diff --git a/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt b/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt new file mode 100644 index 00000000..bd02b86b --- /dev/null +++ b/Resolutions/FistOfTheNorthStar_Resolution/945d9672d0114248_0000000000000000_vs.txt @@ -0,0 +1,295 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 945d9672d0114248 +// Used for: Second horizontal and vertical bloom blur pass +float resXScale = float($width)/float($gameWidth); +float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_uniformRegisterVS[256]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem129; +layout(location = 2) out vec4 passParameterSem130; +layout(location = 3) out vec4 passParameterSem131; +layout(location = 0) out vec4 passParameterSem128; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 Ri[128]; +Ri[0] = ivec4(0); +Ri[1] = ivec4(0); +Ri[2] = ivec4(0); +Ri[3] = ivec4(0); +Ri[4] = ivec4(0); +Ri[5] = ivec4(0); +Ri[6] = ivec4(0); +Ri[7] = ivec4(0); +Ri[8] = ivec4(0); +Ri[9] = ivec4(0); +Ri[10] = ivec4(0); +Ri[11] = ivec4(0); +Ri[12] = ivec4(0); +Ri[13] = ivec4(0); +Ri[14] = ivec4(0); +Ri[15] = ivec4(0); +Ri[16] = ivec4(0); +Ri[17] = ivec4(0); +Ri[18] = ivec4(0); +Ri[19] = ivec4(0); +Ri[20] = ivec4(0); +Ri[21] = ivec4(0); +Ri[22] = ivec4(0); +Ri[23] = ivec4(0); +Ri[24] = ivec4(0); +Ri[25] = ivec4(0); +Ri[26] = ivec4(0); +Ri[27] = ivec4(0); +Ri[28] = ivec4(0); +Ri[29] = ivec4(0); +Ri[30] = ivec4(0); +Ri[31] = ivec4(0); +Ri[32] = ivec4(0); +Ri[33] = ivec4(0); +Ri[34] = ivec4(0); +Ri[35] = ivec4(0); +Ri[36] = ivec4(0); +Ri[37] = ivec4(0); +Ri[38] = ivec4(0); +Ri[39] = ivec4(0); +Ri[40] = ivec4(0); +Ri[41] = ivec4(0); +Ri[42] = ivec4(0); +Ri[43] = ivec4(0); +Ri[44] = ivec4(0); +Ri[45] = ivec4(0); +Ri[46] = ivec4(0); +Ri[47] = ivec4(0); +Ri[48] = ivec4(0); +Ri[49] = ivec4(0); +Ri[50] = ivec4(0); +Ri[51] = ivec4(0); +Ri[52] = ivec4(0); +Ri[53] = ivec4(0); +Ri[54] = ivec4(0); +Ri[55] = ivec4(0); +Ri[56] = ivec4(0); +Ri[57] = ivec4(0); +Ri[58] = ivec4(0); +Ri[59] = ivec4(0); +Ri[60] = ivec4(0); +Ri[61] = ivec4(0); +Ri[62] = ivec4(0); +Ri[63] = ivec4(0); +Ri[64] = ivec4(0); +Ri[65] = ivec4(0); +Ri[66] = ivec4(0); +Ri[67] = ivec4(0); +Ri[68] = ivec4(0); +Ri[69] = ivec4(0); +Ri[70] = ivec4(0); +Ri[71] = ivec4(0); +Ri[72] = ivec4(0); +Ri[73] = ivec4(0); +Ri[74] = ivec4(0); +Ri[75] = ivec4(0); +Ri[76] = ivec4(0); +Ri[77] = ivec4(0); +Ri[78] = ivec4(0); +Ri[79] = ivec4(0); +Ri[80] = ivec4(0); +Ri[81] = ivec4(0); +Ri[82] = ivec4(0); +Ri[83] = ivec4(0); +Ri[84] = ivec4(0); +Ri[85] = ivec4(0); +Ri[86] = ivec4(0); +Ri[87] = ivec4(0); +Ri[88] = ivec4(0); +Ri[89] = ivec4(0); +Ri[90] = ivec4(0); +Ri[91] = ivec4(0); +Ri[92] = ivec4(0); +Ri[93] = ivec4(0); +Ri[94] = ivec4(0); +Ri[95] = ivec4(0); +Ri[96] = ivec4(0); +Ri[97] = ivec4(0); +Ri[98] = ivec4(0); +Ri[99] = ivec4(0); +Ri[100] = ivec4(0); +Ri[101] = ivec4(0); +Ri[102] = ivec4(0); +Ri[103] = ivec4(0); +Ri[104] = ivec4(0); +Ri[105] = ivec4(0); +Ri[106] = ivec4(0); +Ri[107] = ivec4(0); +Ri[108] = ivec4(0); +Ri[109] = ivec4(0); +Ri[110] = ivec4(0); +Ri[111] = ivec4(0); +Ri[112] = ivec4(0); +Ri[113] = ivec4(0); +Ri[114] = ivec4(0); +Ri[115] = ivec4(0); +Ri[116] = ivec4(0); +Ri[117] = ivec4(0); +Ri[118] = ivec4(0); +Ri[119] = ivec4(0); +Ri[120] = ivec4(0); +Ri[121] = ivec4(0); +Ri[122] = ivec4(0); +Ri[123] = ivec4(0); +Ri[124] = ivec4(0); +Ri[125] = ivec4(0); +Ri[126] = ivec4(0); +Ri[127] = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); +if( activeMaskStackC[1] == true ) { +// 0 +Ri[3].y = 0; +PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0)); +Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0)); +PS1i = Ri[1].x; +// 2 +Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0)); +// 3 +Ri[10].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z); +Ri[10].w = Ri[1].w; +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +Ri[0].z = (0x00000003 > Ri[3].y)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (Ri[0].z != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = Ri[3].y; +backupReg0i = Ri[3].y; +Ri[1].x = Ri[3].y + 0x00000005; +Ri[3].y = backupReg0i + int(1); +Ri[127].z = floatBitsToInt(float(backupReg0i)); +PS0i = Ri[127].z; +// 1 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resYScale); +PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale); +PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resYScale); +PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y))); +// 4 +Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z),intBitsToFloat(uf_uniformRegisterVS[1].w),intBitsToFloat(uf_uniformRegisterVS[1].z))); +Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w)); +// 5 +tempResulti = Ri[1].x; +tempResulti = clamp(tempResulti, -256, 255); +ARi.x = tempResulti; +PV1i.x = tempResulti; +// 6 +Ri[7+ARi.x].x = Ri[0].x; +Ri[7+ARi.x].y = Ri[0].y; +Ri[7+ARi.x].z = Ri[0].z; +Ri[7+ARi.x].w = Ri[0].w; +} +} +if( activeMaskStackC[1] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[5].y)); +PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[5].x)); +// 1 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x))); +// 2 +Ri[4].x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_uniformRegisterVS[1].z)); +Ri[4].y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_uniformRegisterVS[1].w)); +// 3 +Ri[11].x = Ri[4].x; +Ri[11].y = Ri[4].y; +// 4 +Ri[2].xyz = ivec3(Ri[10].x,Ri[10].y,Ri[10].z); +Ri[2].w = Ri[10].w; +// 5 +Ri[0].xyz = ivec3(Ri[12].x,Ri[12].y,Ri[12].z); +Ri[0].w = Ri[12].w; +// 6 +Ri[7].xyz = ivec3(Ri[0].x,Ri[0].y,Ri[0].z); +Ri[7].w = Ri[0].w; +// 7 +Ri[1].xyz = ivec3(Ri[13].x,Ri[13].y,Ri[13].z); +Ri[1].w = Ri[13].w; +// 8 +Ri[3].xyz = ivec3(Ri[14].x,Ri[14].y,Ri[14].z); +Ri[3].w = Ri[14].w; +} +// export +gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)); +// export +passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); +// export +passParameterSem130 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w)); +// export +passParameterSem131 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w)); +// export +passParameterSem128 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].z)); +if( activeMaskStackC[1] == true ) { +// 0 +} +} diff --git a/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt b/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt new file mode 100644 index 00000000..75f33194 --- /dev/null +++ b/Resolutions/FistOfTheNorthStar_Resolution/b3609db7d1363f6a_0000000000000000_vs.txt @@ -0,0 +1,325 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader b3609db7d1363f6a +// Used for: Horizontal and vertical blur +float resXScale = float($width)/float($gameWidth); +float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_uniformRegisterVS[256]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem128; +layout(location = 1) out vec4 passParameterSem129; +layout(location = 2) out vec4 passParameterSem130; +layout(location = 3) out vec4 passParameterSem131; +layout(location = 4) out vec4 passParameterSem132; +layout(location = 5) out vec4 passParameterSem133; +layout(location = 6) out vec4 passParameterSem134; +layout(location = 7) out vec4 passParameterSem135; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 Ri[128]; +Ri[0] = ivec4(0); +Ri[1] = ivec4(0); +Ri[2] = ivec4(0); +Ri[3] = ivec4(0); +Ri[4] = ivec4(0); +Ri[5] = ivec4(0); +Ri[6] = ivec4(0); +Ri[7] = ivec4(0); +Ri[8] = ivec4(0); +Ri[9] = ivec4(0); +Ri[10] = ivec4(0); +Ri[11] = ivec4(0); +Ri[12] = ivec4(0); +Ri[13] = ivec4(0); +Ri[14] = ivec4(0); +Ri[15] = ivec4(0); +Ri[16] = ivec4(0); +Ri[17] = ivec4(0); +Ri[18] = ivec4(0); +Ri[19] = ivec4(0); +Ri[20] = ivec4(0); +Ri[21] = ivec4(0); +Ri[22] = ivec4(0); +Ri[23] = ivec4(0); +Ri[24] = ivec4(0); +Ri[25] = ivec4(0); +Ri[26] = ivec4(0); +Ri[27] = ivec4(0); +Ri[28] = ivec4(0); +Ri[29] = ivec4(0); +Ri[30] = ivec4(0); +Ri[31] = ivec4(0); +Ri[32] = ivec4(0); +Ri[33] = ivec4(0); +Ri[34] = ivec4(0); +Ri[35] = ivec4(0); +Ri[36] = ivec4(0); +Ri[37] = ivec4(0); +Ri[38] = ivec4(0); +Ri[39] = ivec4(0); +Ri[40] = ivec4(0); +Ri[41] = ivec4(0); +Ri[42] = ivec4(0); +Ri[43] = ivec4(0); +Ri[44] = ivec4(0); +Ri[45] = ivec4(0); +Ri[46] = ivec4(0); +Ri[47] = ivec4(0); +Ri[48] = ivec4(0); +Ri[49] = ivec4(0); +Ri[50] = ivec4(0); +Ri[51] = ivec4(0); +Ri[52] = ivec4(0); +Ri[53] = ivec4(0); +Ri[54] = ivec4(0); +Ri[55] = ivec4(0); +Ri[56] = ivec4(0); +Ri[57] = ivec4(0); +Ri[58] = ivec4(0); +Ri[59] = ivec4(0); +Ri[60] = ivec4(0); +Ri[61] = ivec4(0); +Ri[62] = ivec4(0); +Ri[63] = ivec4(0); +Ri[64] = ivec4(0); +Ri[65] = ivec4(0); +Ri[66] = ivec4(0); +Ri[67] = ivec4(0); +Ri[68] = ivec4(0); +Ri[69] = ivec4(0); +Ri[70] = ivec4(0); +Ri[71] = ivec4(0); +Ri[72] = ivec4(0); +Ri[73] = ivec4(0); +Ri[74] = ivec4(0); +Ri[75] = ivec4(0); +Ri[76] = ivec4(0); +Ri[77] = ivec4(0); +Ri[78] = ivec4(0); +Ri[79] = ivec4(0); +Ri[80] = ivec4(0); +Ri[81] = ivec4(0); +Ri[82] = ivec4(0); +Ri[83] = ivec4(0); +Ri[84] = ivec4(0); +Ri[85] = ivec4(0); +Ri[86] = ivec4(0); +Ri[87] = ivec4(0); +Ri[88] = ivec4(0); +Ri[89] = ivec4(0); +Ri[90] = ivec4(0); +Ri[91] = ivec4(0); +Ri[92] = ivec4(0); +Ri[93] = ivec4(0); +Ri[94] = ivec4(0); +Ri[95] = ivec4(0); +Ri[96] = ivec4(0); +Ri[97] = ivec4(0); +Ri[98] = ivec4(0); +Ri[99] = ivec4(0); +Ri[100] = ivec4(0); +Ri[101] = ivec4(0); +Ri[102] = ivec4(0); +Ri[103] = ivec4(0); +Ri[104] = ivec4(0); +Ri[105] = ivec4(0); +Ri[106] = ivec4(0); +Ri[107] = ivec4(0); +Ri[108] = ivec4(0); +Ri[109] = ivec4(0); +Ri[110] = ivec4(0); +Ri[111] = ivec4(0); +Ri[112] = ivec4(0); +Ri[113] = ivec4(0); +Ri[114] = ivec4(0); +Ri[115] = ivec4(0); +Ri[116] = ivec4(0); +Ri[117] = ivec4(0); +Ri[118] = ivec4(0); +Ri[119] = ivec4(0); +Ri[120] = ivec4(0); +Ri[121] = ivec4(0); +Ri[122] = ivec4(0); +Ri[123] = ivec4(0); +Ri[124] = ivec4(0); +Ri[125] = ivec4(0); +Ri[126] = ivec4(0); +Ri[127] = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); +if( activeMaskStackC[1] == true ) { +// 0 +Ri[3].y = 0; +PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0)); +Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0)); +PS1i = Ri[1].x; +// 2 +Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0)); +// 3 +Ri[20].