[WWHD] Rebuilt from new shader dump, X n Y scaling corrected

This commit is contained in:
getdls 2018-11-03 17:00:05 +01:00
parent 8022bc54eb
commit 40896c012d
7 changed files with 389 additions and 145 deletions

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@ -1,9 +1,12 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 1f83c0d47b1c4c34 // half res blur. Horizon, detail shadows, bloom base
// shader 1f83c0d47b1c4c34 //box downscale
const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
const float resScale = ($height/$gameHeight)*$internalRes;
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
@ -22,7 +25,7 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
@ -58,14 +61,14 @@ R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = intBitsToFloat(0xbf800000);
R1f.w = 1.0;
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resScale);
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resYScale); //vert
// 1
backupReg0f = R2f.y;
backupReg1f = R2f.x;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y) / resScale;
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale); //horiz
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale; //horiz
R2f.z = PS0f;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x) / resScale;
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resYScale; //vert
PS1f = R2f.x;
// 2
R2f.w = PV1f.x;
@ -75,3 +78,4 @@ gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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@ -1,10 +1,10 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4c426260188ace42
// shadows pyramid blend 2nd downscale
const float resScale = ($height/$gameHeight)*$internalRes;
//3step vertical shadow n AO blur
const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
@ -22,7 +22,7 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
@ -54,7 +54,7 @@ R126f.z = (0.0 > R1f.x)?1.0:0.0;
R126f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/ resScale;
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resXScale; //vert
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));

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@ -0,0 +1,90 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 4ffa96d07cd53c34
const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
//box low res (bloom?)
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = 0.0;
R1f.w = 1.0;
R127f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].w)/resYScale; //vert
PS0f = R127f.x;
// 1
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg0f = R2f.x;
R2f.x = backupReg0f + intBitsToFloat(uf_remappedVS[0].z)/resXScale;//hz right
R2f.y = PS0f;
PV1f.z = backupReg1f + -(intBitsToFloat(uf_remappedVS[0].w)/resYScale); ///vert
R0f.x = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].z)/resXScale); //hz left
PS1f = R0f.x;
// 2
R0f.y = R127f.x;
R0f.z = PV1f.z;
R2f.w = PV1f.z;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.x, R2f.w);
// export
passParameterSem1 = vec4(R0f.x, R0f.y, R0f.x, R0f.z);
// 0
}

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@ -1,8 +1,9 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 842a19b509f8b91a //vert scale bloom
const float resScale = ($height/$gameHeight)*$internalRes;
// shader 842a19b509f8b91a //vertical pass stars
const float resYcale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)));
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
@ -23,7 +24,7 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
@ -62,10 +63,10 @@ R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/ resScale;
PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/resYScale; // center
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resScale;
R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7);
PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide
R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;

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@ -1,8 +1,17 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 8d68a0e3561ff525 //scale bloom to res
const float resScale = ($height/$gameHeight)*$internalRes;
#version 420
// shader 842a19b509f8b91a //vertical pass stars
const float resXcale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)));
uniform ivec4 uf_remappedVS[1];
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 8d68a0e3561ff525 //horizontal pass stars
const float resXScale = 3.0;
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
@ -23,7 +32,7 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
@ -62,11 +71,11 @@ R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = 0.0;
R1f.w = 1.0;
R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resScale;
R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93)/resXScale;//center pass
PS0f = R127f.y;
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resScale;
R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7);
PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale; //wide pass
R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7) /resXScale; //nothing on first pass
R3f.z = R2f.x + PS0f;
R3f.w = R2f.x;
R3f.x = R2f.y;
@ -96,3 +105,98 @@ passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// 0
}
uniform vec2 uf_windowSpaceToClipSpaceTransform;
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 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem2;
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()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
backupReg0f = R1f.x;
backupReg1f = R1f.y;
R1f.x = backupReg0f;
R1f.x *= 2.0;
R1f.y = backupReg1f;
R1f.y *= 2.0;
R1f.z = 0.0;
R1f.w = 1.0;
PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/resYScale; // center
// 1
PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide
R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first
R2f.z = R2f.y + PS0f;
PV1f.z = R2f.z;
R2f.w = R2f.y;
PV1f.w = R2f.w;
R0f.y = R2f.y + -(PS0f);
PS1f = R0f.y;
// 2
R0f.x = R2f.x;
R3f.y = R2f.y + -(PV1f.x);
R0f.z = PV1f.z;
R0f.w = PV1f.w;
R2f.z = R2f.y + PV1f.x;
PS0f = R2f.z;
// 3
R3f.x = R2f.x;
R4f.y = R2f.y + -(R127f.y);
R3f.z = PS0f;
R3f.w = R2f.y;
R2f.z = R2f.y + R127f.y;
PS1f = R2f.z;
// 4
R4f.xzw = vec3(R2f.x,PS1f,R2f.y);
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// 0
}

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@ -1,9 +1,10 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader d9c81460d6984bb2
//blur shadows step 1
const float resScale = ($height/$gameHeight)*$internalRes;
//3step shadow n AO blur horiz
const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
@ -21,7 +22,7 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
@ -53,7 +54,7 @@ R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72)/ resScale;// fix all...
R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72)/resYScale; //horizontal
PS0f = R126f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));

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@ -5,44 +5,26 @@ path = "The Legend of Zelda: The Wind Waker HD/Graphics/Resolution"
description = Changes the resolution of the game.
version = 3
[Preset]
name = 1920x1080 (Default)
name = 1920x1080 (HD Default)
$width = 1920
$height = 1080
$gameWidth= 1920
$gameHeight= 1080
// Performance
$internalRes = 1
$dither = 0.5
$scaleShader = 1.0
[Preset]
name = 640x360
$width = 640
$height = 360
name = 1920x1080 (HD) x2 sub scaling
$width = 1920
$height = 1080
$gameWidth= 1920
$gameHeight= 1080
[Preset]
name = 854x480
$width = 854
$height = 480
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 960x540
$width = 960
$height = 540
$gameWidth = 1920
$gameHeight = 1080
[Preset]
name = 1280x720
$width = 1280
$height = 720
$gameWidth = 1920
$gameHeight = 1080
// Quality
$internalRes = 2
$dither = 0.65
$scaleShader = 1.0
[Preset]
name = 1600x900
@ -50,6 +32,19 @@ $width = 1600
$height = 900
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 1
$dither = 0.65
$scaleShader = 1.0
[Preset]
name = 1600x900 x2 sub scaling
$width = 1600
$height = 900
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 2
$dither = 0.66
$scaleShader = 0.75
[Preset]
name = 2560x1440
@ -57,13 +52,19 @@ $width = 2560
$height = 1440
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 1
$dither = 0.66
$scaleShader = 0.75
[Preset]
name = 2732x1536
$width = 2732
$height = 1536
name = 2560x1440 x2 sub scaling
$width = 2560
$height = 1440
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 2
$dither = 0.75
$scaleShader = 0.75
[Preset]
name = 3200x1800
@ -71,13 +72,39 @@ $width = 3200
$height = 1800
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 1
$dither = 0.75
$scaleShader = 0.75
[Preset]
name = 3840x2160
name = 3200x1800 x2 sub scaling
$width = 3200
$height = 1800
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 2
$dither = 0.75
$scaleShader = 0.5
[Preset]
name = 3840x2160 (4k - Native x2)
$width = 3840
$height = 2160
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 1
$dither = 0.76
$scaleShader = 0.51
[Preset]
name = 3840x2160 (4k - Native x2) x2 sub scaling
$width = 3840
$height = 2160
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 2
$dither = 0.745
$scaleShader = 0.51
[Preset]
name = 5120x2880
@ -85,15 +112,31 @@ $width = 5120
$height = 2880
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 1
$dither = 0.95
$scaleShader = 0.5
[Preset]
name = 5120x2880 x2 sub scaling
$width = 5120
$height = 2880
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 2
$dither = 0.95
$scaleShader = 0.35
// Enthusiast
[Preset]
name = 7680x4320
name = 7680x4320 (8k - Native x3)
$width = 7680
$height = 4320
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 1
$dither = 1.5
$scaleShader = 1.0
[Preset]
name = 10240x5760
@ -101,6 +144,9 @@ $width = 10240
$height = 5760
$gameWidth= 1920
$gameHeight= 1080
$internalRes = 1
$dither = 1.5
$scaleShader = 1.0
[TextureRedefine]
width = 1920
@ -116,38 +162,33 @@ height = 1080
overwriteWidth = ($width/$gameWidth) * 1920
overwriteHeight = ($height/$gameHeight) * 1080
[TextureRedefine] #Shadows
width = 1024
height = 1024
formats = 0x005 #,0x034,0x431,0x034
overwriteWidth = ($height/$gameHeight) * 1024
overwriteHeight = ($height/$gameHeight) * 1024
overwriteWidth = ($height/$gameHeight) * (1024*$internalRes)
overwriteHeight = ($height/$gameHeight) * (1024*$internalRes)
[TextureRedefine] #Shadows
width = 1024
height = 544
#formats = 0x005,0x80e,0x019,0x001 #,0x034,0x431,0x034
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 544
overwriteWidth = ($width/$gameWidth) * (1024*$internalRes)
overwriteHeight = ($height/$gameHeight) * (544*$internalRes)
