diff --git a/Enhancements/ZombieU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt b/Enhancements/ZombieU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt new file mode 100644 index 00000000..31e40a66 --- /dev/null +++ b/Enhancements/ZombieU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt @@ -0,0 +1,51 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader ee4bd70a942d3687 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f5f4000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x1 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2a7f1000 res 1280x720x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(location = 0) in vec4 passParameterSem130; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem130; +R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt; +R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt; +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = mul_nonIEEE(R1f.w, R0f.w); +PV0f.y = mul_nonIEEE(R1f.z, R0f.z); +PV0f.z = mul_nonIEEE(R1f.y, backupReg0f); +PV0f.w = mul_nonIEEE(R1f.x, backupReg1f); +// 1 +R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x)); +R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y)); +R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z)); +R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w)); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancements/ZombieU_LessLensDirt/rules.txt b/Enhancements/ZombieU_LessLensDirt/rules.txt new file mode 100644 index 00000000..355e822a --- /dev/null +++ b/Enhancements/ZombieU_LessLensDirt/rules.txt @@ -0,0 +1,25 @@ +[Definition] +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 +path = "ZombieU/Enhancements/Lens dirt setting" +description = Changes the intensity of lens dirt effect +version = 3 + +[Preset] +name = Lens dirt Default +$dirt = 1.0 + +[Preset] +name = Lens dirt 0.85 +$dirt = 0.85 + +[Preset] +name = Lens dirt 0.75 +$dirt = 0.75 + +[Preset] +name = Lens dirt 0.5 +$dirt = 0.5 + +[Preset] +name = No Lens dirt +$dirt = 0.01 diff --git a/Source/FatalFrameProjectZero_Resolution/patches.txt b/Source/FatalFrameProjectZero_Resolution/patches.txt index 26788a55..97fb05f4 100644 --- a/Source/FatalFrameProjectZero_Resolution/patches.txt +++ b/Source/FatalFrameProjectZero_Resolution/patches.txt @@ -16,6 +16,7 @@ moduleMatches = 0xB54DBEB0; Vanilla Patch moduleMatches = 0x5A9D6D31; Uncensored Patch 1 moduleMatches = 0x360FA109; Uncensored Patch 2 moduleMatches = 0x9D96F19B; Uncensored Patch 3 +moduleMatches = 0x81551809; Uncensored Patch 4 codeCaveSize = 0x4 diff --git a/Source/TokyoMirage_Resolution/patches.txt b/Source/TokyoMirage_Resolution/patches.txt new file mode 100644 index 00000000..d88eeb8d --- /dev/null +++ b/Source/TokyoMirage_Resolution/patches.txt @@ -0,0 +1,9 @@ + +[TMS_219_EUv16] +moduleMatches = 0x2249A57A + +0x10006C18 = .float $width/$height +0x10014400 = .float $width/$height +0x10067140 = .float $width/$height + +_ \ No newline at end of file diff --git a/Source/TokyoMirage_Resolution/rules.txt b/Source/TokyoMirage_Resolution/rules.txt index 83dd8d68..f1d8d14a 100644 --- a/Source/TokyoMirage_Resolution/rules.txt +++ b/Source/TokyoMirage_Resolution/rules.txt @@ -5,6 +5,8 @@ path = "Tokyo Mirage Sessions FE/Graphics/Resolution" description = Changes the resolution of the game. version = 3 +// Performance + [Preset] name = 1280x720 (Default) $width = 1280 @@ -72,6 +74,80 @@ $height = 2880 $gameWidth = 1280 $gameHeight = 720 +// Common Ultrawide Resolutions + +[Preset] +name = 2560x1080 ("21:9") +$width = 2560 +$height = 1080 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3440x1440 ("21:9") +$width = 3440 +$height = 1440 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3840x1600 ("21:9") +$width = 3840 +$height = 1600 +$gameWidth = 1280 +$gameHeight = 720 + +// Common 16:10 Resolutions + +[Preset] +name = 1440x900 (16:10) +$width = 1440 +$height = 900 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 1680x1050 (16:10) +$width = 1680 +$height = 1050 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 1920x1200 (16:10) +$width = 1920 +$height = 1200 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 2560x1600 (16:10) +$width = 2560 +$height = 1600 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 2880x1800 (16:10) +$width = 2880 +$height = 1800 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 3840x2400 (16:10) +$width = 3840 +$height = 2400 +$gameWidth = 1280 +$gameHeight = 720 + +[Preset] +name = 5120x3200 (16:10) +$width = 5120 +$height = 3200 +$gameWidth = 1280 +$gameHeight = 720 + [TextureRedefine] width = 1280 height = 720 @@ -101,6 +177,22 @@ overwriteHeight = ($height/$gameHeight) * 340 #overwriteWidth = ($height/$gameHeight) * 1024 #overwriteHeight = ($height/$gameHeight) * 1024 + +#[TextureRedefine] # +#width = 512 +#height = 512 +#formats = 0x01a #GUI bar + alpha nope +#overwriteWidth = 1024 +#overwriteHeight = 1024 + + +#[TextureRedefine] # +#width = 128 +#height = 1024 +#formats = 0x034 #text + alpha +#overwriteWidth = 256 +#overwriteHeight = 2048 + [TextureRedefine] width = 1014 height = 720 diff --git a/Source/ZombieU/d121b990e877579c_0000000000079249_ps.txt b/Source/ZombieU/d121b990e877579c_0000000000079249_ps.txt new file mode 100644 index 00000000..7ddedc76 --- /dev/null +++ b/Source/ZombieU/d121b990e877579c_0000000000079249_ps.txt @@ -0,0 +1,324 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader d121b990e877579c +//shadow penumbra +const float resXScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedPS[11]; +layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4001000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 12) uniform sampler2DShadow textureUnitPS12;// Tex12 addr 0x28638000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x1407d800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem130; +layout(location = 1) in vec4 passParameterSem131; +layout(location = 2) in vec4 passParameterSem132; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ + if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); + else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); + return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ + vec4 R0f = vec4(0.0); + vec4 R1f = vec4(0.0); + vec4 R2f = vec4(0.0); + vec4 R3f = vec4(0.0); + vec4 R4f = vec4(0.0); + vec4 R5f = vec4(0.0); + vec4 R6f = vec4(0.0); + vec4 R7f = vec4(0.0); + vec4 R123f = vec4(0.0); + vec4 R124f = vec4(0.0); + vec4 R125f = vec4(0.0); + vec4 R126f = vec4(0.0); + vec4 R127f = vec4(0.0); + float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; + vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); + float PS0f = 0.0, PS1f = 0.0; + vec4 tempf = vec4(0.0); + float tempResultf; + int tempResulti; + ivec4 ARi = ivec4(0); + bool predResult = true; + vec3 cubeMapSTM; + int cubeMapFaceId; + R0f = passParameterSem130; + R1f = passParameterSem131; + R2f = passParameterSem132; + R3f.x = (texture(textureUnitPS15, R0f.xy).x); + R4f.xyz = (texture(textureUnitPS11, R0f.xy).xyz); + R7f.xy = (texture(textureUnitPS13, R0f.xy).xy); + R0f.xyz = (texture(textureUnitPS14, R0f.xy).xyz); + // 