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[SLW] rename display fixes and remove grass removal
grass got fixed recently it seems, no more need for this
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6
Workarounds/SonicLostWorld_Brightness/rules.txt
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6
Workarounds/SonicLostWorld_Brightness/rules.txt
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[Definition]
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = Brightness
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path = "Sonic Lost World/Workaround/Brightness"
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description = This fixes the game from being too dark
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version = 3
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 061c4a3b19113538
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// grass shader - WINDY HILL 1/2/4, TROPICAL COAST 1/2/4, SILENT FOREST 1/2/4, ETC.
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// dumped on cemu 1.11.5
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uniform ivec4 uf_remappedVS[20];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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layout(location = 2) in uvec4 attrDataSem12;
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layout(location = 3) in uvec4 attrDataSem13;
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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 passParameterSem136;
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layout(location = 1) out vec4 passParameterSem131;
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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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}
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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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#extension GL_ARB_shading_language_packing : enable
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// shader 289fad0a94a60a46
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// grass shader - WINDY HILL 3, SILENT FOREST 3
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// dumped on cemu 1.11.5
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uniform ivec4 uf_remappedVS[18];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform float uf_alphaTestRef;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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layout(location = 2) in uvec4 attrDataSem12;
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layout(location = 3) in uvec4 attrDataSem13;
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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 passParameterSem136;
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layout(location = 1) out vec4 passParameterSem131;
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layout(location = 2) out vec4 passParameterSem142;
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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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}
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[Definition]
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = Display Fixes
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path = "Sonic Lost World/Workaround/Display Fixes"
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description = This fixes/removes multiple issues shown in-game
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version = 3
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