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https://github.com/cemu-project/cemu_graphic_packs.git
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(hopefully) replace remaining casting issues
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@ -4,8 +4,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 5c1761d13feccdff
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//Bloom fix heat haze
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 6f5412f28bd716e8
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// Used for: Horizontal blur
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader a0bda935c83e6f2a
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// Used for: Vertical blur
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 492839ddc5f8f43e //3rd level dof
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 945d9672d0114248
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -4,8 +4,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader b3609db7d1363f6a
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//cutscene dof
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -3,8 +3,8 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader f9feadb214b483b7
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 2e78a0d0a0aa66bb
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// Used for: Horizontal (Menu) Bloom Blur
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 74126253134563de
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// Used for: Vertical Menu Background Blur
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader ad3014302e0e49bf
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// Used for: Stage Select & Menu Background Horizontal Blur
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,7 +4,7 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader dd7a19be01b7b1aa
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// Used for: Vertical (Menu) Bloom Blur
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const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -5,8 +5,8 @@
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// shader 7a641a67c4009f7f //Blur
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[8];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,8 +4,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader fd6c2e800481a180 //Cinematic bloom
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[8];
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#extension GL_ARB_shading_language_packing : enable
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// shader 1f83c0d47b1c4c34
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// Used for: Background Blur
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 280351fcf8e5949f
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// Used for: Another vertical blur
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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// shader 5661793d88425685
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// Used for: First glitter bloom pass
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[7];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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#extension GL_ARB_shading_language_packing : enable
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// shader 6d9067fd20086bc0
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// Used for: Vertical blur
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 842a19b509f8b91a
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// Used for: General Blur vertical
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 8d68a0e3561ff525
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// Used for: Horizontal Gameplay Blur
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_texture_gather : enable
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// shader b727c08e3b534992
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// Used for: Second glitter bloom pass
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[10];
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layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf50ed800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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#extension GL_ARB_separate_shader_objects : enable
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// shader be99d80628d31127 //AA PS
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// Used for: Another vertical blur
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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#extension GL_ARB_shading_language_packing : enable
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// shader 1f83c0d47b1c4c34 //box downscale
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const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resXScale = (float($height)/float($gameHeight));
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const float resYScale = (float($width)/float($gameWidth));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 4c426260188ace42
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//3step vertical shadow n AO blur
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const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resXScale = (float($height)/float($gameHeight));
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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#extension GL_ARB_shading_language_packing : enable
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// shader 4ffa96d07cd53c34
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const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resXScale = (float($height)/float($gameHeight));
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const float resYScale = (float($width)/float($gameWidth));
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//box low res (bloom?)
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#extension GL_ARB_shading_language_packing : enable
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// shader 842a19b509f8b91a //vertical pass stars
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const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = (float($width)/float($gameWidth));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 8d68a0e3561ff525 //horiztontal bloom pass
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resXScale = (float($width)/float($gameWidth));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader d9c81460d6984bb2
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//3step shadow n AO blur horiz
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const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = (float($width)/float($gameWidth));
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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}
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// export
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float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
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float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height)) ;
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// *(origRatio / newRatio)
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gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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// export
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R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[25].z) + intBitsToFloat(PV0i.y)));
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}
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// export
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float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
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float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height)) ;
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// *(origRatio / newRatio)
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gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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// export
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R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[25].z) + intBitsToFloat(PV0i.y)));
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}
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// export
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float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
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float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height)) ;
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// *(origRatio / newRatio)
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gl_Position = vec4(intBitsToFloat(R0i.x) *(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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// export
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@ -287,8 +287,8 @@ PV1i.w = R5i.x;
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R6i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[12].x) + -(1.0));
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PS1i = R6i.x;
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// export
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float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
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float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height)) ;
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// *(origRatio / newRatio)
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gl_Position = vec4(intBitsToFloat(R2i.x)*(origRatio / newRatio), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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// 0
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@ -196,8 +196,8 @@ R2i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBit
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R2i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[16].z) + intBitsToFloat(R124i.y)));
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R2i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[16].w) + intBitsToFloat(R125i.x)));
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// export
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float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
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float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height)) ;
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// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
// export
|
||||
|
@ -1267,8 +1267,8 @@ R0i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedVS[24].
