mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-04-29 14:59:29 -04:00
Merge c601e48c10
into 1e94568a57
This commit is contained in:
commit
088685fc05
29 changed files with 200 additions and 156 deletions
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@ -1,30 +0,0 @@
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||||||
[Definition]
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||||||
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
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||||||
name = Anisotropic Filtering
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||||||
path = "Super Mario 3D World/Enhancements/Anisotropic Filtering"
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||||||
description = Anisotropic Filtering for smoother mipmaps.
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||||||
version = 4
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||||||
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||||||
[Preset]
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||||||
name = 1x (Default)
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|
||||||
$anisoLevel = 1
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|
||||||
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||||||
[Preset]
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||||||
name = 2x
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|
||||||
$anisoLevel = 2
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|
||||||
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|
||||||
[Preset]
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||||||
name = 4x
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|
||||||
$anisoLevel = 4
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|
||||||
|
|
||||||
[Preset]
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|
||||||
name = 8x
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|
||||||
$anisoLevel = 8
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|
||||||
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|
||||||
[Preset]
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|
||||||
name = 16x
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|
||||||
$anisoLevel = 16
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|
||||||
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|
||||||
[TextureRedefine]
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||||||
formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
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||||||
overwriteAnisotropy = $anisoLevel
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|
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@ -1,33 +0,0 @@
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||||||
[Definition]
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|
||||||
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
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||||||
name = Shadow Resolution
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||||||
path = "Super Mario 3D World/Graphics/Shadow Resolution"
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||||||
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution.
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||||||
version = 4
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|
||||||
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||||||
[Preset]
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||||||
name = Medium (100%, Default)
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|
||||||
$shadowRes = 1
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|
||||||
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||||||
[Preset]
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|
||||||
name = Low (50%)
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|
||||||
$shadowRes = 0.5
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|
||||||
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||||||
[Preset]
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||||||
name = High (200%)
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||||||
$shadowRes = 2
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||||||
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||||||
[Preset]
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||||||
name = Ultra (300%)
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||||||
$shadowRes = 3
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||||||
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||||||
[Preset]
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||||||
name = Extreme (400%, Unstable)
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|
||||||
$shadowRes = 4
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||||||
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||||||
[TextureRedefine] # Shadows
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||||||
width = 1024
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||||||
height = 1024
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||||||
formats = 0x005
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||||||
overwriteWidth = $shadowRes * 1024
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||||||
overwriteHeight = $shadowRes * 1024
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@ -1,4 +1,4 @@
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||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
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@ -36,8 +36,8 @@ const float hazeFactor = 0.1;
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||||||
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
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const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = $exposure; // 1.0 is neutral
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const float exposure = $exposure; // 1.0 is neutral
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||||||
const float vibrance = $vibrance; // 0.0 is neutral
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const float vibrance = $vibrance; // 0.0 is neutral
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||||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
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||||||
const float contrastCurve = $contrastCurve;
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const float contrastCurve = $contrastCurve;
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||||||
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||||||
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||||||
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@ -46,18 +46,18 @@ vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adju
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vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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||||||
//lumasharpen
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//lumasharpen
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||||||
const float sharp_mix = $sharp_mix;
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const float sharp_mix = $sharp_mix;
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||||||
const float sharp_strength = 2.0;
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const float sharp_strength = 2.0;
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||||||
const float sharp_clamp = 0.75;
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const float sharp_clamp = 0.75;
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||||||
const float offset_bias = 1.0;
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const float offset_bias = 1.0;
|
||||||
float Sigmoid (float x) {
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float Sigmoid (float x) {
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||||||
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|
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return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
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return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||||
}
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}
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||||||
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||||||
#define px (1.0/1280.0*uf_fragCoordScale.x)
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#define px (1.0/1280.0*uf_fragCoordScale.x)
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#define py (1.0/720.0*uf_fragCoordScale.y)
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#define py (1.0/720.0*uf_fragCoordScale.y)
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||||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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|
||||||
float lumasharping(sampler2D tex, vec2 pos) {
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float lumasharping(sampler2D tex, vec2 pos) {
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vec4 colorInput = texture(tex, pos);
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vec4 colorInput = texture(tex, pos);
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||||||
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@ -95,8 +95,8 @@ vec3 LiftGammaGainPass(vec3 colorInput)
|
||||||
{ //reshade BSD https://reshade.me , Alexkiri port
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{ //reshade BSD https://reshade.me , Alexkiri port
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vec3 color = colorInput;
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vec3 color = colorInput;
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||||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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||||||
color = clamp(color, 0.0, 1.0);
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color = clamp(color, 0.0, 1.0);
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color *= RGB_Gain;
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color *= RGB_Gain;
|
||||||
color = pow(color, 1.0 / RGB_Gamma);
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color = pow(color, 1.0 / RGB_Gamma);
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||||||
return clamp(color, 0.0, 1.0);
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return clamp(color, 0.0, 1.0);
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||||||
}
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}
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||||||
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@ -104,7 +104,7 @@ vec3 LiftGammaGainPass(vec3 colorInput)
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vec3 contrasty(vec3 colour){
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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vec3 fColour = (colour.xyz);
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//fColour = LiftGammaGainPass(fColour);
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//fColour = LiftGammaGainPass(fColour);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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@ -2,11 +2,11 @@
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||||||
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
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titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
||||||
name = Contrasty
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name = Contrasty
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||||||
path = "Super Mario 3D World/Enhancements/Contrasty"
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path = "Super Mario 3D World/Enhancements/Contrasty"
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||||||
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution. Made by getdls.
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description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Doesn't work if you also upscale or downscale the resolution.|Made by getdls.
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version = 4
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#Credits: getdls
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version = 6
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||||||
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|
||||||
[Preset]
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[Default]
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||||||
name = Default
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|
||||||
$redShadows = 1.0
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$redShadows = 1.0
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||||||
$greenShadows = 1.0
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$greenShadows = 1.0
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||||||
$blueSadows = 1.0
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$blueSadows = 1.0
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||||||
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@ -27,6 +27,9 @@ $crushContrast = 0.0
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$bleach = 1.0
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$bleach = 1.0
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$sharp_mix = 0.0
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$sharp_mix = 0.0
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||||||
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||||||
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[Preset]
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||||||
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name = Default
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||||||
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|
||||||
[Preset]
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[Preset]
|
||||||
name = debug
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name = debug
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||||||
$redShadows = 1.0
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$redShadows = 1.0
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@ -1,17 +1,20 @@
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||||||
[Definition]
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[Definition]
|
||||||
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
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titleIds = 0005000010145D00,0005000010145C00,0005000010106100
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||||||
name = Negative texture LOD bias
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name = Negative texture LOD bias
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||||||
path = "Super Mario 3D World/Enhancements/Texture LOD"
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path = "Super Mario 3D World/Enhancements/Texture LOD"
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||||||
description = Texture LOD override, possible shimmer but sharper textures. Made by Ryce-Fast.
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description = Texture LOD override, possible shimmer but sharper textures.|Made by Ryce-Fast.
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||||||
version = 4
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#Credits: Ryce-Fast
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||||||
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version = 6
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||||||
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||||||
[Preset]
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[Default]
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||||||
name = Default LOD
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||||||
$0x431 = 0
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$0x431 = 0
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||||||
$0x432 = 0
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$0x432 = 0
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||||||
$0x433 = 0
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$0x433 = 0
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||||||
$0x434 = 0
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$0x434 = 0
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||||||
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||||||
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[Preset]
|
||||||
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name = Default LOD
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||||||
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||||||
[Preset]
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[Preset]
|
||||||
name = Slightly higher LOD
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name = Slightly higher LOD
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||||||
$0x431 = -.5
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$0x431 = -.5
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||||||
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@ -48,4 +51,4 @@ overwriteRelativeLodBias = $0x433
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||||||
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||||||
[TextureRedefine]
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[TextureRedefine]
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||||||
formats = 0x434
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formats = 0x434
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||||||
overwriteRelativeLodBias = $0x434
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overwriteRelativeLodBias = $0x434
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@ -1,4 +1,4 @@
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||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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||||||
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@ -20,7 +20,7 @@
|
||||||
// shader 1f83c0d47b1c4c34
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// shader 1f83c0d47b1c4c34
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||||||
// Used for: Background Blur
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// Used for: Background Blur
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||||||
const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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||||||
const float resYScale = float($height)/float($gameHeight);
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const float resYScale = float($height)/float($gameHeight);
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||||||
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|
||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
layout(set = 0, binding = 0) uniform ufBlock
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layout(set = 0, binding = 0) uniform ufBlock
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|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
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@ -21,7 +21,7 @@
|
||||||
// shader 280351fcf8e5949f
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// shader 280351fcf8e5949f
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||||||
// Used for: Another vertical blur
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// Used for: Another vertical blur
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||||||
const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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||||||
const float resYScale = float($height)/float($gameHeight);
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const float resYScale = float($height)/float($gameHeight);
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||||||
|
|
||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
layout(set = 0, binding = 0) uniform ufBlock
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layout(set = 0, binding = 0) uniform ufBlock
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|
@ -1,4 +1,4 @@
|
||||||
#version 420
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#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
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@ -26,9 +26,9 @@
|
||||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||||
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|
||||||
// shader 470eee1bb25ab50d
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// shader 470eee1bb25ab50d
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||||||
// low res reflection
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// low res reflection
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const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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||||||
const float resYScale = float($height)/float($gameHeight);
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const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
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#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
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layout(set = 0, binding = 0) uniform ufBlock
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|
@ -1,4 +1,4 @@
|
||||||
#version 420
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#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
