...copy-paste error
fuzzy head ps: 1.33333333 is actually the original offset is this shader, divide by it then left with whatever you need maybe could also change vertex shader tho
This commit is contained in:
parent
5fb6f76021
commit
94870ed334
Enthusiast
BreathOfTheWild_2880p
BreathOfTheWild_4320p
BreathOfTheWild_5760p
Splatoon_2880p
Splatoon_4320p
Splatoon_5760p
Quality
BreathOfTheWild_1080p
BreathOfTheWild_1080pUW
BreathOfTheWild_1440p
BreathOfTheWild_1440pUW
BreathOfTheWild_1800p
BreathOfTheWild_2160p
BreathOfTheWild_2160pUW
BreathOfTheWild_Switch
Splatoon_1080p
Splatoon_1080pUW
Splatoon_1440p
Splatoon_1800p
Splatoon_2160p
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float h = data / 1.38461538 * uf_fragCoordScale.y;
|
||||
float h = data / 1.33333333 * uf_fragCoordScale.y;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
float data = passParameterSem0.z - passParameterSem0.w;
|
||||
float w = data / 1.38461538 * uf_fragCoordScale.x;
|
||||
float w = data / 1.33333333 * uf_fragCoordScale.x;
|
||||
|
||||
uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
|
||||
uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
|
||||
|
Loading…
Reference in New Issue
Block a user