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedVS[18].w));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height));
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height));
|
||||
// *(origRatio / newRatio)
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R10i.x)*(origRatio / newRatio), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w));
|
||||
|
@ -1381,8 +1381,8 @@ R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(uf_re
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_remappedVS[19].w)));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
|
@ -1282,8 +1282,8 @@ R0i.z = ((PV0i.x == 0)?(backupReg0i):(0x3f800000));
|
||||
R0i.w = ((PV0i.x == 0)?(backupReg1i):(0x3f800000));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
// export
|
||||
|
@ -1376,8 +1376,8 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(uf_remappedVS[2
|
||||
R1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[19].w));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
// export
|
||||
|
@ -1282,8 +1282,8 @@ R0i.y = ((PV0i.x == 0)?(R8i.y):(0x3f800000));
|
||||
R0i.z = ((PV0i.x == 0)?(backupReg0i):(0x3f800000));
|
||||
R0i.w = ((PV0i.x == 0)?(backupReg1i):(0x3f800000));
|
||||
}
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
|
||||
// export
|
||||
|
@ -279,8 +279,8 @@ PV1i.w = R0i.x;
|
||||
R8i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[12].x) + -(1.0));
|
||||
PS1i = R8i.z;
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R2i.x)*(origRatio / newRatio), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
|
||||
// 0
|
||||
|
@ -1376,8 +1376,8 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(uf_remappedVS[2
|
||||
R1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[19].w));
|
||||
}
|
||||
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
|
@ -506,8 +506,8 @@ R0i.z = ((PV1i.z == 0)?(R125i.w):(0x3f800000));
|
||||
R0i.w = ((PV1i.z == 0)?(R9i.y):(0x3f800000));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
// export
|
||||
|
@ -263,8 +263,8 @@ PS0i = R3i.w;
|
||||
// 21
|
||||
R2i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
|
@ -447,8 +447,8 @@ PV1i.w = tempi.x;
|
||||
// 16
|
||||
R2i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R3i.x)*(origRatio / newRatio), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
|
||||
// export
|
||||
|
@ -449,8 +449,8 @@ PV1i.w = tempi.x;
|
||||
R2i.z = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
|
||||
// export
|
||||
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R3i.x)*(origRatio / newRatio), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
|
||||
// export
|
||||
|
@ -1395,8 +1395,8 @@ R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(uf_re
|
||||
}
|
||||
// export
|
||||
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
|
@ -1391,8 +1391,8 @@ R1i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[2
|
||||
R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[25].z) + intBitsToFloat(PV0i.y)));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
// export
|
||||
|
@ -274,8 +274,8 @@ PS1i = R2i.z;
|
||||
// 22
|
||||
R3i.z = floatBitsToInt(max(intBitsToFloat(R4i.z), 0.0));
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R1i.x)*(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
// export
|
||||
|
@ -1377,8 +1377,8 @@ R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(uf_re
|
||||
// 14
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_remappedVS[19].w)));
|
||||
}
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
|
@ -286,8 +286,8 @@ R8i.w = PV1i.x;
|
||||
R1i.z = floatBitsToInt(max(intBitsToFloat(R3i.z), 0.0));
|
||||
PS0i = R1i.z;
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R9i.x)*(origRatio / newRatio), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w));
|
||||
// export
|
||||
|
@ -129,8 +129,8 @@ R2f.y = (R127f.w * intBitsToFloat(uf_remappedVS[10].y) + PV1f.z);
|
||||
R2f.z = (R127f.w * intBitsToFloat(uf_remappedVS[10].z) + PV1f.y);
|
||||
R2f.w = (R127f.w * intBitsToFloat(uf_remappedVS[10].w) + PV1f.x);
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(R2f.x*(origRatio / newRatio), R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
|
@ -2,8 +2,8 @@
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
// shader 9dc2d340255dee89
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
|
@ -3,7 +3,7 @@
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader b253dca415790207
|
||||
// motion blur alpha
|
||||
const float resScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
const float resScale = float($height)/float($gameHeight);
|
||||
|
||||
//const float resScale = 2.0;
|
||||
//const float resScale = 3;
|
||||
|
@ -4,7 +4,7 @@
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader ed70de7fe7542f87
|
||||
//motion blur sample spread scaling
|
||||
const float resScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
const float resScale = float($height)/float($gameHeight);
|
||||
//const float resScale = 2.0;
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e12000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
|
@ -1376,8 +1376,8 @@ R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(uf_re
|
||||
// 14
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_remappedVS[19].w)));
|
||||
}
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R4i.x) *(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
|
@ -4,8 +4,8 @@
|
||||
// shader af7acf7fb6dca1be
|
||||
//cutscene shadow scaling
|
||||
//to do - extra edge smooth pass,
|
||||
const float resScaleDetail = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
|
||||
const float resScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
|
||||
const float resScaleDetail = (float($height)/float($gameHeight));
|
||||
const float resScale = (float($height)/float($gameHeight));
|
||||
//const float resScaleDetail = 2.0;
|
||||
//const float resScale = 3.0;
|
||||
const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.