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z); +Ri[20].w = Ri[1].w; +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +Ri[0].z = (0x00000008 > Ri[3].y)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (Ri[0].z != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = Ri[3].y; +backupReg0i = Ri[3].y; +Ri[1].x = Ri[3].y + 0x00000009; +Ri[3].y = backupReg0i + int(1); +Ri[127].z = floatBitsToInt(float(backupReg0i)); +PS0i = Ri[127].z; +// 1 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resYScale); +PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale); +PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resYScale); +PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y))); +// 4 +Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z),intBitsToFloat(uf_uniformRegisterVS[1].w),intBitsToFloat(uf_uniformRegisterVS[1].z))); +Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w)); +// 5 +tempResulti = Ri[1].x; +tempResulti = clamp(tempResulti, -256, 255); +ARi.x = tempResulti; +PV1i.x = tempResulti; +// 6 +Ri[12+ARi.x].x = Ri[0].x; +Ri[12+ARi.x].y = Ri[0].y; +Ri[12+ARi.x].z = Ri[0].z; +Ri[12+ARi.x].w = Ri[0].w; +} +} +if( activeMaskStackC[1] == true ) { +// 0 +Ri[0].xyz = ivec3(Ri[20].x,Ri[20].y,Ri[20].z); +Ri[0].w = Ri[20].w; +// 1 +Ri[1].xyz = ivec3(Ri[21].x,Ri[21].y,Ri[21].z); +Ri[1].w = Ri[21].w; +// 2 +Ri[12].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z); +Ri[12].w = Ri[1].w; +// 3 +Ri[2].xyz = ivec3(Ri[22].x,Ri[22].y,Ri[22].z); +Ri[2].w = Ri[22].w; +// 4 +Ri[13].xyz = ivec3(Ri[2].x,Ri[2].y,Ri[2].z); +Ri[13].w = Ri[2].w; +// 5 +Ri[3].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z); +Ri[3].w = Ri[23].w; +// 6 +Ri[14].xyz = ivec3(Ri[3].x,Ri[3].y,Ri[3].z); +Ri[14].w = Ri[3].w; +// 7 +Ri[4].xyz = ivec3(Ri[24].x,Ri[24].y,Ri[24].z); +Ri[4].w = Ri[24].w; +// 8 +Ri[15].xyz = ivec3(Ri[4].x,Ri[4].y,Ri[4].z); +Ri[15].w = Ri[4].w; +// 9 +Ri[5].xyz = ivec3(Ri[25].x,Ri[25].y,Ri[25].z); +Ri[5].w = Ri[25].w; +// 10 +Ri[16].xyz = ivec3(Ri[5].x,Ri[5].y,Ri[5].z); +Ri[16].w = Ri[5].w; +// 11 +Ri[6].xyz = ivec3(Ri[26].x,Ri[26].y,Ri[26].z); +Ri[6].w = Ri[26].w; +// 12 +Ri[17].xyz = ivec3(Ri[6].x,Ri[6].y,Ri[6].z); +Ri[17].w = Ri[6].w; +// 13 +Ri[7].xyz = ivec3(Ri[27].x,Ri[27].y,Ri[27].z); +Ri[7].w = Ri[27].w; +// 14 +Ri[8].xyz = ivec3(Ri[28].x,Ri[28].y,Ri[28].z); +Ri[8].w = Ri[28].w; +} +// export +gl_Position = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); +// export +passParameterSem128 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w)); +// export +passParameterSem129 = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)); +// export +passParameterSem130 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w)); +// export +passParameterSem131 