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[SM3DW] Fix https://github.com/slashiee/cemu_graphic_packs/issues/238 , https://github.com/slashiee/cemu_graphic_packs/issues/237
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@ -1,7 +1,7 @@
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[Definition]
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titleIds = 0005000010145D00,0005000010145C00,0005000010106100
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name = Contrasty
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path = "Super Mario 3D World/Contrasty"
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path = "Super Mario 3D World/Graphics/Contrasty"
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description = Colour and contrast - Note doesn't work with resolution in 1.4
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version = 3
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 1f83c0d47b1c4c34
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// Used for: Background Blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,8 +4,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 280351fcf8e5949f
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// Used for: Another vertical blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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// shader 5661793d88425685
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// Used for: First glitter bloom pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedPS[7];
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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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@ -4,8 +4,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 6d9067fd20086bc0
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// Used for: Vertical blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 842a19b509f8b91a
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// Used for: General Blur vertical
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($width/$gameWidth);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 8d68a0e3561ff525
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// Used for: Horizontal Gameplay Blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($width/$gameWidth);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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// shader b727c08e3b534992
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// Used for: Second glitter bloom pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedPS[10];
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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
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// shader be99d80628d31127 //AA PS
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// Used for: Another vertical blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
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const float resYScale = intBitsToFloat($height)/intBitsToFloat($gameHeight);
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uniform ivec4 uf_remappedPS[4];
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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
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