mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
[BotW] Fix 1080p shader scaling issues
tested on my end with no issues
This commit is contained in:
parent
273c09bd33
commit
446f066d48
@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 01bef64ec0cccd53
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// Used for: Fixing clouds in non-updated versions
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 0b9b8f5dfa16ad58
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// Used For: Horizontal Menu Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 0bcd653c18367d59
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// Used for: Restoring the native BotW Anti-Aliasing implementation
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 0d6127fbed646d2b
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// Used for: Fixing Ambient-Occlusion
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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// shader 0f2b9ee517917425 - dumped cemu 1.15
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// Used for: Restoring the native BotW Anti-Aliasing implementation in inventory screen
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const float resX = $width/1280;
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const float resY = $height/720;
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const float resX = float($width)/float($gameWidth);
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const float resY = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[2];
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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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@ -4,8 +4,8 @@
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// shader 141f484aff9b9f5a
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// Used for: Anti-Aliasing Color Mix
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[3];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 15afdae4307b9a3d
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// Used for: Vertical Ambient-Occlusion Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 1a14de8e58d5b30a
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// Used for: Restoring the native BotW Anti-Aliasing implementation
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 381d034349896360
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// Used for: Horizontal Volumetric Light Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 44b73ce02e05c2e6
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// Used for: Vertical Self-Shadowing Mask Fix Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 4721609a424e9a1f
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// Used for: Restoring the native BotW Anti-Aliasing implementation
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 5c1761d13feccdff
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// Used for: Vertical+Horizontal Fullscreen Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 5c975b0e3dac0562
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// Used for: Horizontal Bloom Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader 75a85b0cbcab764b
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// Used for: Horizontal Reflection Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 771e24915acbb074
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// Used for: Vertical Reflection Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,8 +4,8 @@
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// shader 81eb264a750163d9
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// Used for: Vertical Volumetric Light Blur
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// volumetric light blur v
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 8cab2ed476b991ea
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// Used for: Restoring the native BotW Anti-Aliasing implementation
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -4,8 +4,8 @@
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// shader 93f16bf1d083933b
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// Used for: Horizontal Self-Shadowing Mask Fix Blur
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// Self shadowing mask fix - h blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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// shader a1cb9f79d093badb
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// Used for: Restoring the native BotW Anti-Aliasing implementation from water edges
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[20];
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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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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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// shader a5b3a5e5ab2938bc
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// Used for: Restoring the native BotW Anti-Aliasing implementation
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[3];
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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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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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// shader b4a729584b6188ea
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// Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[3];
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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
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// shader bb50d2ee4fa87bc2
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// Used for: Horizontal+Vertical Combat Targeting Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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// shader c92c1c4c0a2fb839
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// Used for: Camera Depth of Field Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[5];
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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 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader c9f2fd37115b0ee1
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// Used for: Horizontal+Vertical Combat Targeting Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader d1cf6920c3d5b194
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// Used for: Restoring the native BotW Anti-Aliasing implementation for distant trees
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader e06e20b2efe87a84
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// Used for: Horizontal Ambient-Occlusion Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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// shader ea9a49a6185cf1e5
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// Used for: Fix Reflection
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[2];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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// shader f14bb57cd5c9cb77 - dumped 1.15
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// Used for: Removing/Restoring the native BotW World Anti-Aliasing implementation
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const float resX = $width/1280;
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const float resY = $height/720;
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const float resX = float($width)/float($gameWidth);
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const float resY = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[4];
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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 @@
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// shader f69e84515ae56e70
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// Used for: Vertical Bloom Blur
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// bloom blur v
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader fc3e63a2007625f8
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// Used For: Vertical Menu Blur
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const float resXScale = $width/1280;
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const float resYScale = $height/720;
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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