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].w)); +// export +passParameterSem132 = vec4(intBitsToFloat(Ri[5].x), intBitsToFloat(Ri[5].y), intBitsToFloat(Ri[5].z), intBitsToFloat(Ri[5].w)); +// export +passParameterSem133 = vec4(intBitsToFloat(Ri[6].x), intBitsToFloat(Ri[6].y), intBitsToFloat(Ri[6].z), intBitsToFloat(Ri[6].w)); +// export +passParameterSem134 = vec4(intBitsToFloat(Ri[7].x), intBitsToFloat(Ri[7].y), intBitsToFloat(Ri[7].z), intBitsToFloat(Ri[7].w)); +// export +passParameterSem135 = vec4(intBitsToFloat(Ri[8].x), intBitsToFloat(Ri[8].y), intBitsToFloat(Ri[8].z), intBitsToFloat(Ri[8].w)); +if( activeMaskStackC[1] == true ) { +// 0 +} +} diff --git a/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt b/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt new file mode 100644 index 00000000..8af994e9 --- /dev/null +++ b/Resolutions/FistOfTheNorthStar_Resolution/f9feadb214b483b7_0000000000000000_vs.txt @@ -0,0 +1,322 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader f9feadb214b483b7 +// Used for: First horizontal and vertical bloom blur pass +float resXScale = float($width)/float($gameWidth); +float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_uniformRegisterVS[256]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem129; +layout(location = 2) out vec4 passParameterSem130; +layout(location = 3) out vec4 passParameterSem131; +layout(location = 4) out vec4 passParameterSem132; +layout(location = 5) out vec4 passParameterSem133; +layout(location = 6) out vec4 passParameterSem134; +layout(location = 0) out vec4 passParameterSem128; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 Ri[128]; +Ri[0] = ivec4(0); +Ri[1] = ivec4(0); +Ri[2] = ivec4(0); +Ri[3] = ivec4(0); +Ri[4] = ivec4(0); +Ri[5] = ivec4(0); +Ri[6] = ivec4(0); +Ri[7] = ivec4(0); +Ri[8] = ivec4(0); +Ri[9] = ivec4(0); +Ri[10] = ivec4(0); +Ri[11] = ivec4(0); +Ri[12] = ivec4(0); +Ri[13] = ivec4(0); +Ri[14] = ivec4(0); +Ri[15] = ivec4(0); +Ri[16] = ivec4(0); +Ri[17] = ivec4(0); +Ri[18] = ivec4(0); +Ri[19] = ivec4(0); +Ri[20] = ivec4(0); +Ri[21] = ivec4(0); +Ri[22] = ivec4(0); +Ri[23] = ivec4(0); +Ri[24] = ivec4(0); +Ri[25] = ivec4(0); +Ri[26] = ivec4(0); +Ri[27] = ivec4(0); +Ri[28] = ivec4(0); +Ri[29] = ivec4(0); +Ri[30] = ivec4(0); +Ri[31] = ivec4(0); +Ri[32] = ivec4(0); +Ri[33] = ivec4(0); +Ri[34] = ivec4(0); +Ri[35] = ivec4(0); +Ri[36] = ivec4(0); +Ri[37] = ivec4(0); +Ri[38] = ivec4(0); +Ri[39] = ivec4(0); +Ri[40] = ivec4(0); +Ri[41] = ivec4(0); +Ri[42] = ivec4(0); +Ri[43] = ivec4(0); +Ri[44] = ivec4(0); +Ri[45] = ivec4(0); +Ri[46] = ivec4(0); +Ri[47] = ivec4(0); +Ri[48] = ivec4(0); +Ri[49] = ivec4(0); +Ri[50] = ivec4(0); +Ri[51] = ivec4(0); +Ri[52] = ivec4(0); +Ri[53] = ivec4(0); +Ri[54] = ivec4(0); +Ri[55] = ivec4(0); +Ri[56] = ivec4(0); +Ri[57] = ivec4(0); +Ri[58] = ivec4(0); +Ri[59] = ivec4(0); +Ri[60] = ivec4(0); +Ri[61] = ivec4(0); +Ri[62] = ivec4(0); +Ri[63] = ivec4(0); +Ri[64] = ivec4(0); +Ri[65] = ivec4(0); +Ri[66] = ivec4(0); +Ri[67] = ivec4(0); +Ri[68] = ivec4(0); +Ri[69] = ivec4(0); +Ri[70] = ivec4(0); +Ri[71] = ivec4(0); +Ri[72] = ivec4(0); +Ri[73] = ivec4(0); +Ri[74] = ivec4(0); +Ri[75] = ivec4(0); +Ri[76] = ivec4(0); +Ri[77] = ivec4(0); +Ri[78] = ivec4(0); +Ri[79] = ivec4(0); +Ri[80] = ivec4(0); +Ri[81] = ivec4(0); +Ri[82] = ivec4(0); +Ri[83] = ivec4(0); +Ri[84] = ivec4(0); +Ri[85] = ivec4(0); +Ri[86] = ivec4(0); +Ri[87] = ivec4(0); +Ri[88] = ivec4(0); +Ri[89] = ivec4(0); +Ri[90] = ivec4(0); +Ri[91] = ivec4(0); +Ri[92] = ivec4(0); +Ri[93] = ivec4(0); +Ri[94] = ivec4(0); +Ri[95] = ivec4(0); +Ri[96] = ivec4(0); +Ri[97] = ivec4(0); +Ri[98] = ivec4(0); +Ri[99] = ivec4(0); +Ri[100] = ivec4(0); +Ri[101] = ivec4(0); +Ri[102] = ivec4(0); +Ri[103] = ivec4(0); +Ri[104] = ivec4(0); +Ri[105] = ivec4(0); +Ri[106] = ivec4(0); +Ri[107] = ivec4(0); +Ri[108] = ivec4(0); +Ri[109] = ivec4(0); +Ri[110] = ivec4(0); +Ri[111] = ivec4(0); +Ri[112] = ivec4(0); +Ri[113] = ivec4(0); +Ri[114] = ivec4(0); +Ri[115] = ivec4(0); +Ri[116] = ivec4(0); +Ri[117] = ivec4(0); +Ri[118] = ivec4(0); +Ri[119] = ivec4(0); +Ri[120] = ivec4(0); +Ri[121] = ivec4(0); +Ri[122] = ivec4(0); +Ri[123] = ivec4(0); +Ri[124] = ivec4(0); +Ri[125] = ivec4(0); +Ri[126] = ivec4(0); +Ri[127] = ivec4(0); +uvec4 attrDecoder; +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[1]; +bool activeMaskStackC[2]; +activeMaskStackC[0] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +Ri[0] = ivec4(gl_VertexID, 0, 0, gl_InstanceID); +attrDecoder = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +Ri[1] = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w)); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +Ri[2] = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0)); +if( activeMaskStackC[1] == true ) { +// 0 +Ri[3].y = 0; +PV0i.z = floatBitsToInt(intBitsToFloat(Ri[1].y) + intBitsToFloat(uf_uniformRegisterVS[0].y)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = floatBitsToInt(intBitsToFloat(Ri[1].x) + intBitsToFloat(uf_uniformRegisterVS[0].x)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(1.0)); +Ri[1].x = floatBitsToInt(intBitsToFloat(PV0i.w) + -(1.0)); +PS1i = Ri[1].x; +// 2 +Ri[1].y = floatBitsToInt(intBitsToFloat(PV1i.x) * -(1.0)); +// 3 +Ri[16].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z); +Ri[16].w = Ri[1].w; +} +while( activeMaskStackC[1] == true ) +{ +if( activeMaskStackC[1] == true ) { +// 0 +Ri[0].z = (0x00000006 > Ri[3].y)?int(0xFFFFFFFF):int(0x0); +// 1 +predResult = (Ri[0].z != 0); +if( predResult == false ) break; +} +if( activeMaskStackC[1] == true ) { +// 0 +backupReg0i = Ri[3].y; +backupReg0i = Ri[3].y; +Ri[1].x = Ri[3].y + 0x00000008; +Ri[3].y = backupReg0i + int(1); +Ri[127].z = floatBitsToInt(float(backupReg0i)); +PS0i = Ri[127].z; +// 1 +tempResultf = intBitsToFloat(PS0i); +tempResultf = floor(tempResultf); +tempResultf = clamp(tempResultf, -256.0, 255.0); +ARi.x = int(tempResultf); +PV1i.x = floatBitsToInt(tempResultf); +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].y)/resYScale); +PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].x)/resXScale); +PV0i.z = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].w)/resYScale); +PV0i.w = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[ARi.x+2].z)/resXScale); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_uniformRegisterVS[1].y))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_uniformRegisterVS[1].x))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y))); +// 