diff --git a/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt index a2a12330..d0af0228 100644 --- a/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/01bef64ec0cccd53_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 01bef64ec0cccd53 // Used for: Fixing clouds in non-updated versions -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt index 3b893f75..302b1d4b 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0b9b8f5dfa16ad58_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 0b9b8f5dfa16ad58 // Used For: Horizontal Menu Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt index 73aef62a..5b7f96b2 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0bcd653c18367d59_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 0bcd653c18367d59 // Used for: Restoring the native BotW Anti-Aliasing implementation -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt index fea2504c..392f74c9 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0d6127fbed646d2b_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 0d6127fbed646d2b // Used for: Fixing Ambient-Occlusion -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt b/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt index e625a32c..4ae1abed 100644 --- a/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/0f2b9ee517917425_00000000000003c9_ps.txt @@ -3,8 +3,8 @@ // shader 0f2b9ee517917425 - dumped cemu 1.15 // Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen -const float resX = $width/1280; -const float resY = $height/720; +const float resX = float($width)/float($gameWidth); +const float resY = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[2]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf49b1800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt index 5f0f3a7d..ae6e661d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/141f484aff9b9f5a_0000000000000000_vs.txt @@ -4,8 +4,8 @@ // shader 141f484aff9b9f5a // Used for: Anti-Aliasing Color Mix -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[3]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt index 9e67689f..eaf5831c 100644 --- a/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/15afdae4307b9a3d_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 15afdae4307b9a3d // Used for: Vertical Ambient-Occlusion Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt index 0e1def16..afc40515 100644 --- a/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/1a14de8e58d5b30a_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 1a14de8e58d5b30a // Used for: Restoring the native BotW Anti-Aliasing implementation -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt index caa482fd..43e0a54e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/381d034349896360_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 381d034349896360 // Used for: Horizontal Volumetric Light Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt index 0685003d..a16ffc1d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/44b73ce02e05c2e6_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 44b73ce02e05c2e6 // Used for: Vertical Self-Shadowing Mask Fix Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt index b714a67e..4c82712d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/4721609a424e9a1f_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 4721609a424e9a1f // Used for: Restoring the native BotW Anti-Aliasing implementation -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt index c4478e3a..56f4eda7 100644 --- a/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/5c1761d13feccdff_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 5c1761d13feccdff // Used for: Vertical+Horizontal Fullscreen Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt index 0f3dbadb..9a52f838 100644 --- a/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/5c975b0e3dac0562_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 5c975b0e3dac0562 // Used for: Horizontal Bloom Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt index 35930351..72cab487 100644 --- a/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/75a85b0cbcab764b_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 75a85b0cbcab764b // Used for: Horizontal Reflection Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt index ae841b51..c87033dd 100644 --- a/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/771e24915acbb074_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 771e24915acbb074 // Used for: Vertical Reflection Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt index e22e30e8..317a51ca 100644 --- a/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/81eb264a750163d9_0000000000000000_vs.txt @@ -4,8 +4,8 @@ // shader 81eb264a750163d9 // Used for: Vertical Volumetric Light Blur // volumetric light blur v -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt index 101aeee1..847f6371 100644 --- a/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/8cab2ed476b991ea_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 8cab2ed476b991ea // Used for: Restoring the native BotW Anti-Aliasing implementation -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt index c305fa32..953240c2 100644 --- a/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/93f16bf1d083933b_0000000000000000_vs.txt @@ -4,8 +4,8 @@ // shader 93f16bf1d083933b // Used for: Horizontal Self-Shadowing Mask Fix Blur // Self shadowing mask fix - h blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt b/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt index 8d7cb821..7cbfac26 100644 --- a/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/a1cb9f79d093badb_0000f0f0ff34db6d_ps.txt @@ -2,8 +2,8 @@ #extension GL_ARB_texture_gather : enable // shader a1cb9f79d093badb // Used for: Restoring the native BotW Anti-Aliasing implementation from water edges -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[20]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt b/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt index c5935393..2373b508 100644 --- a/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/a5b3a5e5ab2938bc_0000000000001e49_ps.txt @@ -2,8 +2,8 @@ #extension GL_ARB_texture_gather : enable // shader a5b3a5e5ab2938bc // Used for: Restoring the native BotW Anti-Aliasing implementation -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[3]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt b/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt index 12cddb66..c5eb3e3d 100644 --- a/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/b4a729584b6188ea_0000000000001e49_ps.txt @@ -2,8 +2,8 @@ #extension GL_ARB_texture_gather : enable // shader b4a729584b6188ea // Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[3]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ad000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt index e463e3b4..2ab76e47 100644 --- a/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/bb50d2ee4fa87bc2_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader bb50d2ee4fa87bc2 // Used for: Horizontal+Vertical Combat Targeting Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt b/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt index 478a54e0..5c769204 100644 --- a/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/c92c1c4c0a2fb839_0000000000001e49_ps.txt @@ -2,8 +2,8 @@ #extension GL_ARB_texture_gather : enable // shader c92c1c4c0a2fb839 // Used for: Camera Depth of Field Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[5]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt index c406b752..06d804f6 100644 --- a/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/c9f2fd37115b0ee1_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader c9f2fd37115b0ee1 // Used for: Horizontal+Vertical Combat Targeting Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt index bfc4670a..6c96a65b 100644 --- a/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/d1cf6920c3d5b194_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader d1cf6920c3d5b194 // Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt index 6038648b..cc68869e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/e06e20b2efe87a84_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader e06e20b2efe87a84 // Used for: Horizontal Ambient-Occlusion Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt index 861ac9f8..156bdeb8 100644 --- a/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/ea9a49a6185cf1e5_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader ea9a49a6185cf1e5 // Used for: Fix Reflection -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[2]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt index ca3a93a6..fbe56b7e 100644 --- a/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt +++ b/Resolutions/BreathOfTheWild_Resolution/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -5,8 +5,8 @@ // shader f14bb57cd5c9cb77 - dumped 1.15 // Used for: Removing/Restoring the native BotW World Anti-Aliasing implementation -const float resX = $width/1280; -const float resY = $height/720; +const float resX = float($width)/float($gameWidth); +const float resY = float($height)/float($gameHeight); uniform ivec4 uf_remappedPS[4]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf462d000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 diff --git a/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt index 90b27ace..0af453c2 100644 --- a/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/f69e84515ae56e70_0000000000000000_vs.txt @@ -4,8 +4,8 @@ // shader f69e84515ae56e70 // Used for: Vertical Bloom Blur // bloom blur v -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt b/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt index b63b2cdc..7206111c 100644 --- a/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt +++ b/Resolutions/BreathOfTheWild_Resolution/fc3e63a2007625f8_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader fc3e63a2007625f8 // Used For: Vertical Menu Blur -const float resXScale = $width/1280; -const float resYScale = $height/720; +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform;