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[Super Mario 3D world] #12

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30 changes: 0 additions & 30 deletions Enhancements/SuperMario3DWorld_Anisotropic/rules.txt

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33 changes: 0 additions & 33 deletions Enhancements/SuperMario3DWorld_Shadows/rules.txt

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Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand Down Expand Up @@ -36,8 +36,8 @@ const float hazeFactor = 0.1;

const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float contrastCurve = $contrastCurve;


Expand All @@ -46,18 +46,18 @@ vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adju
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0;
const float sharp_strength = 2.0;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {

return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
}


#define px (1.0/1280.0*uf_fragCoordScale.x)
#define py (1.0/720.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)

float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
Expand Down Expand Up @@ -95,16 +95,16 @@ vec3 LiftGammaGainPass(vec3 colorInput)
{ //reshade BSD https://reshade.me , Alexkiri port
vec3 color = colorInput;
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = pow(color, 1.0 / RGB_Gamma);
return clamp(color, 0.0, 1.0);
}

vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
//fColour = LiftGammaGainPass(fColour);

fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -2,11 +2,11 @@
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
name = Contrasty
path = "Super Mario 3D World/Enhancements/Contrasty"
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.
version = 4
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.
#Credits: getdls
version = 6

[Preset]
name = Default
[Default]
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
Expand All @@ -27,6 +27,9 @@ $crushContrast = 0.0
$bleach = 1.0
$sharp_mix = 0.0

[Preset]
name = Default

[Preset]
name = debug
$redShadows = 1.0
Expand Down
Original file line number Diff line number Diff line change
@@ -1,17 +1,20 @@
[Definition]
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
name = Negative texture LOD bias
path = "Super Mario 3D World/Enhancements/Texture LOD"
description = Texture LOD override, possible shimmer but sharper textures. Made by Ryce-Fast.
version = 4
path = "Super Mario 3D World/Enhancements/Texture LOD"
description = Texture LOD override, possible shimmer but sharper textures.|Made by Ryce-Fast.
#Credits: Ryce-Fast
version = 6

[Preset]
name = Default LOD
[Default]
$0x431 = 0
$0x432 = 0
$0x433 = 0
$0x434 = 0

[Preset]
name = Default LOD

[Preset]
name = Slightly higher LOD
$0x431 = -.5
Expand Down Expand Up @@ -48,4 +51,4 @@ overwriteRelativeLodBias = $0x433

[TextureRedefine]
formats = 0x434
overwriteRelativeLodBias = $0x434
overwriteRelativeLodBias = $0x434
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
Expand All @@ -20,7 +20,7 @@
// shader 1f83c0d47b1c4c34
// Used for: Background Blur
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand All @@ -21,7 +21,7 @@
// shader 280351fcf8e5949f
// Used for: Another vertical blur
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand Down Expand Up @@ -26,9 +26,9 @@
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.

// shader 470eee1bb25ab50d
// low res reflection
// low res reflection
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand Down Expand Up @@ -28,7 +28,7 @@
// shader 4c426260188ace42
//switch palace reflection vertical
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
Expand All @@ -20,7 +20,7 @@
// shader 5661793d88425685
// Used for: First glitter bloom pass
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand All @@ -21,7 +21,7 @@
// shader 6d9067fd20086bc0
// Used for: Vertical blur
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
Expand All @@ -20,7 +20,7 @@
// shader 842a19b509f8b91a
// Used for: General Blur vertical
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
Expand All @@ -20,7 +20,7 @@
// shader 8d68a0e3561ff525
// Used for: Horizontal Gameplay Blur
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
Expand All @@ -20,7 +20,7 @@
// shader b727c08e3b534992
// Used for: Second glitter bloom pass
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand All @@ -18,11 +18,6 @@
#endif
// 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
layout(set = 1, binding = 2) uniform ufBlock
{
Expand All @@ -33,6 +28,14 @@ uniform vec4 uf_fragCoordScale;
uniform ivec4 uf_remappedPS[4];
uniform vec2 uf_fragCoordScale;
#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(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem2;
Expand Down Expand Up @@ -216,3 +219,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}
#endif
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand Down Expand Up @@ -28,7 +28,7 @@
// shader c27612e2f7126ebf
//switch palace low res reflection 256x240 / 240x240 hz
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
Original file line number Diff line number Diff line change
@@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
Expand All @@ -19,9 +19,9 @@
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.

// shader c4eaec09897d525e
//reflection
//reflection
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
Expand Down
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