mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 08:21:51 +01:00
[SM3DW] Fix https://github.com/slashiee/cemu_graphic_packs/issues/238 , https://github.com/slashiee/cemu_graphic_packs/issues/237
This commit is contained in:
parent
405f3c1004
commit
3ecbcb1f8e
@ -1,7 +1,7 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
||||
name = Contrasty
|
||||
path = "Super Mario 3D World/Contrasty"
|
||||
path = "Super Mario 3D World/Graphics/Contrasty"
|
||||
description = Colour and contrast - Note doesn't work with resolution in 1.4
|
||||
version = 3
|
||||
|
||||
|
@ -3,8 +3,8 @@
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 1f83c0d47b1c4c34
|
||||
// Used for: Background Blur
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
|
@ -4,8 +4,8 @@
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 280351fcf8e5949f
|
||||
// Used for: Another vertical blur
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
|
@ -2,8 +2,8 @@
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 5661793d88425685
|
||||
// Used for: First glitter bloom pass
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
|
||||
uniform ivec4 uf_remappedPS[7];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4f48800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
|
@ -4,8 +4,8 @@
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 6d9067fd20086bc0
|
||||
// Used for: Vertical blur
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
|
@ -3,8 +3,8 @@
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 842a19b509f8b91a
|
||||
// Used for: General Blur vertical
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($width/$gameWidth);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
|
@ -3,8 +3,8 @@
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader 8d68a0e3561ff525
|
||||
// Used for: Horizontal Gameplay Blur
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($width/$gameWidth);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
|
||||
uniform ivec4 uf_remappedVS[1];
|
||||
uniform vec2 uf_windowSpaceToClipSpaceTransform;
|
||||
|
@ -2,8 +2,8 @@
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader b727c08e3b534992
|
||||
// Used for: Second glitter bloom pass
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
|
||||
uniform ivec4 uf_remappedPS[10];
|
||||
layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf50ed800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||||
|
@ -3,8 +3,8 @@
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader be99d80628d31127 //AA PS
|
||||
// Used for: Another vertical blur
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
|
||||
const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
|
||||
|
||||
uniform ivec4 uf_remappedPS[4];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
|
Loading…
Reference in New Issue
Block a user