diff --git a/Source/SuperMarioMaker_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt b/Source/SuperMarioMaker_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt deleted file mode 100644 index ccdb48b6..00000000 --- a/Source/SuperMarioMaker_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt +++ /dev/null @@ -1,108 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 0b9b8f5dfa16ad58 -// Used for: Horizontal (Edit Screen) Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; - -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = -(R1f.y); -PV0f.x = R127f.x; -R127f.y = (R1f.x > 0.0)?1.0:0.0; -R127f.y /= 2.0; -R126f.z = (0.0 > R1f.x)?1.0:0.0; -R126f.z /= 2.0; -R127f.w = 1.0; -PV0f.w = R127f.w; -R126f.x = intBitsToFloat(uf_remappedVS[0].w) * (intBitsToFloat(0x3fae8a72)/resYScale); -PS0f = R126f.x; -// 1 -R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = R0f.x; -PV1f.y = R0f.x; -PV1f.z = R0f.x; -PV1f.w = R0f.x; -R127f.z = (PV0f.x > 0.0)?1.0:0.0; -R127f.z /= 2.0; -PS1f = R127f.z; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.y = tempf.x; -PS0f = (0.0 > R127f.x)?1.0:0.0; -PS0f /= 2.0; -// 3 -backupReg0f = R127f.z; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R0f.z = tempf.x; -R127f.z = backupReg0f + -(PS0f); -PS1f = R127f.z; -// 4 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.w = tempf.x; -PS0f = R127f.y + -(R126f.z); -// 5 -R1f.x = PS0f + 0.5; -PV1f.y = R127f.z + 0.5; -// 6 -R1f.y = PV1f.y + -(R126f.x); -R1f.z = PV1f.y + R126f.x; -R1f.w = PV1f.y; -// export -gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -} diff --git a/Source/SuperMarioMaker_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt b/Source/SuperMarioMaker_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt deleted file mode 100644 index ce1e3de8..00000000 --- a/Source/SuperMarioMaker_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt +++ /dev/null @@ -1,111 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#extension GL_ARB_shading_language_packing : enable -// shader 0b9b8f5dfa16ad58 -// Used for: Vertical (Edit Screen) Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; - -uniform ivec4 uf_remappedVS[5]; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = (R1f.x > 0.0)?1.0:0.0; -R127f.x /= 2.0; -R127f.y = -(R1f.y); -PV0f.y = R127f.y; -R127f.z = (0.0 > R1f.x)?1.0:0.0; -R127f.z /= 2.0; -R127f.w = 1.0; -PV0f.w = R127f.w; -R126f.x = intBitsToFloat(uf_remappedVS[0].z) * (intBitsToFloat(0x3fae8a72)/resXScale); -PS0f = R126f.x; -// 1 -R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = R0f.x; -PV1f.y = R0f.x; -PV1f.z = R0f.x; -PV1f.w = R0f.x; -R126f.w = (PV0f.y > 0.0)?1.0:0.0; -R126f.w /= 2.0; -PS1f = R126f.w; -// 2 -backupReg0f = R127f.y; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.y = tempf.x; -R127f.y = (0.0 > backupReg0f)?1.0:0.0; -R127f.y /= 2.0; -PS0f = R127f.y; -// 3 -backupReg0f = R127f.x; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R0f.z = tempf.x; -R127f.x = backupReg0f + -(R127f.z); -PS1f = R127f.x; -// 4 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.w = tempf.x; -PS0f = R126f.w + -(R127f.y); -// 5 -PV1f.y = PS0f + 0.5; -PV1f.z = R127f.x + 0.5; -// 6 -R1f.x = PV1f.y; -R1f.y = PV1f.z + -(R126f.x); -R1f.z = PV1f.z + R126f.x; -R1f.w = PV1f.z; -// export -gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -} diff --git a/Source/SuperMarioMaker_Resolution/rules.txt b/Source/SuperMarioMaker_Resolution/rules.txt index faf72b6b..4ba17be3 100644 --- a/Source/SuperMarioMaker_Resolution/rules.txt +++ b/Source/SuperMarioMaker_Resolution/rules.txt @@ -117,48 +117,40 @@ $gameWidth = 1280 $gameHeight = 720 -[TextureRedefine] # Game Resolution +[TextureRedefine] # Game Output, 3D Rendering Style width = 1280 height = 720 -formats = 0x019,0x80e,0x001 +formats = 0x019,0x80e,0x001,0x419,0x816 overwriteWidth = ($width/$gameWidth) * 1280 overwriteHeight = ($height/$gameHeight) * 720 -# Screen Blur Type 1 -[TextureRedefine] -width = 640 -height = 368 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 +# Sprite Styles [TextureRedefine] -width = 160 -height = 96 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 64 - - -# Screen Blur Type 2 -[TextureRedefine] -width = 864 -height = 480 -formats = 0x019 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 +width = 928 +height = 528 +formats = 0x019,0x80e +overwriteWidth = ($width/$gameWidth) * 928 +overwriteHeight = ($height/$gameHeight) * 528 [TextureRedefine] -width = 448 -height = 220 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 448 -overwriteHeight = ($height/$gameHeight) * 220 +width = 912 +height = 516 +formats = 0x019,0x80e,0x001 +overwriteWidth = ($width/$gameWidth) * 912 +overwriteHeight = ($height/$gameHeight) * 516 [TextureRedefine] -width = 128 -height = 64 -formats = 0x01a -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 64 +width = 928 +height = 516 +formats = 0x80e +overwriteWidth = ($width/$gameWidth) * 928 +overwriteHeight = ($height/$gameHeight) * 516 + +[TextureRedefine] +width = 1024 +height = 528 +formats = 0x001 +overwriteWidth = ($width/$gameWidth) * 1024 +overwriteHeight = ($height/$gameHeight) * 528 \ No newline at end of file