From 34043042d16aa71fa2476ec53c861b83e5009727 Mon Sep 17 00:00:00 2001 From: intra0 Date: Fri, 13 Dec 2024 21:40:01 -0600 Subject: [PATCH] Delete Resolutions/DrLuigi_Resolution directory --- .../9e9abde99f9510dc_000000000000001c_ps.txt | 246 ------------------ Resolutions/DrLuigi_Resolution/rules.txt | 87 ------- 2 files changed, 333 deletions(-) delete mode 100644 Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt delete mode 100644 Resolutions/DrLuigi_Resolution/rules.txt diff --git a/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt b/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt deleted file mode 100644 index 1b93d58e..00000000 --- a/Resolutions/DrLuigi_Resolution/9e9abde99f9510dc_000000000000001c_ps.txt +++ /dev/null @@ -1,246 +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 9e9abde99f9510dc -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform float uf_alphaTestRef; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform float uf_alphaTestRef; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem129; -layout(location = 1) in vec4 passParameterSem128; -layout(location = 0) out vec4 passPixelColor0; -// uf_fragCoordScale was moved to the ufBlock -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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -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 R122i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R126i = ivec4(0); -ivec4 R127i = ivec4(0); -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 = floatBitsToInt(passParameterSem129); -R1i = floatBitsToInt(passParameterSem128); -R5i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz); -R6i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); -// 0 -backupReg0i = R0i.y; -backupReg1i = R0i.x; -PV0i.x = 0; -PV0i.y = floatBitsToInt(intBitsToFloat(backupReg0i) * 1.0); -PV0i.z = 0; -R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * 1.0); -PV0i.w = R127i.w; -R8i.w = 0x3f800000; -PS0i = R8i.w; -// 1 -R2i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(PV0i.w)); -R2i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV0i.x)); -R3i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R1i.z)); -PV1i.w = PV0i.y; -R3i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R1i.w)); -PS1i = R3i.y; -// 2 -R4i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R127i.w)); -R4i.y = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(PV1i.w)); -R0i.z = floatBitsToInt(intBitsToFloat(R6i.z) * intBitsToFloat(0x3de978d5)); -R3i.x = floatBitsToInt(intBitsToFloat(R5i.z) * intBitsToFloat(0x3de978d5)); -PS0i = R3i.x; -R2i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xyz); -R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R3i.zy)).xyz); -R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); -// 0 -tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R3i.x),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),1.0,0.0))); -PV0i.x = tempi.x; -PV0i.y = tempi.x; -PV0i.z = tempi.x; -PV0i.w = tempi.x; -R127i.z = tempi.x; -R122i.x = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x3f1645a2) + intBitsToFloat(R0i.z))); -PS0i = R122i.x; -// 1 -tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R2i.x),intBitsToFloat(R2i.y),intBitsToFloat(R2i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); -PV1i.x = tempi.x; -PV1i.y = tempi.x; -PV1i.z = tempi.x; -PV1i.w = tempi.x; -R127i.y = tempi.x; -R126i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x3e991687) + intBitsToFloat(PS0i))); -PS1i = R126i.z; -// 2 -R126i.x = floatBitsToInt(dot(vec4(intBitsToFloat(R7i.x),intBitsToFloat(R7i.y),intBitsToFloat(R7i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); -PV0i.x = R126i.x; -PV0i.y = R126i.x; -PV0i.z = R126i.x; -PV0i.w = R126i.x; -R127i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.x)); -PS0i = R127i.x; -// 3 -tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R4i.x),intBitsToFloat(R4i.y),intBitsToFloat(R4i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); -PV1i.x = tempi.x; -PV1i.y = tempi.x; -PV1i.z = tempi.x; -PV1i.w = tempi.x; -R127i.w = tempi.x; -PS1i = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(PS0i)); -// 4 -PV0i.x = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.x)); -PV0i.y = floatBitsToInt(intBitsToFloat(R126i.x) + intBitsToFloat(PV1i.x)); -PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.x)); -PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(PS1i)); -R126i.y = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(R127i.y))); -PS0i = R126i.y; -// 5 -backupReg0i = R127i.x; -backupReg1i = R127i.z; -backupReg2i = R127i.y; -R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.x)) + intBitsToFloat(PV0i.z)); -PV1i.x = R127i.x; -PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3d000000)); -R127i.z = floatBitsToInt(min(intBitsToFloat(R126i.x), intBitsToFloat(R127i.w))); -PV1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)) + intBitsToFloat(backupReg0i)); -R127i.y = floatBitsToInt(max(intBitsToFloat(backupReg1i), intBitsToFloat(backupReg2i))); -PS1i = R127i.y; -// 6 -backupReg0i = R126i.x; -backupReg1i = R127i.w; -R126i.x = floatBitsToInt(-(intBitsToFloat(PV1i.w))); -PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.x), -(intBitsToFloat(PV1i.x)))); -PV0i.z = floatBitsToInt(max(-(intBitsToFloat(PV1i.w)), intBitsToFloat(PV1i.w))); -R127i.w = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(0x3c000000))); -PS0i = floatBitsToInt(max(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i))); -// 7 -PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.y))); -PV1i.y = floatBitsToInt(max(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); -PV1i.w = floatBitsToInt(min(intBitsToFloat(R126i.y), intBitsToFloat(R127i.z))); -// 8 -R2i.x = floatBitsToInt(max(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.y))); -R2i.z = floatBitsToInt(min(intBitsToFloat(R126i.z), intBitsToFloat(PV1i.w))); -PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.x)); -// 9 -PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.w)); -// 10 -PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i))); -PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.x), intBitsToFloat(PS1i))); -// 11 -PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(0xc1000000))); -PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), intBitsToFloat(0xc1000000))); -// 12 -PV0i.y = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(0x41000000))); -PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.z), intBitsToFloat(0x41000000))); -// 13 -R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.y))); -PV1i.z = R126i.z; -R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.w))); -PV1i.w = R127i.w; -// 14 -R0i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.x))); -R0i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x3e2aaaac) + intBitsToFloat(R1i.y))); -R4i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.x))); -R4i.w = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0xbe2aaaaa) + intBitsToFloat(R1i.y))); -R4i.x = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + intBitsToFloat(R1i.x))); -PS0i = R4i.x; -// 15 -backupReg0i = R1i.x; -R1i.x = floatBitsToInt((-(intBitsToFloat(R126i.z)) * 0.5 + intBitsToFloat(backupReg0i))); -R4i.y = floatBitsToInt((intBitsToFloat(R127i.w) * 0.5 + intBitsToFloat(R1i.y))); -R1i.z = floatBitsToInt((-(intBitsToFloat(R127i.w)) * 0.5 + intBitsToFloat(R1i.y))); -R0i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyz); -R7i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.zw)).xyz); -R4i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R4i.xy)).xyz); -R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xz)).xyz); -// 0 -R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(R7i.z)); -R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); -R127i.z = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R7i.y)); -R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0); -PV0i.z = R127i.z; -R127i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(R7i.x)); -R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0); -PV0i.w = R127i.w; -// 1 -PV1i.x = floatBitsToInt(intBitsToFloat(R4i.x) + intBitsToFloat(R1i.x)); -PV1i.y = PV0i.w; -PV1i.y = floatBitsToInt(intBitsToFloat(PV1i.y) / 2.0); -R126i.z = floatBitsToInt(intBitsToFloat(R4i.z) + intBitsToFloat(R1i.z)); -PV1i.w = floatBitsToInt(intBitsToFloat(R4i.y) + intBitsToFloat(R1i.y)); -PS1i = PV0i.z; -PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0); -// 2 -R127i.x = floatBitsToInt((intBitsToFloat(PV1i.x) * 0.25 + intBitsToFloat(PV1i.y))); -R127i.y = floatBitsToInt((intBitsToFloat(PV1i.w) * 0.25 + intBitsToFloat(PS1i))); -PV0i.w = R126i.x; -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) / 2.0); -// 3 -backupReg0i = R126i.z; -R126i.z = floatBitsToInt((intBitsToFloat(backupReg0i) * 0.25 + intBitsToFloat(PV0i.w))); -PV1i.z = R126i.z; -// 4 -tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R127i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e991687),intBitsToFloat(0x3f1645a2),intBitsToFloat(0x3de978d5),0.0))); -PV0i.x = tempi.x; -PV0i.y = tempi.x; -PV0i.z = tempi.x; -PV0i.w = tempi.x; -// 5 -PV1i.y = ((intBitsToFloat(PV0i.x) > intBitsToFloat(R2i.x))?int(0xFFFFFFFF):int(0x0)); -PV1i.z = ((intBitsToFloat(R2i.z) > intBitsToFloat(PV0i.x))?int(0xFFFFFFFF):int(0x0)); -// 6 -R123i.x = ((PV1i.z == 0)?(PV1i.y):(int(-1))); -PV0i.x = R123i.x; -// 7 -R8i.x = ((PV0i.x == 0)?(R127i.x):(R127i.w)); -R8i.y = ((PV0i.x == 0)?(R127i.y):(R127i.z)); -R8i.z = ((PV0i.x == 0)?(R126i.z):(R126i.x)); -// export -if( ((vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w))).a > uf_alphaTestRef) == false) discard; -passPixelColor0 = vec4(intBitsToFloat(R8i.x), intBitsToFloat(R8i.y), intBitsToFloat(R8i.z), intBitsToFloat(R8i.w)); -} diff --git a/Resolutions/DrLuigi_Resolution/rules.txt b/Resolutions/DrLuigi_Resolution/rules.txt deleted file mode 100644 index e09d8a8d..00000000 --- a/Resolutions/DrLuigi_Resolution/rules.txt +++ /dev/null @@ -1,87 +0,0 @@ -[Definition] -titleIds = 0005000010150300,0005000010152A00,0005000010152B00 -name = Resolution -path = "Dr. Luigi/Graphics/Resolution" -description = Changes the resolution of the game. Anti-aliasing is disabled by default. Made by M&&M. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[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 = 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 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -[TextureRedefine] -width = 1280 -height = 720 -formatsExcluded = 0x31 -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720