[BotW] Fix 1080p shader scaling issues

tested on my end with no issues
This commit is contained in:
Michael 2019-10-07 20:10:02 -07:00
parent 273c09bd33
commit 446f066d48
30 changed files with 60 additions and 60 deletions

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 01bef64ec0cccd53 // shader 01bef64ec0cccd53
// Used for: Fixing clouds in non-updated versions // Used for: Fixing clouds in non-updated versions
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 0b9b8f5dfa16ad58 // shader 0b9b8f5dfa16ad58
// Used For: Horizontal Menu Blur // Used For: Horizontal Menu Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 0bcd653c18367d59 // shader 0bcd653c18367d59
// Used for: Restoring the native BotW Anti-Aliasing implementation // Used for: Restoring the native BotW Anti-Aliasing implementation
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 0d6127fbed646d2b // shader 0d6127fbed646d2b
// Used for: Fixing Ambient-Occlusion // Used for: Fixing Ambient-Occlusion
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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// shader 0f2b9ee517917425 - dumped cemu 1.15 // shader 0f2b9ee517917425 - dumped cemu 1.15
// Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen // Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen
const float resX = $width/1280; const float resX = float($width)/float($gameWidth);
const float resY = $height/720; const float resY = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[2]; 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 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

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// shader 141f484aff9b9f5a // shader 141f484aff9b9f5a
// Used for: Anti-Aliasing Color Mix // Used for: Anti-Aliasing Color Mix
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[3]; uniform ivec4 uf_remappedVS[3];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0; layout(location = 0) in uvec4 attrDataSem0;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 15afdae4307b9a3d // shader 15afdae4307b9a3d
// Used for: Vertical Ambient-Occlusion Blur // Used for: Vertical Ambient-Occlusion Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 1a14de8e58d5b30a // shader 1a14de8e58d5b30a
// Used for: Restoring the native BotW Anti-Aliasing implementation // Used for: Restoring the native BotW Anti-Aliasing implementation
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 381d034349896360 // shader 381d034349896360
// Used for: Horizontal Volumetric Light Blur // Used for: Horizontal Volumetric Light Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 44b73ce02e05c2e6 // shader 44b73ce02e05c2e6
// Used for: Vertical Self-Shadowing Mask Fix Blur // Used for: Vertical Self-Shadowing Mask Fix Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 4721609a424e9a1f // shader 4721609a424e9a1f
// Used for: Restoring the native BotW Anti-Aliasing implementation // Used for: Restoring the native BotW Anti-Aliasing implementation
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff // shader 5c1761d13feccdff
// Used for: Vertical+Horizontal Fullscreen Blur // Used for: Vertical+Horizontal Fullscreen Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 5c975b0e3dac0562 // shader 5c975b0e3dac0562
// Used for: Horizontal Bloom Blur // Used for: Horizontal Bloom Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 75a85b0cbcab764b // shader 75a85b0cbcab764b
// Used for: Horizontal Reflection Blur // Used for: Horizontal Reflection Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 771e24915acbb074 // shader 771e24915acbb074
// Used for: Vertical Reflection Blur // Used for: Vertical Reflection Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -4,8 +4,8 @@
// shader 81eb264a750163d9 // shader 81eb264a750163d9
// Used for: Vertical Volumetric Light Blur // Used for: Vertical Volumetric Light Blur
// volumetric light blur v // volumetric light blur v
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 8cab2ed476b991ea // shader 8cab2ed476b991ea
// Used for: Restoring the native BotW Anti-Aliasing implementation // Used for: Restoring the native BotW Anti-Aliasing implementation
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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// shader 93f16bf1d083933b // shader 93f16bf1d083933b
// Used for: Horizontal Self-Shadowing Mask Fix Blur // Used for: Horizontal Self-Shadowing Mask Fix Blur
// Self shadowing mask fix - h blur // Self shadowing mask fix - h blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader a1cb9f79d093badb // shader a1cb9f79d093badb
// Used for: Restoring the native BotW Anti-Aliasing implementation from water edges // Used for: Restoring the native BotW Anti-Aliasing implementation from water edges
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[20]; 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 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

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader a5b3a5e5ab2938bc // shader a5b3a5e5ab2938bc
// Used for: Restoring the native BotW Anti-Aliasing implementation // Used for: Restoring the native BotW Anti-Aliasing implementation
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[3]; 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 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

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#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader b4a729584b6188ea // shader b4a729584b6188ea
// Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees // Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[3]; 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 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

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#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader bb50d2ee4fa87bc2 // shader bb50d2ee4fa87bc2
// Used for: Horizontal+Vertical Combat Targeting Blur // Used for: Horizontal+Vertical Combat Targeting Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -2,8 +2,8 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader c92c1c4c0a2fb839 // shader c92c1c4c0a2fb839
// Used for: Camera Depth of Field Blur // Used for: Camera Depth of Field Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[5]; 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 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

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader c9f2fd37115b0ee1 // shader c9f2fd37115b0ee1
// Used for: Horizontal+Vertical Combat Targeting Blur // Used for: Horizontal+Vertical Combat Targeting Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader d1cf6920c3d5b194 // shader d1cf6920c3d5b194
// Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees // Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader e06e20b2efe87a84 // shader e06e20b2efe87a84
// Used for: Horizontal Ambient-Occlusion Blur // Used for: Horizontal Ambient-Occlusion Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader ea9a49a6185cf1e5 // shader ea9a49a6185cf1e5
// Used for: Fix Reflection // Used for: Fix Reflection
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[2]; uniform ivec4 uf_remappedVS[2];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -5,8 +5,8 @@
// shader f14bb57cd5c9cb77 - dumped 1.15 // shader f14bb57cd5c9cb77 - dumped 1.15
// Used for: Removing/Restoring the native BotW World Anti-Aliasing implementation // Used for: Removing/Restoring the native BotW World Anti-Aliasing implementation
const float resX = $width/1280; const float resX = float($width)/float($gameWidth);
const float resY = $height/720; const float resY = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[4]; 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 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

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@ -4,8 +4,8 @@
// shader f69e84515ae56e70 // shader f69e84515ae56e70
// Used for: Vertical Bloom Blur // Used for: Vertical Bloom Blur
// bloom blur v // bloom blur v
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader fc3e63a2007625f8 // shader fc3e63a2007625f8
// Used For: Vertical Menu Blur // Used For: Vertical Menu Blur
const float resXScale = $width/1280; const float resXScale = float($width)/float($gameWidth);
const float resYScale = $height/720; const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;