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[WW] Scaling test 1
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7 changed files with 11 additions and 11 deletions
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@ -2,15 +2,15 @@
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include 'Source/functions.php';
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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?>
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?>
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 1f83c0d47b1c4c34 // half res blur
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// shader 1f83c0d47b1c4c34 // half res blur
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -2,15 +2,15 @@
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include 'Source/functions.php';
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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?>
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?>
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 4c426260188ace42
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// shader 4c426260188ace42
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// shadows pyramid blend 2nd downscale
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// shadows pyramid blend 2nd downscale
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[5];
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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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_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 842a19b509f8b91a //vert scale bloom
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// shader 842a19b509f8b91a //vert scale bloom
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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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_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 8d68a0e3561ff525 //scale bloom to res
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// shader 8d68a0e3561ff525 //scale bloom to res
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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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_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader d283b9338c6b10c5 //AO noise/de-banding scaling
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// shader d283b9338c6b10c5 //AO noise/de-banding scaling
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader d9c81460d6984bb2
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// shader d9c81460d6984bb2
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//blur shadows step 1
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//blur shadows step 1
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedVS[5];
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader ff71dcd2ad4defdc
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// shader ff71dcd2ad4defdc
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//AA ps
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//AA ps
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const float resScale = <?=$scaleFactorX?>;
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const float resScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[4];
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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 = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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 0xf4000800 res 1920x1080x1 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(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 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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