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<title>dolphin/Data/Sys/Load, branch master</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>Data: update De Blob 1 and 2 to use explicit bloom target</title>
<updated>2026-03-27T01:14:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2026-01-31T07:04:43+00:00</published>
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These two games have some strange rendering behaviors and therefore can't use the generic bloom actions.

These games have several bloom EFB copies and they draw that on top of an already rendered game.  After doing that, they render some other draw calls to "fixup" the bloom that it drew to effectively remove it.  This isn't uncommon but there is one special thing these games do...they use a RAM EFB copy for the 'fixup'.  This means when playing with high IR, the game will look blurry in specific parts of the screen where the game was attempting to fix the copy!

Bloom removal has addressed this by removing all the draw calls related to the bloom, including the fixup draws.  The user then needs to turn on 'EFB Copy To Texture Only' for the best visuals (De Blob 2 in particular is broken without this) as the default settings.

Bloom blurred will need special attention too but Dolphin doesn't currently have enough functionality to handle it.
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These two games have some strange rendering behaviors and therefore can't use the generic bloom actions.

These games have several bloom EFB copies and they draw that on top of an already rendered game.  After doing that, they render some other draw calls to "fixup" the bloom that it drew to effectively remove it.  This isn't uncommon but there is one special thing these games do...they use a RAM EFB copy for the 'fixup'.  This means when playing with high IR, the game will look blurry in specific parts of the screen where the game was attempting to fix the copy!

Bloom removal has addressed this by removing all the draw calls related to the bloom, including the fixup draws.  The user then needs to turn on 'EFB Copy To Texture Only' for the best visuals (De Blob 2 in particular is broken without this) as the default settings.

Bloom blurred will need special attention too but Dolphin doesn't currently have enough functionality to handle it.
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<entry>
<title>Data: update Sonic Colors bloom definitions to remove repeats, thanks FrankyBuster</title>
<updated>2026-03-27T01:14:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2026-01-31T03:52:46+00:00</published>
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<entry>
<title>Data: update Pandora's Tower Bloom and DOF definitions</title>
<updated>2026-03-27T01:14:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2026-01-31T03:49:27+00:00</published>
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<entry>
<title>Data: add a blurred DOF feature</title>
<updated>2026-03-27T01:14:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-18T06:21:38+00:00</published>
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<entry>
<title>Data: add more bloom graphics mods</title>
<updated>2026-03-27T01:14:40+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-18T06:00:26+00:00</published>
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<entry>
<title>Data: provide a blur mod for games with bloom</title>
<updated>2026-03-27T01:13:16+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-18T00:56:20+00:00</published>
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<id>ace082af23b49ba5044e2f9e6a8f350e36d7a6bb</id>
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Add a mod for all games with bloom targets that blurs the bloom based on resolution using a custom material.  The shader exposes bloom brightness and the amount of spread through uniforms (not exposed in the UI yet).

The original shader logic was done by TryTwo.  This shader was reworked for graphics mods and cleaned up slightly.

Co-authored-by: TryTwo &lt;taolas@gmail.com&gt;
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Add a mod for all games with bloom targets that blurs the bloom based on resolution using a custom material.  The shader exposes bloom brightness and the amount of spread through uniforms (not exposed in the UI yet).

The original shader logic was done by TryTwo.  This shader was reworked for graphics mods and cleaned up slightly.

Co-authored-by: TryTwo &lt;taolas@gmail.com&gt;
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<entry>
<title>Data: add bloom graphics mod for Zelda Twilight Princess on Gamecube</title>
<updated>2025-11-19T00:38:20+00:00</updated>
<author>
<name>iwubcode</name>
<email>iwubcode@users.noreply.github.com</email>
</author>
<published>2025-11-14T04:51:05+00:00</published>
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<entry>
<title>GraphicMods: Fix typo in DBZ Budokai Tenkaichi 3/metadata.json</title>
<updated>2025-03-04T09:35:10+00:00</updated>
<author>
<name>Luz Paz</name>
<email>luzpaz@pm.me</email>
</author>
<published>2025-03-04T09:35:10+00:00</published>
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<entry>
<title>Remove Bloom Definitions for Skylanders Trap Team</title>
<updated>2024-10-10T20:03:34+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2024-10-10T20:03:34+00:00</published>
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<entry>
<title>Add Bloom definitions for Need for Speed: Nitro</title>
<updated>2024-07-27T19:24:32+00:00</updated>
<author>
<name>Martino Fontana</name>
<email>tinozzo123@gmail.com</email>
</author>
<published>2024-07-25T12:36:35+00:00</published>
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