Added resolution independent FXAA for BotW * Renamed to give FXAA priority over base graphics packs
66 lines
2.8 KiB
Plaintext
66 lines
2.8 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader f14bb57cd5c9cb77
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//replaces broken aa everywhere with fxaa
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//original shader dumped using cemu 1.9.1, BotW 1.3.1
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//credit goes to https://gist.github.com/sakrist/7912905
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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const float FXAA_SPAN_MAX = 8.0;
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const float FXAA_REDUCE_MUL = 1.0 / 8.0;
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const float FXAA_REDUCE_MIN = 1.0 / 128.0;
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const ivec2 res = textureSize(textureUnitPS0,0);
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const vec2 frameBufSize = vec2( float(res.x), float(res.y) );
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void main(void) {
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vec2 texCoords = passParameterSem2.xy;
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vec3 rgbNW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, -1.0) / frameBufSize)).xyz;
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vec3 rgbNE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, -1.0) / frameBufSize)).xyz;
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vec3 rgbSW = texture2D(textureUnitPS0, texCoords + (vec2(-1.0, 1.0) / frameBufSize)).xyz;
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vec3 rgbSE = texture2D(textureUnitPS0, texCoords + (vec2(1.0, 1.0) / frameBufSize)).xyz;
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vec3 rgbM = texture2D(textureUnitPS0, texCoords).xyz;
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vec3 luma = vec3(0.299, 0.587, 0.114);
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float lumaNW = dot(rgbNW, luma);
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float lumaNE = dot(rgbNE, luma);
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float lumaSW = dot(rgbSW, luma);
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float lumaSE = dot(rgbSE, luma);
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float lumaM = dot(rgbM, luma);
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float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
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float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
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vec2 dir;
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dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
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dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
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float dirReduce = max(
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(lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL),
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FXAA_REDUCE_MIN);
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float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
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dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
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max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
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dir * rcpDirMin)) / frameBufSize;
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vec3 rgbA = (1.0 / 2.0) * (
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texture2D(textureUnitPS0, texCoords.xy + dir * (1.0 / 3.0 - 0.5)).xyz +
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texture2D(textureUnitPS0, texCoords.xy + dir * (2.0 / 3.0 - 0.5)).xyz);
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vec3 rgbB = rgbA * (1.0 / 2.0) + (1.0 / 4.0) * (
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texture2D(textureUnitPS0, texCoords.xy + dir * (0.0 / 3.0 - 0.5)).xyz +
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texture2D(textureUnitPS0, texCoords.xy + dir * (3.0 / 3.0 - 0.5)).xyz);
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float lumaB = dot(rgbB, luma);
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if ((lumaB < lumaMin) || (lumaB > lumaMax)) {
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passPixelColor0.xyz = rgbA;
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}
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else {
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passPixelColor0.xyz = rgbB;
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}
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} |