4 +Ri[0].xyz = floatBitsToInt(vec3(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.z)) + vec3(intBitsToFloat(uf_uniformRegisterVS[1].z),intBitsToFloat(uf_uniformRegisterVS[1].w),intBitsToFloat(uf_uniformRegisterVS[1].z))); +Ri[0].w = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_uniformRegisterVS[1].w)); +// 5 +tempResulti = Ri[1].x; +tempResulti = clamp(tempResulti, -256, 255); +ARi.x = tempResulti; +PV1i.x = tempResulti; +// 6 +Ri[10+ARi.x].x = Ri[0].x; +Ri[10+ARi.x].y = Ri[0].y; +Ri[10+ARi.x].z = Ri[0].z; +Ri[10+ARi.x].w = Ri[0].w; +} +} +if( activeMaskStackC[1] == true ) { +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(Ri[2].y) + intBitsToFloat(uf_uniformRegisterVS[8].y)); +PV0i.y = floatBitsToInt(intBitsToFloat(Ri[2].x) + intBitsToFloat(uf_uniformRegisterVS[8].x)); +// 1 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_uniformRegisterVS[1].y))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_uniformRegisterVS[1].x))); +// 2 +Ri[7].x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_uniformRegisterVS[1].z)); +Ri[7].y = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(uf_uniformRegisterVS[1].w)); +// 3 +Ri[17].x = Ri[7].x; +Ri[17].y = Ri[7].y; +// 4 +Ri[2].xyz = ivec3(Ri[16].x,Ri[16].y,Ri[16].z); +Ri[2].w = Ri[16].w; +// 5 +Ri[0].xyz = ivec3(Ri[18].x,Ri[18].y,Ri[18].z); +Ri[0].w = Ri[18].w; +// 6 +Ri[10].xyz = ivec3(Ri[0].x,Ri[0].y,Ri[0].z); +Ri[10].w = Ri[0].w; +// 7 +Ri[1].xyz = ivec3(Ri[19].x,Ri[19].y,Ri[19].z); +Ri[1].w = Ri[19].w; +// 8 +Ri[11].xyz = ivec3(Ri[1].x,Ri[1].y,Ri[1].z); +Ri[11].w = Ri[1].w; +// 9 +Ri[3].xyz = ivec3(Ri[20].x,Ri[20].y,Ri[20].z); +Ri[3].w = Ri[20].w; +// 10 +Ri[12].xyz = ivec3(Ri[3].x,Ri[3].y,Ri[3].z); +Ri[12].w = Ri[3].w; +// 11 +Ri[4].xyz = ivec3(Ri[21].x,Ri[21].y,Ri[21].z); +Ri[4].w = Ri[21].w; +// 12 +Ri[13].xyz = ivec3(Ri[4].x,Ri[4].y,Ri[4].z); +Ri[13].w = Ri[4].w; +// 13 +Ri[5].xyz = ivec3(Ri[22].x,Ri[22].y,Ri[22].z); +Ri[5].w = Ri[22].w; +// 14 +Ri[6].xyz = ivec3(Ri[23].x,Ri[23].y,Ri[23].z); +Ri[6].w = Ri[23].w; +} +// export +gl_Position = vec4(intBitsToFloat(Ri[2].x), intBitsToFloat(Ri[2].y), intBitsToFloat(Ri[2].z), intBitsToFloat(Ri[2].w)); +// export +passParameterSem129 = vec4(intBitsToFloat(Ri[0].x), intBitsToFloat(Ri[0].y), intBitsToFloat(Ri[0].z), intBitsToFloat(Ri[0].w)); +// export +passParameterSem130 = vec4(intBitsToFloat(Ri[1].x), intBitsToFloat(Ri[1].y), intBitsToFloat(Ri[1].z), intBitsToFloat(Ri[1].w)); +// export +passParameterSem131 = vec4(intBitsToFloat(Ri[3].x), intBitsToFloat(Ri[3].y), intBitsToFloat(Ri[3].z), intBitsToFloat(Ri[3].w)); +// export +passParameterSem132 = vec4(intBitsToFloat(Ri[4].x), intBitsToFloat(Ri[4].y), intBitsToFloat(Ri[4].z), intBitsToFloat(Ri[4].w)); +// export +passParameterSem133 = vec4(intBitsToFloat(Ri[5].x), intBitsToFloat(Ri[5].y), intBitsToFloat(Ri[5].z), intBitsToFloat(Ri[5].w)); +// export +passParameterSem134 = vec4(intBitsToFloat(Ri[6].x), intBitsToFloat(Ri[6].y), intBitsToFloat(Ri[6].z), intBitsToFloat(Ri[6].w)); +// export +passParameterSem128 = vec4(intBitsToFloat(Ri[7].x), intBitsToFloat(Ri[7].y), intBitsToFloat(Ri[7].z), intBitsToFloat(Ri[7].z)); +if( activeMaskStackC[1] == true ) { +// 0 +} +} diff --git