[WW] Fix light source edge bleeding

Fix - Light source edges align by scaling every sub res x2
This commit is contained in:
getdls 2017-12-30 19:27:25 +01:00
parent 0f3eb99eb2
commit 01eb39b3bd
8 changed files with 28 additions and 28 deletions

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -23,48 +23,48 @@ overwriteHeight = <?=round($scaleFactorY*1080)?>
[TextureRedefine] # Shadow projection
width = 960
height = 540
overwriteWidth = <?=round($scaleFactorX*960)?>
overwriteHeight = <?=round($scaleFactorY*540)?>
overwriteWidth = <?=round($scaleFactorX*960*2)?>
overwriteHeight = <?=round($scaleFactorY*540*2)?>
[TextureRedefine] # shadow blur, Bloom pyarmid start
width = 480
height = 270
#formatsExcluded = 0x816 # uncomment for original large bloom
overwriteWidth = <?=round($scaleFactorX*480)?>
overwriteHeight = <?=round($scaleFactorX*270)?>
overwriteWidth = <?=round($scaleFactorX*480*2)?>
overwriteHeight = <?=round($scaleFactorX*270*2)?>
[TextureRedefine] # gamepad rendering resolution
width = 854
height = 480
overwriteWidth = <?=round($scaleFactorX*854)?>
overwriteHeight = <?=round($scaleFactorY*480)?>
overwriteWidth = <?=round($scaleFactorX*854*2)?>
overwriteHeight = <?=round($scaleFactorY*480*2)?>
[TextureRedefine] # last shadow blur. Bloom pyramid 2
width = 240
height = 135
#formatsExcluded = 0x816 # uncomment for original large bloom
overwriteWidth = <?=round($scaleFactorX*240)?>
overwriteHeight = <?=round($scaleFactorY*135)?>
overwriteWidth = <?=round($scaleFactorX*240*2)?>
overwriteHeight = <?=round($scaleFactorY*135*2)?>
[TextureRedefine] # Bloom pyramid 3
width = 120
height = 67
#formatsExcluded = 0x816 # uncomment for original large bloom
overwriteWidth = <?=round($scaleFactorX*120)?>
overwriteHeight = <?=round($scaleFactorY*67)?>
overwriteWidth = <?=round($scaleFactorX*120*2)?>
overwriteHeight = <?=round($scaleFactorY*67*2)?>
[TextureRedefine] # Bloom pyramid 4 last step
width = 60
height = 33
#formatsExcluded = 0x816 # uncomment for original large bloom
overwriteWidth = <?=round($scaleFactorX*60)?>
overwriteHeight = <?=round($scaleFactorY*33)?>
overwriteWidth = <?=round($scaleFactorX*60*2)?>
overwriteHeight = <?=round($scaleFactorY*33*2)?>
[TextureRedefine] #Shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = <?=round($scaleFactorX*1024)?>
overwriteHeight = <?=round($scaleFactorY*1024)?>
overwriteWidth = <?=round($scaleFactorX*1024*2)?>
overwriteHeight = <?=round($scaleFactorY*1024*2)?>