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Delete Resolutions/WindWakerHD_Resolution directory
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@ -1,106 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 1f83c0d47b1c4c34 //box downscale
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const float resXScale = (float($height)/float($gameHeight));
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const float resYScale = (float($width)/float($gameWidth));
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem3;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = intBitsToFloat(0xbf800000);
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R1f.w = 1.0;
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PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resYScale); //vert
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// 1
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backupReg0f = R2f.y;
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backupReg1f = R2f.x;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale); //horiz
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale; //horiz
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R2f.z = PS0f;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resYScale; //vert
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PS1f = R2f.x;
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// 2
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R2f.w = PV1f.x;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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}
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@ -1,115 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 4ffa96d07cd53c34
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const float resXScale = (float($height)/float($gameHeight));
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const float resYScale = (float($height)/float($gameHeight));
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//box low res (bloom?)
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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R127f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].w)/resYScale; //vert
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PS0f = R127f.x;
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// 1
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg0f = R2f.x;
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R2f.x = backupReg0f + intBitsToFloat(uf_remappedVS[0].z)/resXScale;//hz right
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R2f.y = PS0f;
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PV1f.z = backupReg1f + -(intBitsToFloat(uf_remappedVS[0].w)/resYScale); ///vert
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R0f.x = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].z)/resXScale); //hz left
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PS1f = R0f.x;
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// 2
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R0f.y = R127f.x;
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R0f.z = PV1f.z;
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R2f.w = PV1f.z;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.x, R2f.w);
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// export
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passParameterSem1 = vec4(R0f.x, R0f.y, R0f.x, R0f.z);
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// 0
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}
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@ -1,128 +0,0 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 842a19b509f8b91a //vertical pass bloom
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const float resYScale = (float($height)/float($gameHeight));
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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};
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#else
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uniform ivec4 uf_remappedVS[1];
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// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
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#endif
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// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/resYScale; // center
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// 1
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PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide
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R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first
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R2f.z = R2f.y + PS0f;
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PV1f.z = R2f.z;
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R2f.w = R2f.y;
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PV1f.w = R2f.w;
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R0f.y = R2f.y + -(PS0f);
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PS1f = R0f.y;
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// 2
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R0f.x = R2f.x;
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R3f.y = R2f.y + -(PV1f.x);
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R0f.z = PV1f.z;
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R0f.w = PV1f.w;
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R2f.z = R2f.y + PV1f.x;
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PS0f = R2f.z;
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// 3
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R3f.x = R2f.x;
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R4f.y = R2f.y + -(R127f.y);
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R3f.z = PS0f;
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R3f.w = R2f.y;
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R2f.z = R2f.y + R127f.y;
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PS1f = R2f.z;
