getdls 2018-11-01 18:17:39 +01:00
parent 405f3c1004
commit 3ecbcb1f8e
9 changed files with 17 additions and 17 deletions

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@ -1,7 +1,7 @@
[Definition] [Definition]
titleIds = 0005000010145D00,0005000010145C00,0005000010106100 titleIds = 0005000010145D00,0005000010145C00,0005000010106100
name = Contrasty 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 description = Colour and contrast - Note doesn't work with resolution in 1.4
version = 3 version = 3

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 1f83c0d47b1c4c34 // shader 1f83c0d47b1c4c34
// Used for: Background Blur // Used for: Background Blur
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 280351fcf8e5949f // shader 280351fcf8e5949f
// Used for: Another vertical blur // Used for: Another vertical blur
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -2,8 +2,8 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader 5661793d88425685 // shader 5661793d88425685
// Used for: First glitter bloom pass // Used for: First glitter bloom pass
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedPS[7]; 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 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

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 6d9067fd20086bc0 // shader 6d9067fd20086bc0
// Used for: Vertical blur // Used for: Vertical blur
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 842a19b509f8b91a // shader 842a19b509f8b91a
// Used for: General Blur vertical // Used for: General Blur vertical
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($width/$gameWidth); const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 8d68a0e3561ff525 // shader 8d68a0e3561ff525
// Used for: Horizontal Gameplay Blur // Used for: Horizontal Gameplay Blur
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($width/$gameWidth); const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -2,8 +2,8 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader b727c08e3b534992 // shader b727c08e3b534992
// Used for: Second glitter bloom pass // Used for: Second glitter bloom pass
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedPS[10]; 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 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

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#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader be99d80628d31127 //AA PS // shader be99d80628d31127 //AA PS
// Used for: Another vertical blur // Used for: Another vertical blur
const float resXScale = ($width/$gameWidth); const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
const float resYScale = ($height/$gameHeight); const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
uniform ivec4 uf_remappedPS[4]; 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 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