diff --git a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt index af56a799..1ba3f153 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt @@ -6,6 +6,8 @@ //UI text front const float UIx = $UIAspectX; const float UIy = $UIAspectY; +const float UItransp = $UItransp; + uniform ivec4 uf_remappedVS[7]; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; @@ -117,7 +119,7 @@ R3f.w = tempf.x; // export gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w); // export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt index 14c0c3cd..55c9a54c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt @@ -6,6 +6,7 @@ //hearts const float UIx = $UIAspectX; const float UIy = $UIAspectY; +const float UItransp = $UItransp; uniform ivec4 uf_remappedVS[7]; layout(location = 0) in uvec4 attrDataSem0; @@ -121,7 +122,7 @@ R2f.w = tempf.x; // export gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); // export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); // export passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); // export diff --git a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt new file mode 100644 index 00000000..8a27d4e9 --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt @@ -0,0 +1,141 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 827afe113fd67658 +//lamp oil indicator +const float UIx = $UIAspectX; +const float UIy = $UIAspectY; + +uniform ivec4 uf_remappedVS[9]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem1; +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() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = 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; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem2.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +R127f.w = R2f.w; +PS0f = R127f.w; +// 1 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +R0f.z = 1.0; +PS1f = R0f.z; +// 2 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +PS0f = 1.0; +// 3 +R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = R2f.x; +PV1f.y = R2f.x; +PV1f.z = R2f.x; +PV1f.w = R2f.x; +R4f.z = PS0f; +PS1f = R4f.z; +// 4 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R2f.y = tempf.x; +// 5 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R2f.z = tempf.x; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R2f.w = tempf.x; +// export +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// 0 +backupReg0f = R0f.z; +backupReg0f = R0f.z; +tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z),intBitsToFloat(uf_remappedVS[7].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +// 1 +backupReg0f = R0f.z; +backupReg0f = R0f.z; +tempf.x = dot(vec4(R3f.x,R3f.y,backupReg0f,backupReg0f),vec4(intBitsToFloat(uf_remappedVS[8].x),intBitsToFloat(uf_remappedVS[8].y),intBitsToFloat(uf_remappedVS[8].z),intBitsToFloat(uf_remappedVS[8].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R4f.x = PV0f.x; +PS1f = R4f.x; +// 2 +R4f.y = PV1f.x; +// export +passParameterSem1 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} diff --git a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt new file mode 100644 index 00000000..5733212e --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt @@ -0,0 +1,124 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 85b15b7fe92662bb +//map dungeon BG +const float UIx = $UIAspectX; +const float UIy = $UIAspectY; + +uniform ivec4 uf_remappedVS[7]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem1; +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() +{ +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))); +// skipped unused attribute for r5 +attrDecoder.xy = attrDataSem2.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 +R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +R126f.w = R1f.w; +PS0f = R126f.w; +// 1 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +R127f.w = 1.0; +PS1f = R127f.w; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +R3f.x = 0.0; +PS0f = R3f.x; +// 3 +R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = R1f.x; +PV1f.y = R1f.x; +PV1f.z = R1f.x; +PV1f.w = R1f.x; +R0f.x = R2f.x; +PS1f = R0f.x; +// 4 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.y = tempf.x; +R0f.y = R2f.y; +PS0f = R0f.y; +// 5 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R1f.z = tempf.x; +R0f.z = R127f.w; +PS1f = R0f.z; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.w = tempf.x; +// export +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Resolutions/TwilightPrincessHD_Resolution/cac95df4d2d6f5b8_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/cac95df4d2d6f5b8_0000000000000000_vs.txt new file mode 100644 index 00000000..17d434e3 --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Resolution/cac95df4d2d6f5b8_0000000000000000_vs.txt @@ -0,0 +1,102 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader cac95df4d2d6f5b8 +const float UIx = $UIAspectX; +const float UIy = $UIAspectY; +//Remove cutscene box +uniform ivec4 uf_remappedVS[8]; +layout(location = 0) in uvec4 attrDataSem0; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +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 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))); +// 0 +R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +R127f.w = R1f.w; +PS0f = R127f.w; +// 1 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +// 3 +R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = R1f.x; +PV1f.y = R1f.x; +PV1f.z = R1f.x; +PV1f.w = R1f.x; +// 4 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.y = tempf.x; +// 5 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R1f.z = tempf.x; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.w = tempf.x; +// 7 +//R0f.xyz = vec3(intBitsToFloat(uf_remappedVS[7].x),intBitsToFloat(uf_remappedVS[7].y),intBitsToFloat(uf_remappedVS[7].z)); +R0f.w = intBitsToFloat(uf_remappedVS[7].w); +// export +//gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt index 838fbd72..c795378f 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt @@ -6,6 +6,7 @@ //action buttons const float UIx = $UIAspectX; const float UIy = $UIAspectY; +const float UItransp = $UItransp; uniform ivec4 uf_remappedVS[7]; layout(location = 0) in uvec4 attrDataSem0; layout(location = 1) in uvec4 attrDataSem1; @@ -117,7 +118,7 @@ R3f.w = tempf.x; // export gl_Position = vec4(R3f.x*UIx, R3f.y*UIy, R3f.z, R3f.w); // export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w*UItransp); // export passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); } diff --git a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt new file mode 100644 index 00000000..f805c551 --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt @@ -0,0 +1,127 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader e9d455979cba2505 +//dungeon objects +const float UIx = $UIAspectX; +const float UIy = $UIAspectY; + +uniform ivec4 uf_remappedVS[7]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem1; +layout(location = 1) out vec4 passParameterSem2; +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() +{ +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))); +// skipped unused attribute for r5 +attrDecoder.xy = attrDataSem2.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 +R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +R126f.w = R1f.w; +PS0f = R126f.w; +// 1 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +R127f.w = 1.0; +PS1f = R127f.w; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +R0f.x = 0.0; +PS0f = R0f.x; +// 3 +R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = R1f.x; +PV1f.y = R1f.x; +PV1f.z = R1f.x; +PV1f.w = R1f.x; +R3f.x = R2f.x; +PS1f = R3f.x; +// 4 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.y = tempf.x; +R3f.y = R2f.y; +PS0f = R3f.y; +// 5 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R1f.z = tempf.x; +R3f.z = R127f.w; +PS1f = R3f.z; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.w = tempf.x; +// export +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); +// export +// skipped export to semanticId 255 +// export +passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +} diff --git a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt new file mode 100644 index 00000000..5afb080e --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt @@ -0,0 +1,122 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader f017fcfaf1bd28ab +const float UIx = $UIAspectX; +const float UIy = $UIAspectY; + +//amiibo +uniform ivec4 uf_remappedVS[7]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem1; +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() +{ +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 +R127f.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +R126f.w = R1f.w; +PS0f = R126f.w; +// 1 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +R127f.w = 1.0; +PS1f = R127f.w; +// 2 +tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R1f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +R3f.x = 0.0; +PS0f = R3f.x; +// 3 +R1f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = R1f.x; +PV1f.y = R1f.x; +PV1f.z = R1f.x; +PV1f.w = R1f.x; +R0f.x = R2f.x; +PS1f = R0f.x; +// 4 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.y = tempf.x; +R0f.y = R2f.y; +PS0f = R0f.y; +// 5 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R1f.z = tempf.x; +R0f.z = R127f.w; +PS1f = R0f.z; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R1f.w = tempf.x; +// export +gl_Position = vec4(R1f.x*UIx, R1f.y*UIy, R1f.z, R1f.w); +// export +passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt b/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt new file mode 100644 index 00000000..3d3529e2 --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt @@ -0,0 +1,129 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader f5034fe4aa1fec23 +//map fade +const float UIx = $UIAspectX; +const float UIy = $UIAspectY; + +uniform ivec4 uf_remappedVS[7]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +layout(location = 2) in uvec4 attrDataSem2; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +layout(location = 1) out vec4 passParameterSem2; +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() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = 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; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xyzw = floatBitsToUint(vec4(attrDataSem1.xyzw)/255.0); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem2.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R3f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R127f.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z),intBitsToFloat(uf_remappedVS[0].w))); +PV0f.x = R127f.x; +PV0f.y = R127f.x; +PV0f.z = R127f.x; +PV0f.w = R127f.x; +R126f.w = R2f.w; +PS0f = R126f.w; +// 1 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R127f.y = tempf.x; +R127f.w = 1.0; +PS1f = R127f.w; +// 2 +tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,R2f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.z = tempf.x; +R4f.x = 0.0; +PS0f = R4f.x; +// 3 +R2f.x = dot(vec4(R127f.x,R127f.y,PV0f.x,R126f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); +PV1f.x = R2f.x; +PV1f.y = R2f.x; +PV1f.z = R2f.x; +PV1f.w = R2f.x; +R0f.x = R3f.x; +PS1f = R0f.x; +// 4 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R2f.y = tempf.x; +R0f.y = R3f.y; +PS0f = R0f.y; +// 5 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[5].x),intBitsToFloat(uf_remappedVS[5].y),intBitsToFloat(uf_remappedVS[5].z),intBitsToFloat(uf_remappedVS[5].w))); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R2f.z = tempf.x; +R0f.z = R127f.w; +PS1f = R0f.z; +// 6 +tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R126f.w),vec4(intBitsToFloat(uf_remappedVS[6].x),intBitsToFloat(uf_remappedVS[6].y),intBitsToFloat(uf_remappedVS[6].z),intBitsToFloat(uf_remappedVS[6].w))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R2f.w = tempf.x; +// export +gl_Position = vec4(R2f.x*UIx, R2f.y*UIy, R2f.z, R2f.w); +// export +passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem2 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +// skipped export to semanticId 255 +} diff --git a/Resolutions/TwilightPrincessHD_Resolution/rules.txt b/Resolutions/TwilightPrincessHD_Resolution/rules.txt index 93d053cf..3a182d62 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/rules.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/rules.txt @@ -18,6 +18,7 @@ $internalRes = 1.0 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 2560x1440 @@ -32,6 +33,7 @@ $internalRes = 1.0 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 2732x1536 @@ -46,6 +48,7 @@ $internalRes = 1.0 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 3200x1800 @@ -60,6 +63,7 @@ $internalRes = 1.0 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 3840x2160 (4k - Native x2) @@ -74,6 +78,7 @@ $internalRes = 0.75 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 5120x2880 @@ -88,6 +93,7 @@ $internalRes = 0.75 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 +$UItransp = 1.0 // Enthusiast @@ -104,6 +110,7 @@ $internalRes = 0.5 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = -- 21:9 -- resolutions @@ -118,6 +125,7 @@ $internalRes = 1.0 $aspectRatio = (64.0 / 27.0) $UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 2560x1080 (21:9 HD) @@ -132,6 +140,7 @@ $internalRes = 1.0 $aspectRatio = (64.0 / 27.0) $UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 3440x1440 (21:9) @@ -146,6 +155,7 @@ $internalRes = 1.0 $aspectRatio = (64.0 / 27.0) $UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 5120x2160 (21:9) @@ -160,6 +170,7 @@ $internalRes = 0.75 $aspectRatio = (64.0 / 27.0) $UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = -- 16:10 -- resolutions @@ -174,6 +185,7 @@ $internalRes = 1.0 $aspectRatio = (1440.0/900.0) $UIAspectX = 1.0 $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = 1440x900 (16:10) @@ -188,6 +200,7 @@ $internalRes = 1.0 $aspectRatio = (1440.0/900.0) $UIAspectX = 1.0 $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = 1680x1050 (16:10) @@ -202,6 +215,7 @@ $internalRes = 1.0 $aspectRatio = (1680.0/1050.0) $UIAspectX = 1.0 $UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = 1920x1200 (16:10) @@ -216,6 +230,7 @@ $internalRes = 1.0 $aspectRatio = (1920.0/1200.0) $UIAspectX = 1.0 $UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = 2560x1600 (16:10) @@ -230,6 +245,7 @@ $internalRes = 1.0 $aspectRatio = (2560.0/1600.0) $UIAspectX = 1.0 $UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = 2880x1800 (16:10) @@ -244,6 +260,7 @@ $internalRes = 1.0 $aspectRatio = (2880.0/1800.0) $UIAspectX = 1.0 $UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = 3840x2400 (16:10) @@ -258,6 +275,7 @@ $internalRes = 1.0 $aspectRatio = (3840.0/2400.0) $UIAspectX = 1.0 $UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = 5120x3200 (16:10) @@ -272,6 +290,7 @@ $internalRes = 1.0 $aspectRatio = (5120.0/3200.0) $UIAspectX = 1.0 $UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0) +$UItransp = 1.0 [Preset] name = -- 48:9 -- resolutions @@ -286,6 +305,7 @@ $internalRes = 1.0 $aspectRatio = (48.0/9.0) $UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 5760x1080 (48:9) @@ -300,6 +320,7 @@ $internalRes = 1.0 $aspectRatio = (48.0/9.0) $UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 7680x1440 (48:9) @@ -314,10 +335,10 @@ $internalRes = 0.70 $aspectRatio = (48.0/9.0) $UIAspectX = ( 1920.0 / 1080.0 ) / ( 7680.0 / 1440.0 ) $UIAspectY = 1.0 - +$UItransp = 1.0 [Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering -name = --- SSAA vert res x2 - Set scaling to Stretch +name = -- SSAA vert res x2 - Set scaling to Stretch $width = 1920 $height = 2160 $gameWidth = 1920 @@ -329,7 +350,7 @@ $internalRes = 1.0 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 - +$UItransp = 1.0 [Preset] name = 1920x2160 (Vertical x2) @@ -344,7 +365,7 @@ $internalRes = 1.0 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 - +$UItransp = 1.0 [Preset] name = 2560x2880 (Vertical x2 - 0.75 sub scaling) @@ -359,7 +380,7 @@ $internalRes = 0.75 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 - +$UItransp = 1.0 [Preset] # name = 3840x4320 (Vertical x2 - 0.5 sub scaling) @@ -374,7 +395,7 @@ $internalRes = 0.5 $aspectRatio = (16.0/9.0) $UIAspectX = 1.0 $UIAspectY = 1.0 - +$UItransp = 1.0 [Preset] name = 2560x2160 (21:9 Vertical x2) @@ -389,6 +410,7 @@ $internalRes = 1.0 $aspectRatio = (64.0 / 27.0) $UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) @@ -403,6 +425,7 @@ $internalRes = 0.75 # 2880 * 0.75 = 1080 x 2 $aspectRatio = (64.0 / 27.0) $UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 [Preset] name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) @@ -417,7 +440,474 @@ $internalRes = 0.5 $aspectRatio = (48.0/9.0) $UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) $UIAspectY = 1.0 +$UItransp = 1.0 +[Preset] +name = +$width = 1920 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = -- UI 25% transparency, reduces risk of burn in -- +$width = 1920 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 1920x1080 (Native) - UI 25% transp +$width = 1920 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 2560x1440 - UI 25% transp +$width = 2560 +$height = 1440 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 2732x1536 - UI 25% transp +$width = 2732 +$height = 1536 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 3200x1800 - UI 25% transp +$width = 3200 +$height = 1800 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 0.5 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 3840x2160 (4k - Native x2) - UI 25% transp +$width = 3840 +$height = 2160 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 0.75 +$internalRes = 0.75 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 5120x2880 - UI 25% transp +$width = 5120 +$height = 2880 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 0.5 +$internalRes = 0.75 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +// Enthusiast + +[Preset] +name = 7680x4320 (8k - Native x3) - UI 25% transp +$width = 7680 +$height = 4320 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.25 +$scaleShader = 1.0 +$scaleBlur = 0.5 +$internalRes = 0.5 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = -- 21:9 -- resolutions - UI 25% transp +$width = 2560 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (64.0 / 27.0) +$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 2560x1080 (21:9 HD) - UI 25% transp +$width = 2560 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (64.0 / 27.0) +$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 3440x1440 (21:9) - UI 25% transp +$width = 3440 +$height = 1440 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (64.0 / 27.0) +$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 5120x2160 (21:9) - UI 25% transp +$width = 5120 +$height = 2160 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 0.5 +$internalRes = 0.75 +$aspectRatio = (64.0 / 27.0) +$UIAspectX = (1920.0 / 1080.0) / ( 5120.0 / 2160.