diff --git a/Source/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/Source/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt index 9db69a34..8afc3052 100644 --- a/Source/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Source/CaptainToad_Resolution/5c1761d13feccdff_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 5c1761d13feccdff //Bloom fix heat haze -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)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt b/Source/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt index 6fd83bd8..569467aa 100644 --- a/Source/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/Source/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 6f5412f28bd716e8 // Used for: Horizontal blur -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)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt b/Source/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt index 4d118c46..c4e7c1c2 100644 --- a/Source/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/Source/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader a0bda935c83e6f2a // Used for: Vertical blur -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)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt b/Source/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt index 8a64ef98..49ad10a0 100644 --- a/Source/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt +++ b/Source/HyruleWarriors_Resolution/492839ddc5f8f43e_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 492839ddc5f8f43e //3rd level dof -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); uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt b/Source/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt index 40fe9994..46342191 100644 --- a/Source/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt +++ b/Source/HyruleWarriors_Resolution/945d9672d0114248_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader 945d9672d0114248 -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); uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt b/Source/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt index b976c3a1..5b5bbe47 100644 --- a/Source/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt +++ b/Source/HyruleWarriors_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader b3609db7d1363f6a //cutscene dof -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); uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt b/Source/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt index 929a2914..e784e0ff 100644 --- a/Source/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt +++ b/Source/HyruleWarriors_Resolution/f9feadb214b483b7_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_shading_language_packing : enable // shader f9feadb214b483b7 -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); uniform ivec4 uf_uniformRegisterVS[256]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt b/Source/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt index be3c7b93..4faeadd7 100644 --- a/Source/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt +++ b/Source/MarioKart8_Resolution/2e78a0d0a0aa66bb_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader 2e78a0d0a0aa66bb // Used for: Horizontal (Menu) Bloom Blur -const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resScale = float($width)/float($gameWidth); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt b/Source/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt index a808aa9c..c27873a9 100644 --- a/Source/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt +++ b/Source/MarioKart8_Resolution/74126253134563de_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader 74126253134563de // Used for: Vertical Menu Background Blur -const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resScale = float($width)/float($gameWidth); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt b/Source/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt index 49e01dcf..258b1fc8 100644 --- a/Source/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt +++ b/Source/MarioKart8_Resolution/ad3014302e0e49bf_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader ad3014302e0e49bf // Used for: Stage Select & Menu Background Horizontal Blur -const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resScale = float($width)/float($gameWidth); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt b/Source/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt index b6ca83ef..24a752c2 100644 --- a/Source/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt +++ b/Source/MarioKart8_Resolution/dd7a19be01b7b1aa_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader dd7a19be01b7b1aa // Used for: Vertical (Menu) Bloom Blur -const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resScale = float($width)/float($gameWidth); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt b/Source/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt index 0f638a36..d630c453 100644 --- a/Source/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt +++ b/Source/NinjaGaiden3_Resolution/7a641a67c4009f7f_0000000000000000_vs.txt @@ -5,8 +5,8 @@ // shader 7a641a67c4009f7f //Blur -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); uniform ivec4 uf_remappedVS[8]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt b/Source/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt index d8b464fa..8df93c97 100644 --- a/Source/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt +++ b/Source/NinjaGaiden3_Resolution/fd6c2e800481a180_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader fd6c2e800481a180 //Cinematic bloom -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); uniform ivec4 uf_remappedVS[8]; diff --git a/Source/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt index 8648a078..c1971947 100644 --- a/Source/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 1f83c0d47b1c4c34 // Used for: Background Blur -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); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt b/Source/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt index 1c472066..9e39197b 100644 --- a/Source/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 280351fcf8e5949f // Used for: Another vertical blur -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); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt b/Source/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt index 85cbb627..2bd0a3ca 100644 --- a/Source/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt +++ b/Source/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt @@ -2,8 +2,8 @@ #extension GL_ARB_texture_gather : enable // shader 5661793d88425685 // Used for: First glitter bloom pass -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); uniform ivec4 uf_remappedPS[7]; 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 diff --git a/Source/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt b/Source/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt index b890f068..4f1fad66 100644 --- a/Source/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 6d9067fd20086bc0 // Used for: Vertical blur -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); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt index 7d1081fb..cc340aa0 100644 --- a/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 842a19b509f8b91a // Used for: General Blur vertical -const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); -const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($width)/float($gameWidth); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt index 9dab36af..89ff1370 100644 --- a/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 8d68a0e3561ff525 // Used for: Horizontal Gameplay Blur -const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); -const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth); +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($width)/float($gameWidth); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt b/Source/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt index 54c4fd56..01879f11 100644 --- a/Source/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt +++ b/Source/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt @@ -2,8 +2,8 @@ #extension GL_ARB_texture_gather : enable // shader b727c08e3b534992 // Used for: Second glitter bloom pass -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); uniform ivec4 uf_remappedPS[10]; 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 diff --git a/Source/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt b/Source/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt index 407ab447..0f5f7a25 100644 --- a/Source/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt +++ b/Source/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt @@ -3,8 +3,8 @@ #extension GL_ARB_separate_shader_objects : enable // shader be99d80628d31127 //AA PS // Used for: Another vertical blur -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); uniform ivec4 uf_remappedPS[4]; 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 diff --git a/Source/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt index 5c043896..faf6e4bb 100644 --- a/Source/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 1f83c0d47b1c4c34 //box downscale -const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); -const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resXScale = (float($height)/float($gameHeight)); +const float resYScale = (float($width)/float($gameWidth)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/WindWakerHD_Resolution/4c426260188ace42_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/4c426260188ace42_0000000000000000_vs.txt index cf4e1e1d..34d332c6 100644 --- a/Source/WindWakerHD_Resolution/4c426260188ace42_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/4c426260188ace42_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader 4c426260188ace42 //3step vertical shadow n AO blur -const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); +const float resXScale = (float($height)/float($gameHeight)); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt index 51331c4e..145c33ac 100644 --- a/Source/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/4ffa96d07cd53c34_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 4ffa96d07cd53c34 -const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); -const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resXScale = (float($height)/float($gameHeight)); +const float resYScale = (float($width)/float($gameWidth)); //box low res (bloom?) diff --git a/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt index d3dae3ee..c3193981 100644 --- a/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/842a19b509f8b91a_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader 842a19b509f8b91a //vertical pass stars -const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resYScale = (float($width)/float($gameWidth)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt index bf43db56..cb9973e2 100644 --- a/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader 8d68a0e3561ff525 //horiztontal bloom pass -const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resXScale = (float($width)/float($gameWidth)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/WindWakerHD_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt b/Source/WindWakerHD_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt index 19f6b7e7..d4607dcd 100644 --- a/Source/WindWakerHD_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt +++ b/Source/WindWakerHD_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt @@ -4,7 +4,7 @@ #extension GL_ARB_shading_language_packing : enable // shader d9c81460d6984bb2 //3step shadow n AO blur horiz -const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resYScale = (float($width)/float($gameWidth)); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt index 9a2aa635..388f1429 100644 --- a/Source/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/007148d1db7f78e7_0000000000000000_vs.txt @@ -1395,8 +1395,8 @@ R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), 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(R4i.x)*(origRatio / newRatio), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w)); // export diff --git a/Source/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt index 85e9cc1c..3b8cc1a2 100644 --- a/Source/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/0b8b33c2f133a514_0000000000000000_vs.txt @@ -1365,8 +1365,8 @@ 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 diff --git a/Source/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt index 85b12dd2..1809ccea 100644 --- a/Source/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/0dbac1e3ebdc5c02_0000000000000000_vs.txt @@ -1348,8 +1348,8 @@ 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 diff --git a/Source/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt index 81b8156d..92a7e146 100644 --- a/Source/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/14f760ff4d6b05f5_0000000000000000_vs.txt @@ -287,8 +287,8 @@ PV1i.w = R5i.x; R6i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[12].x) + -(1.0)); PS1i = R6i.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(R2i.x)*(origRatio / newRatio), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)); // 0 diff --git a/Source/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt index 2987bcf1..aca5e930 100644 --- a/Source/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/1f915b133a255dab_0000000000000000_vs.txt @@ -196,8 +196,8 @@ R2i.y = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBit R2i.z = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[16].z) + intBitsToFloat(R124i.y))); R2i.w = floatBitsToInt((intBitsToFloat(uf_uniformRegisterVS[ARi.x+8].z) * intBitsToFloat(uf_uniformRegisterVS[16].w) + intBitsToFloat(R125i.