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@ -28,7 +28,7 @@
|
||||||
// shader 4c426260188ace42
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// shader 4c426260188ace42
|
||||||
//switch palace reflection vertical
|
//switch palace reflection vertical
|
||||||
const float resXScale = float($width)/float($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
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|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||||
|
@ -20,7 +20,7 @@
|
||||||
// shader 5661793d88425685
|
// shader 5661793d88425685
|
||||||
// Used for: First glitter bloom pass
|
// Used for: First glitter bloom pass
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 1, binding = 1) uniform ufBlock
|
layout(set = 1, binding = 1) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
|
@ -21,7 +21,7 @@
|
||||||
// shader 6d9067fd20086bc0
|
// shader 6d9067fd20086bc0
|
||||||
// Used for: Vertical blur
|
// Used for: Vertical blur
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||||
|
@ -20,7 +20,7 @@
|
||||||
// shader 842a19b509f8b91a
|
// shader 842a19b509f8b91a
|
||||||
// Used for: General Blur vertical
|
// Used for: General Blur vertical
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||||
|
@ -20,7 +20,7 @@
|
||||||
// shader 8d68a0e3561ff525
|
// shader 8d68a0e3561ff525
|
||||||
// Used for: Horizontal Gameplay Blur
|
// Used for: Horizontal Gameplay Blur
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||||
|
@ -20,7 +20,7 @@
|
||||||
// shader b727c08e3b534992
|
// shader b727c08e3b534992
|
||||||
// Used for: Second glitter bloom pass
|
// Used for: Second glitter bloom pass
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 1, binding = 1) uniform ufBlock
|
layout(set = 1, binding = 1) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
|
@ -18,11 +18,6 @@
|
||||||
#endif
|
#endif
|
||||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||||
|
|
||||||
// shader be99d80628d31127 //AA PS
|
|
||||||
// Used for: Another vertical blur
|
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 1, binding = 2) uniform ufBlock
|
layout(set = 1, binding = 2) uniform ufBlock
|
||||||
{
|
{
|
||||||
|
@ -33,6 +28,14 @@ uniform vec4 uf_fragCoordScale;
|
||||||
uniform ivec4 uf_remappedPS[4];
|
uniform ivec4 uf_remappedPS[4];
|
||||||
uniform vec2 uf_fragCoordScale;
|
uniform vec2 uf_fragCoordScale;
|
||||||
#endif
|
#endif
|
||||||
|
|
||||||
|
// shader be99d80628d31127 //AA PS
|
||||||
|
// Used for: Another vertical blur
|
||||||
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
#define AAENABLE $AAEnable
|
||||||
|
|
||||||
|
#if (AAENABLE == 1)
|
||||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||||
layout(location = 0) in vec4 passParameterSem2;
|
layout(location = 0) in vec4 passParameterSem2;
|
||||||
|
@ -216,3 +219,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
|
||||||
// export
|
// export
|
||||||
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||||
}
|
}
|
||||||
|
#endif
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
|
@ -28,7 +28,7 @@
|
||||||
// shader c27612e2f7126ebf
|
// shader c27612e2f7126ebf
|
||||||
//switch palace low res reflection 256x240 / 240x240 hz
|
//switch palace low res reflection 256x240 / 240x240 hz
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
|
@ -19,9 +19,9 @@
|
||||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||||
|
|
||||||
// shader c4eaec09897d525e
|
// shader c4eaec09897d525e
|
||||||
//reflection
|
//reflection
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
|
@ -28,7 +28,7 @@
|
||||||
// shader d9c81460d6984bb2
|
// shader d9c81460d6984bb2
|
||||||
//switch palace reflection hz
|
//switch palace reflection hz
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
|
@ -26,9 +26,9 @@
|
||||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||||
|
|
||||||
// shader e4e4a60266119f75
|
// shader e4e4a60266119f75
|
||||||
//reflection
|
//reflection
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
||||||
#version 420
|
#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
|
#extension GL_ARB_texture_gather : enable
|
||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
|
@ -26,9 +26,9 @@
|
||||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||||
|
|
||||||
// shader fa47a4b5f1304f51
|
// shader fa47a4b5f1304f51
|
||||||
// low res reflection
|
// low res reflection
|
||||||
const float resXScale = float($width)/float($gameWidth);
|
const float resXScale = float($width)/float($gameWidth);
|
||||||
const float resYScale = float($height)/float($gameHeight);
|
const float resYScale = float($height)/float($gameHeight);
|
||||||
|
|
||||||
#ifdef VULKAN
|
#ifdef VULKAN
|
||||||
layout(set = 0, binding = 0) uniform ufBlock
|
layout(set = 0, binding = 0) uniform ufBlock
|
|
@ -1,14 +1,14 @@
|
||||||
[RedCarpetAspectUW]
|
[SuperMario3DWorld_AspectRatio]
|
||||||
moduleMatches = 0xBBAF1908, 0xD2308838, 0xEB70C731
|
moduleMatches = 0xD2308838, 0xBBAF1908, 0xEB70C731 ; (EU), (NA), (JP)
|
||||||
# rodata constants
|
; rodata constants
|
||||||
0x10363ED4 = .float $width/$height
|
0x10363ED4 = .float $width/$height
|
||||||
0x1036A688 = .float $width/$height
|
0x1036A688 = .float $width/$height
|
||||||
_aspectAddr = 0x10363ED4
|
_aspectAddr = 0x10363ED4
|
||||||
|
|
||||||
# Aspect calculation
|
; Aspect calculation
|
||||||
0x0241D9B4 = lis r8, _aspectAddr@ha
|
0x0241D9B4 = lis r8, _aspectAddr@ha
|
||||||
0x0241D9B8 = lfs f0, _aspectAddr@l(r8)
|
0x0241D9B8 = lfs f0, _aspectAddr@l(r8)
|
||||||
|
|
||||||
# touch position fix
|
; touch position fix
|
||||||
0x0241D9D4 = lis r8, _aspectAddr@ha
|
0x0241D9D4 = lis r8, _aspectAddr@ha
|
||||||
0x0241D9D8 = lfs f0, _aspectAddr@l(r8)
|
0x0241D9D8 = lfs f0, _aspectAddr@l(r8)
|
|
@ -1,99 +1,179 @@
|
||||||
[Definition]
|
[Definition]
|
||||||
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
||||||
name = Resolution
|
name = Graphics Settings
|
||||||
path = "Super Mario 3D World/Graphics/Resolution"
|
path = "Super Mario 3D World/Graphics"
|
||||||
description = Changes the resolution of the game. Made by Crementif and getdls.
