From 01eb39b3bd39ba4b7b79d150c394777afe232377 Mon Sep 17 00:00:00 2001 From: getdls Date: Sat, 30 Dec 2017 19:27:25 +0100 Subject: [PATCH] [WW] Fix light source edge bleeding Fix - Light source edges align by scaling every sub res x2 --- .../1f83c0d47b1c4c34_0000000000000000_vs.txt | 4 +-- .../4c426260188ace42_0000000000000000_vs.txt | 4 +-- .../842a19b509f8b91a_0000000000000000_vs.txt | 4 +-- .../8d68a0e3561ff525_0000000000000000_vs.txt | 4 +-- .../d283b9338c6b10c5_0000000000000000_vs.txt | 4 +-- .../d9c81460d6984bb2_0000000000000000_vs.txt | 4 +-- .../ff71dcd2ad4defdc_00000000000003c9_ps.txt | 4 +-- Source/WindWakerHD/rules.txt | 28 +++++++++---------- 8 files changed, 28 insertions(+), 28 deletions(-) diff --git a/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt index 95303c34..c7244fcd 100644 --- a/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt b/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt index ab34de14..aef85d10 100644 --- a/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt +++ b/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt b/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt index 2b51322e..994d73ba 100644 --- a/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt index 410eb48e..095f249f 100644 --- a/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt index 60543c52..6b212cb9 100644 --- a/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt +++ b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt b/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt index 15e97f65..41441248 100644 --- a/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt +++ b/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt index 371c620b..28609a1a 100644 --- a/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt +++ b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0)*2.0; ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/rules.txt b/Source/WindWakerHD/rules.txt index eeeb5b6b..9a7a7e39 100644 --- a/Source/WindWakerHD/rules.txt +++ b/Source/WindWakerHD/rules.txt @@ -23,48 +23,48 @@ overwriteHeight = [TextureRedefine] # Shadow projection width = 960 height = 540 -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = [TextureRedefine] # shadow blur, Bloom pyarmid start width = 480 height = 270 #formatsExcluded = 0x816 # uncomment for original large bloom -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = [TextureRedefine] # gamepad rendering resolution width = 854 height = 480 -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = [TextureRedefine] # last shadow blur. Bloom pyramid 2 width = 240 height = 135 #formatsExcluded = 0x816 # uncomment for original large bloom -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = [TextureRedefine] # Bloom pyramid 3 width = 120 height = 67 #formatsExcluded = 0x816 # uncomment for original large bloom -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = [TextureRedefine] # Bloom pyramid 4 last step width = 60 height = 33 #formatsExcluded = 0x816 # uncomment for original large bloom -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = [TextureRedefine] #Shadows width = 1024 height = 1024 formats = 0x005 -overwriteWidth = -overwriteHeight = \ No newline at end of file +overwriteWidth = +overwriteHeight = \ No newline at end of file