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = -- 16:10 -- resolutions - UI 25% transp +$width = 1440 +$height = 900 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (1440.0/900.0) +$UIAspectX = 1.0 +$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = 1440x900 (16:10) - UI 25% transp +$width = 1440 +$height = 900 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (1440.0/900.0) +$UIAspectX = 1.0 +$UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = 1680x1050 (16:10) - UI 25% transp +$width = 1680 +$height = 1050 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (1680.0/1050.0) +$UIAspectX = 1.0 +$UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = 1920x1200 (16:10) - UI 25% transp +$width = 1920 +$height = 1200 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (1920.0/1200.0) +$UIAspectX = 1.0 +$UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = 2560x1600 (16:10) - UI 25% transp +$width = 2560 +$height = 1600 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (2560.0/1600.0) +$UIAspectX = 1.0 +$UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = 2880x1800 (16:10) - UI 25% transp +$width = 2880 +$height = 1800 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (2880.0/1800.0) +$UIAspectX = 1.0 +$UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = 3840x2400 (16:10) - UI 25% transp +$width = 3840 +$height = 2400 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (3840.0/2400.0) +$UIAspectX = 1.0 +$UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = 5120x3200 (16:10) - UI 25% transp +$width = 5120 +$height = 3200 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (5120.0/3200.0) +$UIAspectX = 1.0 +$UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0) +$UItransp = 0.75 + +[Preset] +name = -- 48:9 -- resolutions - UI 25% transp +$width = 5760 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (48.0/9.0) +$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 5760x1080 (48:9) - UI 25% transp +$width = 5760 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (48.0/9.0) +$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 7680x1440 (48:9) - UI 25% transp +$width = 7680 +$height = 1440 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 0.70 +$aspectRatio = (48.0/9.0) +$UIAspectX = ( 1920.0 / 1080.0 ) / ( 7680.0 / 1440.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering +name = --- SSAA vert res x2 - Set scaling to Stretch +$width = 1920 +$height = 2160 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 1920x2160 (Vertical x2) - UI 25% transp +$width = 1920 +$height = 2160 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 2560x2880 (Vertical x2 - 0.75 sub scaling) - UI 25% transp +$width = 2560 +$height = 2880 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 0.75 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] # +name = 3840x4320 (Vertical x2 - 0.5 sub scaling) - UI 25% transp +$width = 3840 +$height = 4320 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.25 +$scaleShader = 1.0 +$scaleBlur = 1.0 +$internalRes = 0.5 +$aspectRatio = (16.0/9.0) +$UIAspectX = 1.0 +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 2560x2160 (21:9 Vertical x2) - UI 25% transp +$width = 2560 +$height = 2160 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 1.0 +$aspectRatio = (64.0 / 27.0) +$UIAspectX = (1920.0 / 1080.0) / ( 2560.0 / 1080.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) - UI 25% transp +$width = 3440 +$height = 2880 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 0.75 # 2880 * 0.75 = 1080 x 2 +$aspectRatio = (64.0 / 27.0) +$UIAspectX = (1920.0 / 1080.0) / ( 3440.0 / 1440.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 + +[Preset] +name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) - UI 25% transp +$width = 5760 +$height = 2160 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 0.5 +$aspectRatio = (48.0/9.0) +$UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 ) +$UIAspectY = 1.0 +$UItransp = 0.75 [TextureRedefine] width = 1920 @@ -593,3 +1083,51 @@ height = 272 #formats = overwriteWidth = ($width/$gameWidth) * 282 overwriteHeight = ($height/$gameHeight) * 272 + +[TextureRedefine] # Gui +width = 832 +height = 720 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 832 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Gui +width = 813 +height = 718 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 813 +overwriteHeight = ($height/$gameHeight) * 718 + +[TextureRedefine] # map +width = 384 +height = 320 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 384 +overwriteHeight = ($height/$gameHeight) * 320 + +[TextureRedefine] # map +width = 362 +height = 319 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 362 +overwriteHeight = ($height/$gameHeight) * 319 + +[TextureRedefine] # map endgame +width = 832 +height = 720 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 832 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # map endgame +width = 802 +height = 512 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 802 +overwriteHeight = ($height/$gameHeight) * 512 + + + + + +