|
description = Changes the resolution of the game and the quality of shadows.|Made by Crementif and getdls.
|
||||||
version = 4
|
#Credits: Crementif, getdls, Ryce-Fast
|
||||||
|
version = 6
|
||||||
|
|
||||||
[Preset]
|
[Default]
|
||||||
name = 1280x720 (Default)
|
|
||||||
$width = 1280
|
$width = 1280
|
||||||
$height = 720
|
$height = 720
|
||||||
$gameWidth = 1280
|
$gameWidth = 1280
|
||||||
$gameHeight = 720
|
$gameHeight = 720
|
||||||
|
$shadowRes = 1
|
||||||
|
$anisoLevel = 1
|
||||||
|
$AAEnable:int = 1
|
||||||
|
|
||||||
# Performance
|
# Performance
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 640x360
|
name = 640x360
|
||||||
$width = 640
|
$width = 640
|
||||||
$height = 360
|
$height = 360
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 960x540
|
name = 960x540
|
||||||
$width = 960
|
$width = 960
|
||||||
$height = 540
|
$height = 540
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
|
name = 1280x720 (Default)
|
||||||
|
default = 1
|
||||||
|
|
||||||
# Common HD Resolutions
|
# Common HD Resolutions
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 1600x900
|
name = 1600x900
|
||||||
$width = 1600
|
$width = 1600
|
||||||
$height = 900
|
$height = 900
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 1920x1080
|
name = 1920x1080
|
||||||
$width = 1920
|
$width = 1920
|
||||||
$height = 1080
|
$height = 1080
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 2560x1440
|
name = 2560x1440
|
||||||
$width = 2560
|
$width = 2560
|
||||||
$height = 1440
|
$height = 1440
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 3200x1800
|
name = 3200x1800
|
||||||
$width = 3200
|
$width = 3200
|
||||||
$height = 1800
|
$height = 1800
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 3840x2160
|
name = 3840x2160
|
||||||
$width = 3840
|
$width = 3840
|
||||||
$height = 2160
|
$height = 2160
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 5120x2880
|
name = 5120x2880
|
||||||
$width = 5120
|
$width = 5120
|
||||||
$height = 2880
|
$height = 2880
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 7680x4320
|
name = 7680x4320
|
||||||
$width = 7680
|
$width = 7680
|
||||||
$height = 4320
|
$height = 4320
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
# Common Ultrawide Resolutions
|
# Common Ultrawide Resolutions
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 2560x1080 (Ultrawide)
|
name = 2560x1080 (Ultrawide)
|
||||||
$width = 2560
|
$width = 2560
|
||||||
$height = 1080
|
$height = 1080
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 3440x1440 (Ultrawide)
|
name = 3440x1440 (Ultrawide)
|
||||||
$width = 3440
|
$width = 3440
|
||||||
$height = 1440
|
$height = 1440
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Shadows
|
||||||
|
name = Low (50%)
|
||||||
|
$shadowRes = 0.5
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Shadows
|
||||||
|
name = Medium (100%, Default)
|
||||||
|
default = 1
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Shadows
|
||||||
|
name = High (200%)
|
||||||
|
$shadowRes = 2
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Shadows
|
||||||
|
name = Ultra (300%)
|
||||||
|
$shadowRes = 3
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Shadows
|
||||||
|
name = Extreme (400%, Unstable)
|
||||||
|
$shadowRes = 4
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anisotropic Filtering
|
||||||
|
name = 1x (Default)
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anisotropic Filtering
|
||||||
|
name = 2x
|
||||||
|
$anisoLevel = 2
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anisotropic Filtering
|
||||||
|
name = 4x
|
||||||
