Add Mario Party 10 resolution pack

Fixes https://github.com/slashiee/cemu_graphic_packs/issues/258
This commit is contained in:
Crementif 2018-11-07 17:12:37 +01:00
parent 8025f7f7f3
commit 2e6e4da994
2 changed files with 595 additions and 0 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 5ce4bcf08c2aa688
// Used for: Bloom
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
uniform ivec4 uf_remappedVS[6];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) noperspective out vec4 passParameterSem1;
layout(location = 1) noperspective out vec4 passParameterSem2;
layout(location = 2) noperspective out vec4 passParameterSem3;
layout(location = 3) noperspective out vec4 passParameterSem4;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R10i = ivec4(0);
ivec4 R11i = ivec4(0);
ivec4 R12i = ivec4(0);
ivec4 R13i = ivec4(0);
ivec4 R14i = ivec4(0);
ivec4 R15i = ivec4(0);
ivec4 R16i = ivec4(0);
ivec4 R17i = ivec4(0);
ivec4 R18i = ivec4(0);
ivec4 R19i = ivec4(0);
ivec4 R20i = ivec4(0);
ivec4 R21i = ivec4(0);
ivec4 R22i = ivec4(0);
ivec4 R23i = ivec4(0);
ivec4 R24i = ivec4(0);
ivec4 R25i = ivec4(0);
ivec4 R26i = ivec4(0);
ivec4 R27i = ivec4(0);
ivec4 R28i = ivec4(0);
ivec4 R29i = ivec4(0);
ivec4 R30i = ivec4(0);
ivec4 R31i = ivec4(0);
ivec4 R32i = ivec4(0);
ivec4 R33i = ivec4(0);
ivec4 R34i = ivec4(0);
ivec4 R35i = ivec4(0);
ivec4 R36i = ivec4(0);
ivec4 R37i = ivec4(0);
ivec4 R38i = ivec4(0);
ivec4 R39i = ivec4(0);
ivec4 R40i = ivec4(0);
ivec4 R41i = ivec4(0);
ivec4 R42i = ivec4(0);
ivec4 R43i = ivec4(0);
ivec4 R44i = ivec4(0);
ivec4 R45i = ivec4(0);
ivec4 R46i = ivec4(0);
ivec4 R47i = ivec4(0);
ivec4 R48i = ivec4(0);
ivec4 R49i = ivec4(0);
ivec4 R50i = ivec4(0);
ivec4 R51i = ivec4(0);
ivec4 R52i = ivec4(0);
ivec4 R53i = ivec4(0);
ivec4 R54i = ivec4(0);
ivec4 R55i = ivec4(0);
ivec4 R56i = ivec4(0);
ivec4 R57i = ivec4(0);
ivec4 R58i = ivec4(0);
ivec4 R59i = ivec4(0);
ivec4 R60i = ivec4(0);
ivec4 R61i = ivec4(0);
ivec4 R62i = ivec4(0);
ivec4 R63i = ivec4(0);
ivec4 R64i = ivec4(0);
ivec4 R65i = ivec4(0);
ivec4 R66i = ivec4(0);
ivec4 R67i = ivec4(0);
ivec4 R68i = ivec4(0);
ivec4 R69i = ivec4(0);
ivec4 R70i = ivec4(0);
ivec4 R71i = ivec4(0);
ivec4 R72i = ivec4(0);
ivec4 R73i = ivec4(0);
ivec4 R74i = ivec4(0);
ivec4 R75i = ivec4(0);
ivec4 R76i = ivec4(0);
ivec4 R77i = ivec4(0);
ivec4 R78i = ivec4(0);
ivec4 R79i = ivec4(0);
ivec4 R80i = ivec4(0);
ivec4 R81i = ivec4(0);
ivec4 R82i = ivec4(0);
ivec4 R83i = ivec4(0);
ivec4 R84i = ivec4(0);
ivec4 R85i = ivec4(0);
ivec4 R86i = ivec4(0);
ivec4 R87i = ivec4(0);
ivec4 R88i = ivec4(0);
ivec4 R89i = ivec4(0);
ivec4 R90i = ivec4(0);
ivec4 R91i = ivec4(0);
ivec4 R92i = ivec4(0);
ivec4 R93i = ivec4(0);
ivec4 R94i = ivec4(0);
ivec4 R95i = ivec4(0);
ivec4 R96i = ivec4(0);
ivec4 R97i = ivec4(0);
ivec4 R98i = ivec4(0);
ivec4 R99i = ivec4(0);
ivec4 R100i = ivec4(0);
ivec4 R101i = ivec4(0);
ivec4 R102i = ivec4(0);
ivec4 R103i = ivec4(0);
ivec4 R104i = ivec4(0);
ivec4 R105i = ivec4(0);
ivec4 R106i = ivec4(0);
ivec4 R107i = ivec4(0);
ivec4 R108i = ivec4(0);
ivec4 R109i = ivec4(0);
ivec4 R110i = ivec4(0);
ivec4 R111i = ivec4(0);
ivec4 R112i = ivec4(0);
ivec4 R113i = ivec4(0);
ivec4 R114i = ivec4(0);
ivec4 R115i = ivec4(0);
ivec4 R116i = ivec4(0);
ivec4 R117i = ivec4(0);
ivec4 R118i = ivec4(0);
ivec4 R119i = ivec4(0);
ivec4 R120i = ivec4(0);
ivec4 R121i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = 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;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder = attrDataSem1;
attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_remappedVS[0].y)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_remappedVS[0].x)));
R5i.w = 0x3f800000;
R127i.x = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedVS[1].y));
PS0i = R127i.x;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedVS[2].x));
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(uf_remappedVS[2].y));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(uf_remappedVS[1].x));
// 2
R1i.x = uf_remappedVS[3].x;
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) * intBitsToFloat(PS1i));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 2.0);
R5i.z = uf_remappedVS[2].z;
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * intBitsToFloat(R127i.x));
PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
R1i.y = uf_remappedVS[3].y;
PS0i = R1i.y;
// 3
R5i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + -(1.0));
R0i.y = uf_remappedVS[3].w;
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0));
R0i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w) * 1.0);
R0i.x = uf_remappedVS[3].z;
PS1i = R0i.x;
// 4
R2i.x = uf_remappedVS[5].x;
R5i.y = floatBitsToInt(-(intBitsToFloat(PV1i.z)));
R1i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * 1.0);
R1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w) * -(1.0));
R2i.y = uf_remappedVS[5].y;
PS0i = R2i.y;
// 5
R3i.x = uf_remappedVS[5].z;
R3i.y = uf_remappedVS[5].w;
R0i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * 1.0);
R3i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z) * -(1.0));
PS1i = int(intBitsToFloat(R2i.w));
// 6
R4i.x = PS1i + 0x00000018;
R2i.z = R0i.w;
R2i.w = R1i.w;
// 7
R33i.x = R1i.x;
R33i.y = R1i.y;
// 8
R34i.x = R0i.x;
R34i.y = R0i.y;
// 9
R35i.x = R2i.x;
R35i.y = R2i.y;
// 10
R36i.x = R3i.x;
R36i.y = R3i.y;
// 11
tempResulti = R4i.x;
tempResulti = clamp(tempResulti, -256, 255);
ARi.x = tempResulti;
PV1i.x = tempResulti;
// 12
R4i.x = ((ARi.x==0)?R9i.x:(ARi.x==24)?R33i.x:(ARi.x==25)?R34i.x:(ARi.x==26)?R35i.x:(ARi.x==27)?R36i.x:(ARi.x==118)?R127i.x:0);
R4i.y = ((ARi.x==0)?R9i.y:(ARi.x==24)?R33i.y:(ARi.x==25)?R34i.y:(ARi.x==26)?R35i.y:(ARi.x==27)?R36i.y:(ARi.x==118)?R127i.y:0);
// export
gl_Position = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// 0
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z)/resXScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
PS0i = R3i.x;
// 1
backupReg0i = R2i.z;
R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(R4i.x)));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
R2i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i)/resYScale,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(R4i.y)));
// export
passParameterSem1 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.z));
// export
passParameterSem2 = vec4(intBitsToFloat(R0i.z), intBitsToFloat(R0i.w), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
// export
passParameterSem3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z));
// export
passParameterSem4 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
}

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[Definition]
titleIds = 0005000010162D00,0005000010162E00,0005000E10161F00
name = Resolution
path = "Mario Party 10/Graphics/Resolution"
description = Changes the resolution of the game. Note: Missing videos in minigame screen is currently a Cemu/Cemuhook issue.