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// 4
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R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
|
||||
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
// export
|
||||
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
|
||||
// 0
|
||||
}
|
@ -1,126 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
|
||||
#define gl_VertexID gl_VertexIndex
|
||||
#define gl_InstanceID gl_InstanceIndex
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
|
||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
|
||||
#define SET_POSITION(_v) gl_Position = _v
|
||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
|
||||
// shader 8d68a0e3561ff525 //horiztontal bloom pass
|
||||
const float resXScale = (float($width)/float($gameWidth));
|
||||
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
};
|
||||
#else
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7
|
||||
#endif
|
||||
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
|
||||
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
|
||||
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
float gl_PointSize;
|
||||
};
|
||||
layout(location = 1) out vec4 passParameterSem1;
|
||||
layout(location = 2) out vec4 passParameterSem2;
|
||||
layout(location = 0) out vec4 passParameterSem0;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
return floatBitsToInt(1.0);
|
||||
else if( v == 0xFFFFFFFF )
|
||||
return floatBitsToInt(0.0);
|
||||
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||||
}
|
||||
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
||||
void main()
|
||||
{
|
||||
vec4 R0f = vec4(0.0);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R126f = vec4(0.0);
|
||||
vec4 R127f = vec4(0.0);
|
||||
uvec4 attrDecoder;
|
||||
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
|
||||
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
|
||||
float PS0f = 0.0, PS1f = 0.0;
|
||||
vec4 tempf = vec4(0.0);
|
||||
float tempResultf;
|
||||
int tempResulti;
|
||||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
|
||||
attrDecoder.xyz = attrDataSem0.xyz;
|
||||
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
|
||||
attrDecoder.w = 0;
|
||||
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
attrDecoder.xy = attrDataSem1.xy;
|
||||
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
|
||||
attrDecoder.z = 0;
|
||||
attrDecoder.w = 0;
|
||||
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
|
||||
// 0
|
||||
backupReg0f = R1f.x;
|
||||
backupReg1f = R1f.y;
|
||||
R1f.x = backupReg0f;
|
||||
R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = 0.0;
|
||||
R1f.w = 1.0;
|
||||
R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93)/resXScale;//center pass
|
||||
PS0f = R127f.y;
|
||||
// 1
|
||||
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale; //wide pass
|
||||
R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7) /resXScale; //nothing on first pass
|
||||
R3f.z = R2f.x + PS0f;
|
||||
R3f.w = R2f.x;
|
||||
R3f.x = R2f.y;
|
||||
PS1f = R3f.x;
|
||||
// 2
|
||||
R0f.x = PS1f;
|
||||
R3f.y = R2f.x + -(R127f.y);
|
||||
R0f.z = R2f.x + PV1f.x;
|
||||
R0f.w = R2f.x;
|
||||
R0f.y = R2f.x + -(PV1f.x);
|
||||
PS0f = R0f.y;
|
||||
// 3
|
||||
backupReg0f = R2f.x;
|
||||
backupReg0f = R2f.x;
|
||||
backupReg0f = R2f.x;
|
||||
R2f.x = R3f.x;
|
||||
R2f.y = backupReg0f + -(R126f.y);
|
||||
R2f.z = backupReg0f + R126f.y;
|
||||
R2f.w = backupReg0f;
|
||||
// export
|
||||
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
|
||||
// export
|
||||
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
// export
|
||||
passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// export
|
||||
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
|
||||
// 0
|
||||
}
|
@ -1,43 +0,0 @@
|
||||
------
|
||||
### TLoZ Wind Waker HD
|
||||
------
|
||||
### Graphic options
|
||||
3840x4320 vert x2 SSAA - light res x2
|
||||
|
||||
3840x4320 vert x2 SSAA - Runs the game at double vertical res balancing look and performance when super sampling. Aspect is still 16:9 so run full screen scaling in stretched and bilinear when activating this option.
|
||||
|
||||
Light res x2 - Doubles resolution of light sources and mitigate light haloing around object edges.
|
||||
|
||||
### Nice to know when creating a custom resolution
|
||||
|
||||
There are some issues with AO and light sources, to mitigate this some “sub” viewports need to scale evenly. XCX uses a similar approach to get smooth shadow transitions.
|
||||
|
||||
Example:
|
||||
```
|
||||
[Preset]
|
||||
name = 3440x1440 (21:9)
|
||||
$width = 3440
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/3440.0)
|
||||
$aspectRatio = (43.0/18.0)
|
||||
```
|
||||
|
||||
Base resolution is 2560x1440 -> Uw patch res 3440
|
||||
|
||||
AO needs to be 2160 = 1440 * $lightSource = 1.5
|
||||
|
||||
We then need to scale back ultrawide to original aspect for all viewports using AO / light sources
|
||||
|
||||
2560 = 3440 *$scaleShader (2560.0/3440.0)
|
||||
|
||||
```
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 544
|
||||
formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
||||
```
|
@ -1,17 +0,0 @@
|
||||
[WWHDAspectEUR]
|
||||
moduleMatches = 0xB7E748DE
|
||||
0x1004AAF0 = .float ($aspectRatio)
|
||||
0x101417E0 = .float ($aspectRatio)
|
||||
0x101658A8 = .float ($aspectRatio)
|
||||
|
||||
[WWHDAspectJAP]
|
||||
moduleMatches = 0x74BD3F6A
|
||||
0x1004AAF0 = .float ($aspectRatio)
|
||||
0x101417F8 = .float ($aspectRatio)
|
||||
0x101658C0 = .float ($aspectRatio)
|
||||
|
||||
[WWHDAspectUSA]
|
||||
moduleMatches = 0x475BD29F
|
||||
0x1004AAF0 = .float ($aspectRatio)
|
||||
0x101417D0 = .float ($aspectRatio)
|
||||
0x10165898 = .float ($aspectRatio)
|
@ -1,464 +0,0 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143600,0005000010143500
|
||||
name = Resolution
|
||||
path = "The Legend of Zelda: The Wind Waker HD/Graphics/Resolution"
|
||||
description = Changes the resolution of the game. Made by getdls and Morph.
