diff --git a/Source/XenobladeX/_4d4b09634a7eab30_0000000000001e49_ps.txt b/Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt similarity index 99% rename from Source/XenobladeX/_4d4b09634a7eab30_0000000000001e49_ps.txt rename to Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt index d9d3537d..4774738a 100644 --- a/Source/XenobladeX/_4d4b09634a7eab30_0000000000001e49_ps.txt +++ b/Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt @@ -9,9 +9,9 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); #version 420 #extension GL_ARB_texture_gather : enable // shader 4d4b09634a7eab30 -// Last step vertical blend - _disabled probably overkill. +// Last step vertical blend. half tv scaled + pre-blending = aprox half step reduction // To-do candidate for multi pass / bokeh replacement -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedPS[7]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fde000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf51aa000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 diff --git a/Source/XenobladeX/_5eb82314ffb8484e_00000000000007f9_ps.txt b/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt similarity index 99% rename from Source/XenobladeX/_5eb82314ffb8484e_00000000000007f9_ps.txt rename to Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt index 19ebcfa4..d401ccb2 100644 --- a/Source/XenobladeX/_5eb82314ffb8484e_00000000000007f9_ps.txt +++ b/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt @@ -5,13 +5,13 @@ $fullHeight = $argv[2]; $scaleFactorX = always_decimal_format($fullWidth / 1280.0); $scaleFactorY = always_decimal_format($fullHeight / 720.0); ?> - #version 420 #extension GL_ARB_texture_gather : enable // shader 5eb82314ffb8484e // bg scale, probably overkill to scale -// Bgscale - _disabled probably overkill. +// Last step vertical blend. half tv scaled + pre-blending = aprox half step reduction // To-do candidate for multi pass / bokeh replacement -const float resScale = ; +const float resScale = ; + //const float resScale = 2.0; uniform ivec4 uf_remappedPS[7]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0