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Delete Resolutions/YoshisWoollyWorld_Resolution directory
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader b5082db8c1a44514
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//BGblur vert
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const float dither = $dither;
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_uniformRegisterPS[256];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_uniformRegisterPS[256];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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float lineRand(vec2 co)
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{
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt = dot(co.xy, vec2(a, b));
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float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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bool activeMaskStack[1];
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bool activeMaskStackC[2];
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activeMaskStackC[0] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
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if( activeMaskStackC[1] == true ) {
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R0i.w = 0x00000001;
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PS0i = R0i.w;
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// 1
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R0i.z = uf_uniformRegisterPS[22].x + int(1);
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}
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while( activeMaskStackC[1] == true )
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{
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if( activeMaskStackC[1] == true ) {
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// 0
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R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
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// 1
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predResult = (R1i.x != 0);
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if( predResult == false ) break;
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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backupReg0i = R0i.w;
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backupReg0i = R0i.w;
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R0i.w = backupReg0i + int(1);
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R3i.z = floatBitsToInt(float(backupReg0i));
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PS0i = R3i.z;
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// 1
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tempResultf = intBitsToFloat(PS0i);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV1i.x = floatBitsToInt(tempResultf);
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// 2
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R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
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R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)));
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}
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if( activeMaskStackC[1] == true ) {
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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tempResultf = intBitsToFloat(R3i.z);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV0i.x = floatBitsToInt(tempResultf);
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// 1
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
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PV1i.w = R123i.w;
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// 2
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R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w)));
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R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y)));
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R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x)));
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R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z)));
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}
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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}
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader f1f99f18ae69719b
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//Bg horizontal
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const float dither = $dither;
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_uniformRegisterPS[256];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_uniformRegisterPS[256];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// uf_fragCoordScale was moved to the ufBlock
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float lineRand(vec2 co)
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{
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float a = 12.9898;
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float b = 78.233;
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float c = 43758.5453;
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float dt = dot(co.xy, vec2(a, b));
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float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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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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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(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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bool activeMaskStack[1];
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bool activeMaskStackC[2];
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activeMaskStackC[0] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
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//R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
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if( activeMaskStackC[1] == true ) {
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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R4i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R4i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(uf_uniformRegisterPS[11].x)));
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R0i.w = 0x00000001;
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PS0i = R0i.w;
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// 1
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R0i.z = uf_uniformRegisterPS[22].x + int(1);
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}
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while( activeMaskStackC[1] == true )
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{
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if( activeMaskStackC[1] == true ) {
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// 0
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R1i.x = (R0i.z > R0i.w)?int(0xFFFFFFFF):int(0x0);
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// 1
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predResult = (R1i.x != 0);
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if( predResult == false ) break;
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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backupReg0i = R0i.w;
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backupReg0i = R0i.w;
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R0i.w = backupReg0i + int(1);
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R3i.z = floatBitsToInt(float(backupReg0i));
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PS0i = R3i.z;
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// 1
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tempResultf = intBitsToFloat(PS0i);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV1i.x = floatBitsToInt(tempResultf);
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// 2
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R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
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R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)));
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}
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if( activeMaskStackC[1] == true ) {
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.zw)).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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tempResultf = intBitsToFloat(R3i.z);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV0i.x = floatBitsToInt(tempResultf);
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// 1
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R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.z)));
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PV1i.x = R123i.x;
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R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.y)));
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PV1i.y = R123i.y;
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R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.w)));
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PV1i.z = R123i.z;
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R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(R4i.x)));
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PV1i.w = R123i.w;
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// 2
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R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.w)));
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R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.y)));
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R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.x)));
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R4i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.w),intBitsToFloat(uf_uniformRegisterPS[ARi.x+11].x)) + intBitsToFloat(PV1i.z)));
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}
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}
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// export
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passPixelColor0 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
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}
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[pj023USv32]
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moduleMatches = 0x6AEF65E7
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# rodata constants
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0x10001A44 = .float $width/$height
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0x10101398 = .float $width/$height
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0x10247D7C = .float $width/$height
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0x1024E7E4 = .float $width/$height
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0x102740B0 = .float $width/$height
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0x102740D8 = .float $width/$height
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0x102A4A70 = .float $width/$height
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0x1025EB2C = .float ($gameWidth/$gameHeight)/($width/$height)
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@ -1,252 +0,0 @@
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[Definition]
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titleIds = 0005000010131F00,0005000010184E00,0005000010184D00
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name = Resolution
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path = "Yoshi's Woolly World/Graphics/Resolution"
|
||||
description = Changes the resolution of the game. Made by M&&M and getdls.