|
$anisoLevel = 4
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anisotropic Filtering
|
||||||
|
name = 8x
|
||||||
|
$anisoLevel = 8
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anisotropic Filtering
|
||||||
|
name = 16x (Recommended)
|
||||||
|
$anisoLevel = 16
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anisotropic Filtering
|
||||||
|
name = 32x (Overkill)
|
||||||
|
$anisoLevel = 32
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anti-Aliasing
|
||||||
|
name = Enable
|
||||||
|
$AAEnable:int = 1
|
||||||
|
|
||||||
|
[Preset]
|
||||||
|
category = Anti-Aliasing
|
||||||
|
name = Disable
|
||||||
|
$AAEnable:int = 0
|
||||||
|
|
||||||
|
#ansio
|
||||||
|
|
||||||
|
[TextureRedefine]
|
||||||
|
formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
|
||||||
|
overwriteAnisotropy = $anisoLevel
|
||||||
|
|
||||||
|
#Shadows
|
||||||
|
|
||||||
|
[TextureRedefine]
|
||||||
|
width = 1024
|
||||||
|
height = 1024
|
||||||
|
formats = 0x005
|
||||||
|
overwriteWidth = $shadowRes * 1024
|
||||||
|
overwriteHeight = $shadowRes * 1024
|
||||||
|
|
||||||
|
#Resolution
|
||||||
|
|
||||||
[TextureRedefine]
|
[TextureRedefine]
|
||||||
width = 1280
|
width = 1280
|
||||||
|
@ -2111,7 +2191,7 @@ overwriteHeight = ($height/$gameHeight) * 360
|
||||||
[TextureRedefine] # circus
|
[TextureRedefine] # circus
|
||||||
width = 512
|
width = 512
|
||||||
height = 360
|
height = 360
|
||||||
formatsExcluded = 0x034,0x033,0x031 # rain vulkan
|
formatsExcluded = 0x034,0x033,0x031 # rain vulkan
|
||||||
overwriteWidth = ($width/$gameWidth) * 512
|
overwriteWidth = ($width/$gameWidth) * 512
|
||||||
overwriteHeight = ($height/$gameHeight) * 360
|
overwriteHeight = ($height/$gameHeight) * 360
|
||||||
|
|
|
@ -0,0 +1,9 @@
|
||||||
|
[SuperMario3DWorld_DrawDistance]
|
||||||
|
moduleMatches = 0xD2308838, 0xBBAF1908, 0xEB70C731 ; (EU), (NA), (JP)
|
||||||
|
; patch object clip
|
||||||
|
0x103693D8 = .float 700000.0 ; Distant clip (coins, boxes, enemies)
|
||||||
|
0x103693DC = .float 4000.0 ; Lev obj draw
|
||||||
|
0x10290DA4 = .float 200000.0 ; Passive movement patterns
|
||||||
|
;0x103852B8 = .float 10000.0 ; map dist mtx?? ;trace
|
||||||
|
;0x10368418 = .float 1500.0 ; plussy levels, glitches camera, glitches overworld ;trace
|
||||||
|
0x1036886C = .float 1000000.0 ; World draw, check reasonable includes unintended areas.
|
7
src/SuperMario3DWorld/Mods/DrawDistance/rules.txt
Normal file
7
src/SuperMario3DWorld/Mods/DrawDistance/rules.txt
Normal file
|
@ -0,0 +1,7 @@
|
||||||
|
[Definition]
|
||||||
|
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
||||||
|
name = Draw Distance
|
||||||
|
path = "Super Mario 3D World/Mods/Draw Distance"
|
||||||
|
description = Increases the draw distance of the game.|Has no effect on Plussy levels.|May load undesired objects in Bowser car fight levels.
|
||||||
|
#Credits: getdls
|
||||||
|
version = 6
|
|
@ -1,6 +1,7 @@
|
||||||
[Definition]
|
[Definition]
|
||||||
titleIds = 5000010145d00,5000010145c00
|
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
||||||
name = Remove All HUD Elements
|
name = Remove All HUD Elements
|
||||||
path = "Super Mario 3D World/Mods/No HUD (breaks menus)"
|
path = "Super Mario 3D World/Mods/No HUD (breaks menus)"
|
||||||
description = Disable most of the UI while playing.|Use it only for screenshots as it breaks some menus.||Made by @etra0.
|
description = Disable most of the UI while playing.|Use it only for screenshots as it breaks some menus.|Made by @etra0.
|
||||||
|
#Credits: @etra0
|
||||||
version = 6
|
version = 6
|
Loading…
Add table
Reference in a new issue