|
||||
version = 4
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080 (Default)
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 320x180
|
||||
$width = 320
|
||||
$height = 180
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 1280x720
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 2732x1536
|
||||
$width = 2732
|
||||
$height = 1536
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 7680x4320
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
|
||||
#Resolutions |Aspect ratio
|
||||
#2560×1080, 5120×2160, 8192×3456 |64:27 (2.370)
|
||||
#3440×1440 |43:18 (2.38)
|
||||
#1920×800, 3840×1600, 7680×3200 |12:5 (2.4)
|
||||
|
||||
[Preset]
|
||||
name = ---- Ultra wide 21:9 ----
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = (1920.0/2560.0)
|
||||
$aspectRatio = (64.0/27.0) #LG
|
||||
|
||||
[Preset]
|
||||
name = 2560x1080 (21:9 HD)
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = (1920.0/2560.0)
|
||||
$aspectRatio = (64.0/27.0) #LG
|
||||
|
||||
[Preset]
|
||||
name = 3440x1440 (21:9)
|
||||
$width = 3440
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/3440.0)
|
||||
$aspectRatio = (43.0/18.0)
|
||||
|
||||
[Preset]
|
||||
name = 3840x1600 (21:9)
|
||||
$width = 3840
|
||||
$height = 1600
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.35
|
||||
$scaleShader = (2844.445/3840.0)
|
||||
$aspectRatio = (12.0/5.0)
|
||||
|
||||
[Preset]
|
||||
name = 5160x2160 (4k 21:9)
|
||||
$width = 5160
|
||||
$height = 2160
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = (3840.0/5160.0)
|
||||
$aspectRatio = (64.0/27.0) #LG
|
||||
|
||||
[Preset]
|
||||
name = ---- Superwide 32:9 ----
|
||||
$width = 5120
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/5120.0)
|
||||
$aspectRatio = (96.0/27.0)
|
||||
|
||||
[Preset]
|
||||
name = 5120x1440 (32:9)
|
||||
$width = 5120
|
||||
$height = 1440
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = (2560.0/5120.0)
|
||||
$aspectRatio = (96.0/27.0)
|
||||
|
||||
[Preset]
|
||||
name = 7680x2160 (4k 32:9)
|
||||
$width = 7680
|
||||
$height = 2160
|
||||
$gameWidth= 1920
|
||||
$gameHeight= 1080
|
||||
$lightSource = 1.0
|
||||
$scaleShader = (3840.0/7680.0)
|
||||
$aspectRatio = (96.0/27.0)
|
||||
|
||||
[Preset]
|
||||
name = ---- Custom resolutions ----
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080 AO fix - Light res x2
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440 AO fix
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 1.5
|
||||
$scaleShader = 1.0 #(1088.0/1440.0)
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160 AO fix - light res x2
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 1920x2160 vert x2 SSAA - light res x2
|
||||
$width = 1920
|
||||
$height = 2160
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
[Preset]
|
||||
name = 3840x4320 vert x2 SSAA - light res x2
|
||||
$width = 3840
|
||||
$height = 4320 # x2
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
$lightSource = 2.0
|
||||
$scaleShader = 1.0
|
||||
$aspectRatio = (16.0/9.0)
