diff --git a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt index 82f7b29a..a60053ee 100644 --- a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt +++ b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt @@ -7,6 +7,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0); ?> #version 420 #extension GL_ARB_texture_gather : enable +const float sharpen_strength = 0.1; // shader 59df1c7e1806366c // aa-restore. Intial version //To - do //R2i.xyzw is possible a cemu bug. Replace with Alex FXAA @@ -19,6 +20,40 @@ layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; +vec3 blurSample(in vec2 uv, in vec2 xoff, in vec2 yoff) +{ + vec3 v11 = texture(textureUnitPS1, uv + xoff).rgb; + vec3 v12 = texture(textureUnitPS1, uv + yoff).rgb; + vec3 v21 = texture(textureUnitPS1, uv - xoff).rgb; + vec3 v22 = texture(textureUnitPS1, uv - yoff).rgb; + return (v11 + v12 + v21 + v22 + 2.0 * texture(textureUnitPS1, uv).rgb) * 0.166667; +} + +vec3 edgeStrength(in vec2 uv) +{ + const float spread = 0.5; + vec2 offset = vec2(1.0) / textureSize(textureUnitPS0, 0); + vec2 up = vec2(0.0, offset.y) * spread; + vec2 right = vec2(offset.x, 0.0) * spread; + const float frad = 3.0; + vec3 v11 = blurSample(uv + up - right, right, up); + vec3 v12 = blurSample(uv + up, right, up); + vec3 v13 = blurSample(uv + up + right, right, up); + + vec3 v21 = blurSample(uv - right, right, up); + vec3 v22 = blurSample(uv, right, up); + vec3 v23 = blurSample(uv + right, right, up); + + vec3 v31 = blurSample(uv - up - right, right, up); + vec3 v32 = blurSample(uv - up, right, up); + vec3 v33 = blurSample(uv - up + right, right, up); + + vec3 laplacian_of_g = v11 * 0.0 + v12 * 1.0 + v13 * 0.0 + + v21 * 1.0 + v22 * -4.0 + v23 * 1.0 + + v31 * 0.0 + v32 * 1.0 + v33 * 0.0; + laplacian_of_g = laplacian_of_g * 1.0; + return laplacian_of_g.xyz; +} uniform vec2 uf_fragCoordScale; int clampFI32(int v) { @@ -218,6 +253,11 @@ R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y)); R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); } +vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS0, 0); +vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0); + // export -passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +//passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); +passPixelColor0 = mix(sharpColour, vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)), 0.5); + }