a/Resolutions/FistOfTheNorthStar_Resolution/rules.txt b/Resolutions/FistOfTheNorthStar_Resolution/rules.txt new file mode 100644 index 00000000..4c6a6f38 --- /dev/null +++ b/Resolutions/FistOfTheNorthStar_Resolution/rules.txt @@ -0,0 +1,146 @@ +[Definition] +titleIds = 000500001012B800,000500001012B900,0005000010116600 +name = Resolution +path = "Fist of the North Star: Ken's Rage 2/Graphics/Resolution" +description = Changes the resolution of the game. +version = 3 + +[Preset] +name = 1280x720 (Default) +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +// Performance + +[Preset] +name = 320x180 +$width = 320 +$height = 180 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 640x360 +$width = 640 +$height = 360 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 960x540 +$width = 960 +$height = 540 +$gameWidth = 1280 +$gameHeight = 720 + +// Common HD Resolutions + +[Preset] +name = 1600x900 +$width = 1600 +$height = 900 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 1920x1080 +$width = 1920 +$height = 1080 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 2560x1440 +$width = 2560 +$height = 1440 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3200x1800 +$width = 3200 +$height = 1800 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3840x2160 +$width = 3840 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 5120x2880 +$width = 5120 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 + +[TextureRedefine] # TV Resolution +width = 1280 +height = 720 +formats = 0x41a,0x011,0x80e,0x01a +tileModesExcluded = 0x001 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Blur +width = 320 +height = 192 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 320 +overwriteHeight = ($height/$gameHeight) * 180 + +# Bloom + +[TextureRedefine] +width = 352 +height = 192 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 352 +overwriteHeight = ($height/$gameHeight) * 192 + +[TextureRedefine] +width = 322 +height = 182 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 322 +overwriteHeight = ($height/$gameHeight) * 182 + +[TextureRedefine] +width = 192 +height = 96 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 192 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] +width = 162 +height = 92 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 162 +overwriteHeight = ($height/$gameHeight) * 92 + +[TextureRedefine] +width = 160 +height = 96 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 96 + +[TextureRedefine] +width = 160 +height = 90 +formats = 0x41a +overwriteWidth = ($width/$gameWidth) * 160 +overwriteHeight = ($height/$gameHeight) * 90 \ No newline at end of file diff --git a/docs/_data/GameTitles.yml b/docs/_data/GameTitles.yml index bb660a8d..1419867a 100644 --- a/docs/_data/GameTitles.yml +++ b/docs/_data/GameTitles.yml @@ -101,10 +101,10 @@ nativeRes: 720 compatLink: "http://compat.cemu.info/wiki/Family_Tennis_SP" version: 2 -"Fist of the North Star - Ken’s Rage 2": +"Fist of the North Star: Ken’s Rage 2": nativeRes: 720 compatLink: "http://compat.cemu.info/wiki/Fist_of_the_North_Star:_Ken's_Rage_2" - version: 2 + version: 3 "Frenchy Bird": nativeRes: 720 compatLink: "http://compat.cemu.info/wiki/Frenchy_Bird"