[TextureRedefine]
width = 960
height = 540
#formats = 0x816,0x806,0x019,0x01a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 540
overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
overwriteHeight = ($height/$gameHeight) * (540*$internalRes)
[TextureRedefine]
width = 960
height = 544
#formats = 0x816,0x806,0x019,0x01a
overwriteWidth = ($width/$gameWidth) * 960
overwriteHeight = ($height/$gameHeight) * 544
overwriteWidth = ($width/$gameWidth) * (960*$internalRes)
overwriteHeight = ($height/$gameHeight) * (544*$internalRes)
[TextureRedefine]
width = 864
@ -156,7 +197,6 @@ height = 480
overwriteWidth = ($width/$gameWidth) * 864
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 854
height = 480
@ -164,104 +204,108 @@ height = 480
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 512
height = 512
formats = 0x806,0x019,0x01a
overwriteWidth = ($height/$gameHeight) * 512
overwriteHeight = ($height/$gameHeight) * 512
overwriteWidth = ($height/$gameHeight) * (512*$internalRes)
overwriteHeight = ($height/$gameHeight) * (512*$internalRes)
[TextureRedefine]
width = 480
height = 272
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 272
overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
overwriteHeight = ($height/$gameHeight) * (272*$internalRes)
[TextureRedefine]
width = 480
height = 270
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 480
overwriteHeight = ($height/$gameHeight) * 270
overwriteWidth = ($width/$gameWidth) * (480*$internalRes)
overwriteHeight = ($height/$gameHeight) * (270*$internalRes)
#[TextureRedefine]
#width = 360
#height = 346
##formats =
#overwriteWidth = ($width/$gameWidth) * 360
#overwriteHeight = ($height/$gameHeight) * 346
#overwriteWidth = ($width/$gameWidth) * (360*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (346*$internalRes)
[TextureRedefine]
width = 256
height = 144
#formats = 0x816
#formatsExcluded = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
overwriteHeight = ($height/$gameHeight) * (144*$internalRes)
[TextureRedefine]
width = 256
height = 256
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 256
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
overwriteHeight = ($height/$gameHeight) * (256*$internalRes)
[TextureRedefine]
width = 256
height = 144
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
overwriteWidth = ($width/$gameWidth) * (256*$internalRes)
overwriteHeight = ($height/$gameHeight) * (144*$internalRes)
[TextureRedefine]
width = 240
height = 135
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 240
overwriteHeight = ($height/$gameHeight) * 135
overwriteWidth = ($width/$gameWidth) * (240*$internalRes)
overwriteHeight = ($height/$gameHeight) * (135*$internalRes)
[TextureRedefine]
width = 128
height = 128
formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 128
overwriteWidth = ($width/$gameWidth) * (128*$internalRes)
overwriteHeight = ($height/$gameHeight) * (128*$internalRes)
[TextureRedefine]
width = 128
height = 80
#formats = 0x816
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
overwriteWidth = ($width/$gameWidth) * (128*$internalRes)
overwriteHeight = ($height/$gameHeight) * (80*$internalRes)
[TextureRedefine]
width = 120
height = 67
#formats =
overwriteWidth = ($width/$gameWidth) * 120
overwriteHeight = ($height/$gameHeight) * 67
overwriteWidth = ($width/$gameWidth) * (120*$internalRes)
overwriteHeight = ($height/$gameHeight) * (67*$internalRes)
[TextureRedefine]
width = 64
height = 64
formats = 0x816
overwriteWidth = ($height/$gameHeight) * 64
overwriteHeight = ($height/$gameHeight) * 64
overwriteWidth = ($height/$gameHeight) * (64*$internalRes)
overwriteHeight = ($height/$gameHeight) * (64*$internalRes)
[TextureRedefine]
width = 64
height = 48
#formats =
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
overwriteHeight = ($height/$gameHeight) * (48*$internalRes)
[TextureRedefine]
width = 60
height = 33
#formats =
overwriteWidth = ($width/$gameWidth) * 60
overwriteHeight = ($height/$gameHeight) * 33
overwriteWidth = ($width/$gameWidth) * (60*$internalRes)
overwriteHeight = ($height/$gameHeight) * (33*$internalRes)
#[TextureRedefine]
#width = 4
#height = 4
##formats =
#overwriteWidth = ($width/$gameWidth) * (4*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (4*$internalRes)