(hopefully) replace remaining casting issues

This commit is contained in:
Michael 2018-11-15 18:27:31 -08:00
parent cff6321de9
commit 0d5f5a6060
69 changed files with 128 additions and 128 deletions

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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];

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@ -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;

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@ -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;

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@ -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

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@ -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;

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@ -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;

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@ -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;

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@ -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

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@ -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

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@ -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;

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@ -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;

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@ -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?)

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@ -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;

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@ -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;

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@ -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;

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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));

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@ -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));

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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));

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@ -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

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@ -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));

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@ -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

View File

@ -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

View File

@ -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));

View File

@ -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

View File

@ -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

View File

@ -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));

View File

@ -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

View File

@ -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

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@ -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;

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@ -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;

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@ -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

View File

@ -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));

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@ -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.

View File

@ -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

View File

@ -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));

View File

@ -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));

View File

@ -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));

View File

@ -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

View File

@ -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));

View File

@ -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

View File

@ -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));

View File

@ -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

View File

@ -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;

View File

@ -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));

View File

@ -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));

View File

@ -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

View File

@ -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);

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@ -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