diff --git a/Enhancements/SuperMario3dWorld_Contrasty/rules.txt b/Enhancements/SuperMario3dWorld_Contrasty/rules.txt index 7dc80f50..986c2b46 100644 --- a/Enhancements/SuperMario3dWorld_Contrasty/rules.txt +++ b/Enhancements/SuperMario3dWorld_Contrasty/rules.txt @@ -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 diff --git a/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt index abd996db..8648a078 100644 --- a/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -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; diff --git a/Source/SuperMario3DWorld/280351fcf8e5949f_0000000000000000_vs.txt b/Source/SuperMario3DWorld/280351fcf8e5949f_0000000000000000_vs.txt index c47bac70..1c472066 100644 --- a/Source/SuperMario3DWorld/280351fcf8e5949f_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld/280351fcf8e5949f_0000000000000000_vs.txt @@ -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; diff --git a/Source/SuperMario3DWorld/5661793d88425685_0000000007fffff9_ps.txt b/Source/SuperMario3DWorld/5661793d88425685_0000000007fffff9_ps.txt index c6743d89..85cbb627 100644 --- a/Source/SuperMario3DWorld/5661793d88425685_0000000007fffff9_ps.txt +++ b/Source/SuperMario3DWorld/5661793d88425685_0000000007fffff9_ps.txt @@ -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 diff --git a/Source/SuperMario3DWorld/6d9067fd20086bc0_0000000000000000_vs.txt b/Source/SuperMario3DWorld/6d9067fd20086bc0_0000000000000000_vs.txt index 8004feeb..b890f068 100644 --- a/Source/SuperMario3DWorld/6d9067fd20086bc0_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld/6d9067fd20086bc0_0000000000000000_vs.txt @@ -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; diff --git a/Source/SuperMario3DWorld/842a19b509f8b91a_0000000000000000_vs.txt b/Source/SuperMario3DWorld/842a19b509f8b91a_0000000000000000_vs.txt index 8da51acf..7d1081fb 100644 --- a/Source/SuperMario3DWorld/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld/842a19b509f8b91a_0000000000000000_vs.txt @@ -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; diff --git a/Source/SuperMario3DWorld/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/SuperMario3DWorld/8d68a0e3561ff525_0000000000000000_vs.txt index 05c26c49..9dab36af 100644 --- a/Source/SuperMario3DWorld/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld/8d68a0e3561ff525_0000000000000000_vs.txt @@ -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; diff --git a/Source/SuperMario3DWorld/b727c08e3b534992_0000000007fffffd_ps.txt b/Source/SuperMario3DWorld/b727c08e3b534992_0000000007fffffd_ps.txt index fb16e92e..54c4fd56 100644 --- a/Source/SuperMario3DWorld/b727c08e3b534992_0000000007fffffd_ps.txt +++ b/Source/SuperMario3DWorld/b727c08e3b534992_0000000007fffffd_ps.txt @@ -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 diff --git a/Source/SuperMario3DWorld/be99d80628d31127_00000000000003c9_ps.txt b/Source/SuperMario3DWorld/be99d80628d31127_00000000000003c9_ps.txt index 249b6ea8..407ab447 100644 --- a/Source/SuperMario3DWorld/be99d80628d31127_00000000000003c9_ps.txt +++ b/Source/SuperMario3DWorld/be99d80628d31127_00000000000003c9_ps.txt @@ -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