version = 3
[Preset]
name = 1280x720 (Default)
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
// Performance
[Preset]
name = 256x144
$width = 256
$height = 144
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 427x240
$width = 427
$height = 240
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 854x480
$width = 854
$height = 480
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
// Quality
[Preset]
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 2732x1536
$width = 2732
$height = 1536
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
// Enthusiast
[Preset]
name = 7680x4320
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
[Preset]
name = 10240x5760
$width = 10240
$height = 5760
$gameWidth = 1280
$gameHeight = 720
[TextureRedefine] # Game Resolution
width = 1280
height = 720
formats = 0x019,0x001,0x80e
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Background Rendering
width = 640
height = 368
formats = 0x019
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine] # Blank Clip Depth Texture
width = 640
height = 360
formats = 0x80e,0x019
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 360
[TextureRedefine] # Alt Blank Clip Depth Texture
width = 640
height = 368
formats = 0x80e
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine] # Other Blank Texture
width = 320
height = 180
formats = 0x019
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
# Bloom
[TextureRedefine] # Bloom 1
width = 320
height = 192
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 192
[TextureRedefine] # Alt Bloom 1
width = 320
height = 180
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
[TextureRedefine] # Bloom 2, Final Bloom Composition
width = 160
height = 96
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 96
[TextureRedefine] # Alt Bloom 2, Alt Final Bloom Composition
width = 160
height = 90
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 160
overwriteHeight = ($height/$gameHeight) * 90
[TextureRedefine] # Bloom 3
width = 96
height = 48
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 96
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine] # Alt Bloom 3
width = 80
height = 45
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 80
overwriteHeight = ($height/$gameHeight) * 45
# Gamepad Browser Rendering
[TextureRedefine] # Browser Cage Rendering
width = 864
height = 480
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine] # Browser Cage Rendering
width = 854
height = 480
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
# Main Menu
[TextureRedefine] # Character selection
width = 224
height = 208
formats = 0x019,0x80e,0x005
overwriteWidth = ($width/$gameWidth) * 224
overwriteHeight = ($height/$gameHeight) * 208
[TextureRedefine] # Alt Character selection
width = 196
height = 196
formats = 0x019,0x80e,0x001,0x005
overwriteWidth = ($width/$gameWidth) * 196
overwriteHeight = ($height/$gameHeight) * 196
[TextureRedefine] # Character Selection DK's Fur Rendering Blank Clip Map
width = 256
height = 208
formats = 0x001,0x005
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 208
[TextureRedefine] # Bowser Party -> Character selection -> Bowser Rendering
width = 544
height = 128
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 544
overwriteHeight = ($height/$gameHeight) * 128
[TextureRedefine] # Bowser Party -> Character selection -> Alt Bowser Rendering
width = 536
height = 126
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 536
overwriteHeight = ($height/$gameHeight) * 126
[TextureRedefine] # Mario Party -> Car Rendering
width = 1024
height = 512
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 512
[TextureRedefine] # Bowser Party -> Bowser Rendering
width = 480
height = 464
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 464
[TextureRedefine] # Bowser Party -> Alt Bowser Rendering
width = 460
height = 460
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 460
overwriteHeight = ($height/$gameHeight) * 460
[TextureRedefine] # Bowser Party -> Bigger Bowser Rendering
width = 736
height = 544
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 736
overwriteHeight = ($height/$gameHeight) * 544
[TextureRedefine] # Bowser Party -> Alt Bigger Bowser Rendering
width = 716
height = 538
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 716
overwriteHeight = ($height/$gameHeight) * 538
[TextureRedefine] # Bowser Party -> Car Rendering
width = 384
height = 384
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 384
overwriteHeight = ($height/$gameHeight) * 384
[TextureRedefine] # Bowser Party -> Alt Car Rendering
width = 370
height = 370
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 370
overwriteHeight = ($height/$gameHeight) * 370
[TextureRedefine] # Bowser Party -> Bigger Car Rendering
width = 576
height = 416
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 576
overwriteHeight = ($height/$gameHeight) * 416
[TextureRedefine] # Bowser Party -> Alt Bigger Car Rendering
width = 552
height = 414
formats = 0x019,0x80e
overwriteWidth = ($width/$gameWidth) * 552
overwriteHeight = ($height/$gameHeight) * 414
# Pause Menu
[TextureRedefine] # Background
width = 1280
height = 720
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720