|
||||
|
@ -261,8 +261,8 @@ R3i.w = floatBitsToInt(intBitsToFloat(R3i.w) * 2.0);
|
||||
PS0i = R3i.w;
|
||||
// 21
|
||||
R2i.z = floatBitsToInt(-(intBitsToFloat(PV0i.x)));
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
|
||||
|
||||
// export
|
||||
|
@ -1367,8 +1367,8 @@ R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(uf_re
|
||||
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(uf_remappedVS[25].z)) + intBitsToFloat(PV0i.y)));
|
||||
}
|
||||
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
|
@ -522,8 +522,8 @@ R0i.z = floatBitsToInt((intBitsToFloat(PS0i) * intBitsToFloat(uf_remappedVS[20].
|
||||
// 12
|
||||
R0i.w = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedVS[13].w));
|
||||
}
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R9i.x)*(origRatio / newRatio), intBitsToFloat(R9i.y), intBitsToFloat(R9i.z), intBitsToFloat(R9i.w));
|
||||
|
@ -1382,8 +1382,8 @@ R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.w),intBitsToFloat(uf_re
|
||||
R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(uf_remappedVS[19].w)));
|
||||
}
|
||||
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
|
@ -63,8 +63,8 @@ R1f.x = PV0f.w + intBitsToFloat(uf_remappedVS[0].z);
|
||||
R1f.y = PV0f.z + intBitsToFloat(uf_remappedVS[0].w);
|
||||
R1f.w = 1.0;
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(R1f.x*(origRatio / newRatio), R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
|
@ -1254,8 +1254,8 @@ R0i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(uf_re
|
||||
R0i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(uf_remappedVS[24].y)) + intBitsToFloat(R127i.y)));
|
||||
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(uf_remappedVS[24].z)) + intBitsToFloat(PV0i.x)));
|
||||
}
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R10i.x)*(origRatio / newRatio), intBitsToFloat(R10i.y), intBitsToFloat(R10i.z), intBitsToFloat(R10i.w));
|
||||
|
@ -244,8 +244,8 @@ R3i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
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||||
R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[9].z) * intBitsToFloat(R126i.z));
|
||||
PS1i = R2i.x;
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R1i.x) *(origRatio / newRatio), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
|
||||
// export
|
||||
|
@ -1362,8 +1362,8 @@ R1i.x = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[2
|
||||
R1i.y = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[25].y) + intBitsToFloat(R127i.z)));
|
||||
R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[25].z) + intBitsToFloat(PV0i.y)));
|
||||
}
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
|
@ -1249,8 +1249,8 @@ R0i.y = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[2
|
||||
R0i.z = floatBitsToInt((intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[24].z) + intBitsToFloat(PV0i.x)));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R12i.x)*(origRatio / newRatio), intBitsToFloat(R12i.y), intBitsToFloat(R12i.z), intBitsToFloat(R12i.w));
|
||||
// export
|
||||
|
@ -6,8 +6,8 @@
|
||||
//mask is probably scaled and fixed transparency
|
||||
// transport flame, fog and quest marking, waterfall, computer login
|
||||
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
uniform ivec4 uf_remappedVS[27];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
layout(location = 0) in uvec4 attrDataSem0;
|
||||
|
@ -1362,8 +1362,8 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.y) * intBitsToFloat(uf_remappedVS[2
|
||||
}
|
||||
// export
|
||||
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x)*(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
|
@ -1308,8 +1308,8 @@ R1i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(uf_re
|
||||
R1i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(uf_remappedVS[25].y)) + intBitsToFloat(R127i.z)));
|
||||
R1i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.y),intBitsToFloat(uf_remappedVS[25].z)) + intBitsToFloat(PV0i.y)));
|
||||
}
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(intBitsToFloat(R0i.x) *(origRatio / newRatio), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
|
||||
|
@ -1376,8 +1376,8 @@ R1i.z = floatBitsToInt((intBitsToFloat(R126i.w) * intBitsToFloat(uf_remappedVS[2
|
||||
R1i.w = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(uf_remappedVS[19].w));
|
||||
}
|
||||
// export
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
gl_Position = vec4(intBitsToFloat(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
|
||||
// export
|
||||
|
@ -97,8 +97,8 @@ R3f.z = R127f.x * intBitsToFloat(0x41200000);
|
||||
PS0f = R3f.z;
|
||||
// 5
|
||||
R3f.w = R126f.x * intBitsToFloat(0x41200000);
|
||||
float origRatio = (intBitsToFloat(1280)/intBitsToFloat(720));
|
||||
float newRatio = (intBitsToFloat($width)/intBitsToFloat($height)) ;
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height)) ;
|
||||
// *(origRatio / newRatio)
|
||||
// export
|
||||
gl_Position = vec4(R0f.x*(origRatio / newRatio), R0f.y, R0f.z, R0f.w);
|
||||
|
@ -1,8 +1,8 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
// shader fdb5a87dd0368c6b //shadow scaling
|
||||
uniform ivec4 uf_remappedPS[23];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
|
Loading…
Reference in New Issue
Block a user