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 diff --git a/Source/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt index d0b92e1d..1d6c2469 100644 --- a/Source/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/20075cc6cf058a84_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt index 4a4ead73..8d75367e 100644 --- a/Source/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/21eafb6c514a4b35_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt index 63cb9b6b..1dec8d73 100644 --- a/Source/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/2716141e287247da_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt index 037986e0..f7780d10 100644 --- a/Source/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/330acac562ddee2b_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt index ee6c7379..22a40be2 100644 --- a/Source/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/3fae14064195391b_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt index fb09c4ec..72c5b5f3 100644 --- a/Source/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/4c66e611ad14aabe_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt index 959a7593..0a52fcf0 100644 --- a/Source/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/5a41baf724c1cff3_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt index ba25992f..d96b54b6 100644 --- a/Source/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/6093720c5ca6289c_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt index 50fa08f0..690a2e30 100644 --- a/Source/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/610a9c4cb60b0bdf_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt index f1e3841e..7c613d70 100644 --- a/Source/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/622450648ddbf1b2_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt index c1a209b2..480ef9d4 100644 --- a/Source/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/738c509776f2c113_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt index a39c367d..1c00496f 100644 --- a/Source/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/7d2d26ba00a66735_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt index 5b8dd976..8aa534c1 100644 --- a/Source/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/7ec11ebc6ad99936_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt index 5b9d8dcb..e8188e24 100644 --- a/Source/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/8236d4df96d36e25_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt index 596c8512..07e99914 100644 --- a/Source/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/90bdbafc1c764ae6_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt index 1dfa0c39..5a9b5867 100644 --- a/Source/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/948500d0191d1ed8_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt index 68df376b..23d3eb5b 100644 --- a/Source/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/9bc5e526132c9534_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt index c315fa53..67eb354c 100644 --- a/Source/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/9dc2d340255dee89_0000000000000000_vs.txt @@ -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; diff --git a/Source/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt b/Source/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt index 71957a8a..c83b950f 100644 --- a/Source/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt +++ b/Source/XenobladeX_Resolution/_b253dca415790207_0000000000000079_ps.txt @@ -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; diff --git a/Source/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt b/Source/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt index 0346c716..8c48f414 100644 --- a/Source/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt +++ b/Source/XenobladeX_Resolution/_ed70de7fe7542f87_00000000000003c9_ps.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt index 481392b1..8e758169 100644 --- a/Source/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/a225baec4db6d89e_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt b/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt index 0f5ff748..6e4ac5bf 100644 --- a/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt +++ b/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt @@ -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. diff --git a/Source/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt index 2e587ff1..e3329f73 100644 --- a/Source/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/ba529c2c3078fff0_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt index 4e03d617..97282b76 100644 --- a/Source/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/c01cc5b7af21f689_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt index f27bf9ca..7c1dc2d9 100644 --- a/Source/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/ccc475eb7e537add_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt index f3dfacf1..5370c570 100644 --- a/Source/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/ccc6fb8b53f5f651_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt index f4bb0060..e1093c50 100644 --- a/Source/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/d0664898dbf28dfa_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt index 863f170e..5d07b15a 100644 --- a/Source/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/d321199dc854621f_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt index 991749bc..e44feee8 100644 --- a/Source/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/d7074f19f5ca3b20_0000000000000000_vs.txt @@ -244,8 +244,8 @@ R3i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x)))); 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 diff --git a/Source/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt index 23a4f4f8..8b419837 100644 --- a/Source/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/df832bc2e6d22e45_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt index bbefd15d..f2476c2d 100644 --- a/Source/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/dfacd3f8f448aeaa_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt index f74c440e..f3908d09 100644 --- a/Source/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/e082c1f638f8e81e_0000000000000000_vs.txt @@ -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; diff --git a/Source/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt index d116f0b5..ae5da061 100644 --- a/Source/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/e99ed318f647e1cf_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt index fbed83d2..19e3c518 100644 --- a/Source/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/ec248df3384d3d18_0000000000000000_vs.txt @@ -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)); diff --git a/Source/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt index 9b987158..1a9e79b9 100644 --- a/Source/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/eec2c2cee7a1d42f_0000000000000000_vs.txt @@ -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 diff --git a/Source/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt b/Source/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt index 032dc3bd..132aec97 100644 --- a/Source/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt +++ b/Source/XenobladeX_Resolution/fa7054d25fd49999_0000000000000000_vs.txt @@ -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); diff --git a/Source/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt b/Source/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt index 24f971b7..5cc60f0e 100644 --- a/Source/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt +++ b/Source/XenobladeX_Resolution/fdb5a87dd0368c6b_000000000000f249_ps.txt @@ -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