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[BotW] correct aspect ratio for cutscenes in UW
(Pre-rendered cutscenes Just add black bars) ![](https://media.discordapp.net/attachments/292707796175290369/370361186652389376/image.png) Needs testing.
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<?php
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$width = $argv[1];
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$height = $argv[2];
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$aspect = $width / (float)$height;
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if (round($aspect*100.0) == 178)
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exit(1);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 7cd338ce4c6ea935 // cutscene ps
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xac200800 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: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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 R127f = vec4(0.0);
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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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R1f = passParameterSem0;
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R1f.x = (R1f.x - 0.5)*1.3125+0.5;
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if (R1f.x>0.0 && R1f.x<1.0) R0f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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tempResultf = log2(backupReg0f);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 1
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R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
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tempResultf = log2(R0f.y);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.w = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].x));
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tempResultf = log2(R0f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
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PS1f = exp2(R127f.z);
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// 4
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R0f.x = PS1f;
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PS0f = exp2(R127f.w);
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// 5
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R0f.y = PS0f;
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PS1f = exp2(R127f.x);
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// 6
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R0f.z = PS1f;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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