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[WW] Fix light source edge bleeding
Fix - Light source edges align by scaling every sub res x2
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@ -2,8 +2,8 @@
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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@ -2,8 +2,8 @@
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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@ -2,8 +2,8 @@
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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@ -2,8 +2,8 @@
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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@ -2,8 +2,8 @@
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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@ -2,8 +2,8 @@
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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@ -2,8 +2,8 @@
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0);
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$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0);
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$scaleFactorY = always_decimal_format($fullHeight / 1080.0)*2.0;
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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@ -23,48 +23,48 @@ overwriteHeight = <?=round($scaleFactorY*1080)?>
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[TextureRedefine] # Shadow projection
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width = 960
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height = 540
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overwriteWidth = <?=round($scaleFactorX*960)?>
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overwriteHeight = <?=round($scaleFactorY*540)?>
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overwriteWidth = <?=round($scaleFactorX*960*2)?>
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overwriteHeight = <?=round($scaleFactorY*540*2)?>
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[TextureRedefine] # shadow blur, Bloom pyarmid start
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width = 480
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height = 270
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#formatsExcluded = 0x816 # uncomment for original large bloom
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overwriteWidth = <?=round($scaleFactorX*480)?>
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overwriteHeight = <?=round($scaleFactorX*270)?>
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overwriteWidth = <?=round($scaleFactorX*480*2)?>
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overwriteHeight = <?=round($scaleFactorX*270*2)?>
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[TextureRedefine] # gamepad rendering resolution
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width = 854
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height = 480
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overwriteWidth = <?=round($scaleFactorX*854)?>
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overwriteHeight = <?=round($scaleFactorY*480)?>
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overwriteWidth = <?=round($scaleFactorX*854*2)?>
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overwriteHeight = <?=round($scaleFactorY*480*2)?>
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[TextureRedefine] # last shadow blur. Bloom pyramid 2
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width = 240
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height = 135
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#formatsExcluded = 0x816 # uncomment for original large bloom
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overwriteWidth = <?=round($scaleFactorX*240)?>
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overwriteHeight = <?=round($scaleFactorY*135)?>
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overwriteWidth = <?=round($scaleFactorX*240*2)?>
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overwriteHeight = <?=round($scaleFactorY*135*2)?>
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[TextureRedefine] # Bloom pyramid 3
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width = 120
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height = 67
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#formatsExcluded = 0x816 # uncomment for original large bloom
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overwriteWidth = <?=round($scaleFactorX*120)?>
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overwriteHeight = <?=round($scaleFactorY*67)?>
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overwriteWidth = <?=round($scaleFactorX*120*2)?>
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overwriteHeight = <?=round($scaleFactorY*67*2)?>
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[TextureRedefine] # Bloom pyramid 4 last step
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width = 60
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height = 33
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#formatsExcluded = 0x816 # uncomment for original large bloom
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overwriteWidth = <?=round($scaleFactorX*60)?>
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overwriteHeight = <?=round($scaleFactorY*33)?>
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overwriteWidth = <?=round($scaleFactorX*60*2)?>
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overwriteHeight = <?=round($scaleFactorY*33*2)?>
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[TextureRedefine] #Shadows
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = <?=round($scaleFactorX*1024)?>
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overwriteHeight = <?=round($scaleFactorY*1024)?>
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overwriteWidth = <?=round($scaleFactorX*1024*2)?>
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overwriteHeight = <?=round($scaleFactorY*1024*2)?>
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