diff --git a/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt index c7244fcd..882fa795 100644 --- a/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ b/Source/WindWakerHD/1f83c0d47b1c4c34_0000000000000000_vs.txt @@ -2,15 +2,15 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0); ?> #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 1f83c0d47b1c4c34 // half res blur -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt b/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt index aef85d10..eeb5279c 100644 --- a/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt +++ b/Source/WindWakerHD/4c426260188ace42_0000000000000000_vs.txt @@ -2,15 +2,15 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0); ?> #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 4c426260188ace42 // shadows pyramid blend 2nd downscale -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt b/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt index 994d73ba..4f39c642 100644 --- a/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Source/WindWakerHD/842a19b509f8b91a_0000000000000000_vs.txt @@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 842a19b509f8b91a //vert scale bloom -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt index 095f249f..30dd4ff3 100644 --- a/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Source/WindWakerHD/8d68a0e3561ff525_0000000000000000_vs.txt @@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader 8d68a0e3561ff525 //scale bloom to res -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt index 60543c52..785fdc50 100644 --- a/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt +++ b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt @@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0); #extension GL_ARB_texture_gather : enable #extension GL_ARB_shading_language_packing : enable // shader d283b9338c6b10c5 //AO noise/de-banding scaling -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt b/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt index 41441248..9397b8bd 100644 --- a/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt +++ b/Source/WindWakerHD/d9c81460d6984bb2_0000000000000000_vs.txt @@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); #extension GL_ARB_shading_language_packing : enable // shader d9c81460d6984bb2 //blur shadows step 1 -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; layout(location = 0) in uvec4 attrDataSem0; diff --git a/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt index 371c620b..01370fd6 100644 --- a/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt +++ b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -9,7 +9,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 1080.0); #extension GL_ARB_texture_gather : enable // shader ff71dcd2ad4defdc //AA ps -const float resScale = ; +const float resScale = ; uniform ivec4 uf_remappedPS[4]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 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 = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1