|
||||
version = 4
|
||||
|
||||
[Preset]
|
||||
name = 1280x720 (Default)
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.1
|
||||
$scaleShader = 1.0
|
||||
|
||||
# Performance
|
||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.1
|
||||
$scaleShader = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.1
|
||||
$scaleShader = (720.0/540.0)
|
||||
|
||||
# Common HD Resolutions
|
||||
|
||||
[Preset]
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.1
|
||||
$scaleShader = (720.0/900.0)
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.1
|
||||
$scaleShader = (1440.0/1080.0) # Don't scale shadows to 150%
|
||||
|
||||
[Preset]
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.5
|
||||
$scaleShader = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.75
|
||||
$scaleShader = (1440.0/1800.0)
|
||||
|
||||
[Preset]
|
||||
name = 3840x2160
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.85
|
||||
$scaleShader = 1.0
|
||||
|
||||
# Common Ultrawide Resolutions
|
||||
|
||||
[Preset]
|
||||
name = 2560x1080 (Ultrawide)
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.1
|
||||
$scaleShader = (1440.0/1080.0) # Don't scale shadows to 150%
|
||||
|
||||
[Preset]
|
||||
name = 3440x1440 (Ultrawide)
|
||||
$width = 3440
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.5
|
||||
$scaleShader = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 5120x1440 (Superwide)
|
||||
$width = 5120
|
||||
$height = 1440
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.5
|
||||
$scaleShader = 1.0
|
||||
|
||||
[Preset]
|
||||
name = 7680x2160 (Superwide)
|
||||
$width = 7680
|
||||
$height = 2160
|
||||
$gameWidth = 1280
|
||||
$gameHeight = 720
|
||||
$dither = 0.85
|
||||
$scaleShader = 1.0
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
#formats = 0x033,0x007,0x01a
|
||||
formatsExcluded = 0x033
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 1280
|
||||
overwriteHeight = ($height/$gameHeight) * 720
|
||||
|
||||
[TextureRedefine] # Shadows
|
||||
width = 1024
|
||||
height = 1024
|
||||
#formatsExcluded = 0x431,0x005,0x433,0x431,0x235,0x035,0x034,0x033,0x031,0x005,0x01a
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader)
|
||||
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader)
|
||||
|
||||
|
||||
[TextureRedefine] #Curtains / Shadows
|
||||
width = 864
|
||||
height = 480
|
||||
#formats = 0x034
|
||||
overwriteWidth = ($width/$gameWidth) * 864
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine] #Curtains / Shadows
|
||||
width = 854
|
||||
height = 480
|
||||
#formats = 0x034
|
||||
overwriteWidth = ($width/$gameWidth) * 854
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
|
||||
[TextureRedefine] # 360 rounding
|
||||
width = 640
|
||||
height = 368
|
||||
#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 368
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a
|
||||
tileModesExcluded = 0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 640
|
||||
overwriteHeight = ($height/$gameHeight) * 360
|
||||
|
||||
|
||||
[TextureRedefine] #180 rounding
|
||||
width = 320
|
||||
height = 192
|
||||
#formats = 0x816,0x019,0x01a,0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 192
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
#formats = 0x816,0x019,0x01a,0x001
|
||||
overwriteWidth = ($width/$gameWidth) * 320
|
||||
overwriteHeight = ($height/$gameHeight) * 180
|
||||
|
||||
|
||||
#[TextureRedefine] #skybox?
|
||||
#width = 256
|
||||
#height = 256
|
||||
#depth = 1
|
||||
#formats = 0x008
|
||||
#overwriteWidth = ($width/$gameWidth) * 256
|
||||
#overwriteHeight = ($height/$gameHeight) * 256
|
||||
#
|
||||
#[TextureRedefine] # haze?
|
||||
#width = 160
|
||||
#height = 208
|
||||
##formats = 0x806,0x007,0x01a
|
||||
#overwriteWidth = ($width/$gameWidth) * 160
|
||||
#overwriteHeight = ($height/$gameHeight) * 208
|
||||
#
|
||||
#[TextureRedefine] # haze?
|
||||
#width = 150
|
||||
#height = 200
|
||||
##formats = 0x806,0x007,0x01a
|
||||
#overwriteWidth = ($width/$gameWidth) * 150
|
||||
#overwriteHeight = ($height/$gameHeight) * 200
|
||||
|
||||
|
||||
[TextureRedefine] #90 rounding
|
||||
width = 160
|
||||
height = 96
|
||||
#formats = 0x806,0x007,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 96
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
#formats = 0x806,0x007,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 160
|
||||
overwriteHeight = ($height/$gameHeight) * 90
|
||||
|
||||
|
||||
[TextureRedefine] #45 rounding
|
||||
width = 96
|
||||
height = 48
|
||||
#formats = 0x806,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 96
|
||||
overwriteHeight = ($height/$gameHeight) * 48
|
||||
|
||||
[TextureRedefine]
|
||||
width = 80
|
||||
height = 45
|
||||
#formats = 0x806,0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 80
|
||||
overwriteHeight = ($height/$gameHeight) * 45
|
||||
|
||||
|
||||
[TextureRedefine] # 22 rounding
|
||||
width = 64
|
||||
height = 32
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
|
||||
[TextureRedefine]
|
||||
width = 40
|
||||
height = 22
|
||||
formats = 0x01a
|
||||
overwriteWidth = ($width/$gameWidth) * 40
|
||||
overwriteHeight = ($height/$gameHeight) * 22
|
Loading…
Reference in New Issue
Block a user