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https://github.com/cemu-project/cemu_graphic_packs.git
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[WWHD] Rebuilt from new shader dump, X n Y scaling corrected
This commit is contained in:
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@ -1,9 +1,12 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 1f83c0d47b1c4c34 // half res blur. Horizon, detail shadows, bloom base
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// shader 1f83c0d47b1c4c34 //box downscale
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const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resScale = ($height/$gameHeight)*$internalRes;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -22,7 +25,7 @@ else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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@ -58,14 +61,14 @@ R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = intBitsToFloat(0xbf800000);
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R1f.w = 1.0;
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PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resScale);
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PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resYScale); //vert
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// 1
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backupReg0f = R2f.y;
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backupReg1f = R2f.x;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y) / resScale;
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PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resXScale); //horiz
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R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resXScale; //horiz
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R2f.z = PS0f;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x) / resScale;
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R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resYScale; //vert
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PS1f = R2f.x;
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// 2
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R2f.w = PV1f.x;
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@ -75,3 +78,4 @@ gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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}
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@ -1,10 +1,10 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 4c426260188ace42
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// shadows pyramid blend 2nd downscale
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const float resScale = ($height/$gameHeight)*$internalRes;
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//3step vertical shadow n AO blur
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const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -22,7 +22,7 @@ else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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@ -54,7 +54,7 @@ R126f.z = (0.0 > R1f.x)?1.0:0.0;
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R126f.z /= 2.0;
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R127f.w = 1.0;
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PV0f.w = R127f.w;
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R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/ resScale;
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R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resXScale; //vert
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PS0f = R126f.x;
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// 1
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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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90
Source/WindWakerHD/4ffa96d07cd53c34_0000000000000000_vs.txt
Normal file
90
Source/WindWakerHD/4ffa96d07cd53c34_0000000000000000_vs.txt
Normal file
@ -0,0 +1,90 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 4ffa96d07cd53c34
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const float resXScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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const float resYScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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//box low res (bloom?)
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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R127f.x = R2f.y + intBitsToFloat(uf_remappedVS[0].w)/resYScale; //vert
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PS0f = R127f.x;
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// 1
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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backupReg0f = R2f.x;
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R2f.x = backupReg0f + intBitsToFloat(uf_remappedVS[0].z)/resXScale;//hz right
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R2f.y = PS0f;
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PV1f.z = backupReg1f + -(intBitsToFloat(uf_remappedVS[0].w)/resYScale); ///vert
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R0f.x = backupReg0f + -(intBitsToFloat(uf_remappedVS[0].z)/resXScale); //hz left
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PS1f = R0f.x;
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// 2
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R0f.y = R127f.x;
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R0f.z = PV1f.z;
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R2f.w = PV1f.z;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.x, R2f.w);
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// export
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passParameterSem1 = vec4(R0f.x, R0f.y, R0f.x, R0f.z);
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// 0
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}
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@ -1,8 +1,9 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 842a19b509f8b91a //vert scale bloom
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const float resScale = ($height/$gameHeight)*$internalRes;
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// shader 842a19b509f8b91a //vertical pass stars
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const float resYcale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)));
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -23,7 +24,7 @@ else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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@ -62,10 +63,10 @@ R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/ resScale;
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PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/resYScale; // center
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// 1
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PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0) / resScale;
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R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7);
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PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide
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R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first
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R2f.z = R2f.y + PS0f;
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PV1f.z = R2f.z;
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R2f.w = R2f.y;
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@ -1,8 +1,17 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 8d68a0e3561ff525 //scale bloom to res
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const float resScale = ($height/$gameHeight)*$internalRes;
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#version 420
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// shader 842a19b509f8b91a //vertical pass stars
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const float resXcale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)));
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uniform ivec4 uf_remappedVS[1];
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 8d68a0e3561ff525 //horizontal pass stars
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const float resXScale = 3.0;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -23,7 +32,7 @@ else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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@ -62,11 +71,11 @@ R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93) / resScale;
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R127f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fb13a93)/resXScale;//center pass
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PS0f = R127f.y;
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// 1
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PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0) / resScale;
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R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7);
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PV1f.x = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x404ec4f0)/resXScale; //wide pass
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R126f.y = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x40a275f7) /resXScale; //nothing on first pass
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R3f.z = R2f.x + PS0f;
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R3f.w = R2f.x;
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R3f.x = R2f.y;
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@ -96,3 +105,98 @@ passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// 0
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}
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 2) out vec4 passParameterSem2;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fb13a93)/resYScale; // center
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// 1
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PV1f.x = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x404ec4f0)/resYScale; //wide
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R127f.y = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x40a275f7)/resYScale; //Low res pass, not first
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R2f.z = R2f.y + PS0f;
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PV1f.z = R2f.z;
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R2f.w = R2f.y;
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PV1f.w = R2f.w;
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R0f.y = R2f.y + -(PS0f);
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PS1f = R0f.y;
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// 2
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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
|
||||
}
|
||||
|
@ -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)));
|
||||
|
@ -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)
|
Loading…
x
Reference in New Issue
Block a user