|
||||
|
||||
## Colour depth increase - Didn't see any visual improvement.
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x001
|
||||
#overwriteFormat = 0x005
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x01a
|
||||
#overwriteFormat = 0x01f
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x019
|
||||
#overwriteFormat = 0x01f
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x806
|
||||
#overwriteFormat = 0x80e
|
||||
#
|
||||
#[TextureRedefine]
|
||||
#formats = 0x816
|
||||
#overwriteFormat = 0x820
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1920
|
||||
height = 1088
|
||||
formats = 0x80e,0x019,0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1920
|
||||
overwriteHeight = ($height/$gameHeight) * 1088
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1920
|
||||
height = 1080
|
||||
formats = 0x80e,0x019,0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1920
|
||||
overwriteHeight = ($height/$gameHeight) * 1080
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 544
|
||||
formats = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * (1024*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 960
|
||||
height = 544
|
||||
formats = 0x816,0x806,0x019,0x01a,0x001,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * (960*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (544*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 960
|
||||
height = 540
|
||||
formats = 0x816,0x806,0x019,0x01a,0x001,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * (960*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (540*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 864
|
||||
height = 480
|
||||
formats = 0x019,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * 864
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine]
|
||||
width = 854
|
||||
height = 480
|
||||
formats = 0x019,0x80e
|
||||
overwriteWidth = ($width/$gameWidth) * 854
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x019,0x01a #,0x806
|
||||
overwriteWidth = ($width/$gameWidth) * (512*$lightSource*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (512*$lightSource)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 480
|
||||
height = 270
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (480)
|
||||
overwriteHeight = ($height/$gameHeight) * (270)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 480
|
||||
height = 272
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (480)
|
||||
overwriteHeight = ($height/$gameHeight) * (272)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 256
|
||||
height = 256
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (256)
|
||||
overwriteHeight = ($height/$gameHeight) * (256)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 256
|
||||
height = 144
|
||||
formats = 0x816,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * (256)
|
||||
overwriteHeight = ($height/$gameHeight) * (144)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 240
|
||||
height = 135
|
||||
formats = 0x816,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * (240)
|
||||
overwriteHeight = ($height/$gameHeight) * (135)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 128
|
||||
height = 128
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (128)
|
||||
overwriteHeight = ($height/$gameHeight) * (128)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 128
|
||||
height = 80
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (128)
|
||||
overwriteHeight = ($height/$gameHeight) * (80)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 120
|
||||
height = 67
|
||||
#formats =
|
||||
overwriteWidth = ($width/$gameWidth) * (120)
|
||||
overwriteHeight = ($height/$gameHeight) * (67)
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 64
|
||||
height = 64
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (64)
|
||||
overwriteHeight = ($height/$gameHeight) * (64)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 64
|
||||
height = 48
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * (64)
|
||||
overwriteHeight = ($height/$gameHeight) * (48)
|
||||
|
||||
[TextureRedefine]
|
||||
width = 60
|
||||
height = 33
|
||||
#formats =
|
||||
overwriteWidth = ($width/$gameWidth) * (60)
|
||||
overwriteHeight = ($height/$gameHeight) * (33)
|
||||
|
||||
[TextureRedefine] #Pictograph
|
||||
width = 1600
|
||||
height = 912
|
||||
formats = 0x019
|
||||
overwriteWidth = ($height/$gameHeight) * 1600
|
||||
overwriteHeight = ($height/$gameHeight) * 912
|
||||
|
||||
[TextureRedefine] #Pictograph
|
||||
width = 1600
|
||||
height = 900
|
||||
formats = 0x019
|
||||
overwriteWidth = ($height/$gameHeight) * 1600
|
||||
overwriteHeight = ($height/$gameHeight) * 900
|
||||
|
||||
### pictograph. If you try to fix this, verify that saved pictures can be loaded from album.
|
||||
#
|
||||
#[TextureRedefine] #pictograph
|
||||
#width = 832
|
||||
#height = 450
|
||||
#formats = 0x01a,080e,0x41a
|
||||
#overwriteWidth = ($width/$gameWidth) * 832
|
||||
#overwriteHeight = ($height/$gameHeight) * 450
|
||||
#
|
||||
#[TextureRedefine] #pictograph
|
||||
#width = 800
|
||||
#height = 464
|
||||
#formats = 0x01a,080e,0x41a #
|
||||
#overwriteWidth = ($width/$gameWidth) * 800
|
||||
#overwriteHeight = ($height/$gameHeight) * 464
|
||||
#
|
||||
#[TextureRedefine] #pictograph
|
||||
#width = 800
|
||||
#height = 450
|
||||
#formats = 0x01a,080e,0x41a
|
||||
#overwriteWidth = ($width/$gameWidth) * 800
|
||||
#overwriteHeight = ($height/$gameHeight) * 450
|
Loading…
Reference in New Issue
Block a user