0 + PV0f.x = R2f.x; + PV0f.x /= 2.0; + PV0f.y = R2f.y; + PV0f.y /= 2.0; + PV0f.z = R3f.x + -(intBitsToFloat(uf_remappedPS[0].y)); + R127f.w = 1.0; + R6f.x = (R4f.x * 2.0 + -(1.0)); + PS0f = R6f.x; + // 1 + R5f.x = (R4f.y * 2.0 + -(1.0)); + R127f.y = fract(PV0f.y); + PV1f.y = R127f.y; + R127f.z = fract(PV0f.x); + PV1f.z = R127f.z; + R7f.w = (R4f.z * 2.0 + -(1.0)); + PS1f = 1.0 / PV0f.z; + // 2 + R123f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y)); + PV0f.x = R123f.x; + R123f.y = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y)); + PV0f.y = R123f.y; + R5f.z = R0f.x; + R126f.w = PS1f * intBitsToFloat(uf_remappedPS[0].x); + PV0f.w = R126f.w; + R6f.w = 0.0; + PS0f = R6f.w; + // 3 + R123f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale); + PV1f.x = R123f.x; + R123f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale); + PV1f.y = R123f.y; + R2f.z = mul_nonIEEE(R1f.z, PV0f.w); + PV1f.z = R2f.z; + R124f.w = PV0f.x + 0.0; + R0f.w = PV0f.y + 0.0; + PS1f = R0f.w; + // 4 + R127f.x = mul_nonIEEE(R1f.x, PV1f.z); + PV0f.x = R127f.x; + R127f.y = mul_nonIEEE(R1f.y, PV1f.z); + PV0f.y = R127f.y; + R127f.z = mul_nonIEEE(R1f.z, PV1f.z); + PV0f.z = R127f.z; + R125f.w = PV1f.x + 0.0; + R126f.z = PV1f.y + 0.0; + PS0f = R126f.z; + // 5 + tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w))); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + R3f.x = mul_nonIEEE(R1f.x, R126f.w); + PS1f = R3f.x; + // 6 + tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),intBitsToFloat(uf_remappedPS[3].w))); + PV0f.x = tempf.x; + PV0f.y = tempf.x; + PV0f.z = tempf.x; + PV0f.w = tempf.x; + R126f.x = 1.0 / PV1f.x; + PS0f = R126f.x; + // 7 + tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),intBitsToFloat(uf_remappedPS[4].w))); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + R126f.y = PV0f.x * PS0f; + PS1f = R126f.y; + // 8 + tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),intBitsToFloat(uf_remappedPS[5].w))); + PV0f.x = tempf.x; + PV0f.y = tempf.x; + PV0f.z = tempf.x; + PV0f.w = tempf.x; + R127f.w = PV1f.x * R126f.x; + PS0f = R127f.w; + // 9 + backupReg0f = R126f.x; + R126f.x = R126f.y; + R126f.x = clamp(R126f.x, 0.0, 1.0); + PV1f.x = R126f.x; + R4f.y = mul_nonIEEE(R1f.y, R126f.w); + R127f.z = PV0f.x * backupReg0f; + PV1f.z = R127f.z; + R5f.w = -(R3f.x) + intBitsToFloat(uf_remappedPS[6].x); + R1f.x = PS0f + R125f.w; + PS1f = R1f.x; + // 10 + R4f.x = R127f.w + R125f.w; + R1f.y = PV1f.z + R126f.z; + R4f.z = PV1f.z + R0f.w; + R1f.w = PV1f.x; + R2f.y = PV1f.z + R126f.z; + PS0f = R2f.y; + // 11 + R2f.x = R127f.w + R124f.w; + R3f.y = R127f.z + R0f.w; + R3f.z = R127f.w + R124f.w; + R4f.w = R126f.x; + R2f.w = R126f.x; + PS1f = R2f.w; + // 12 + backupReg0f = R0f.z; + R0f.x = R0f.y; + R0f.y = -(R4f.y) + intBitsToFloat(uf_remappedPS[6].y)/3; + R0f.z = -(R2f.z) + intBitsToFloat(uf_remappedPS[6].z)/3; + R3f.w = R126f.x; + R1f.z = backupReg0f; + PS0f = R1f.z; + R1f.x = (texture(textureUnitPS12, vec3(R1f.xy, R1f.w))); + R1f.y = (texture(textureUnitPS12, vec3(R4f.xz, R4f.w))); + R4f.z = (texture(textureUnitPS12, vec3(R2f.xy, R2f.w))); + R3f.w = (texture(textureUnitPS12, vec3(R3f.zy, R3f.w))); + // 0 + tempf.x = dot(vec4(R3f.x,R4f.y,R2f.z,-0.0),vec4(R3f.x,R4f.y,R2f.z,0.0)); + PV0f.x = tempf.x; + PV0f.y = tempf.x; + PV0f.z = tempf.x; + PV0f.w = tempf.x; + R126f.x = intBitsToFloat(uf_remappedPS[7].x); + PS0f = R126f.x; + // 1 + backupReg0f = R0f.y; + backupReg0f = R0f.y; + backupReg1f = R0f.z; + backupReg1f = R0f.z; + tempf.x = dot(vec4(R5f.w,backupReg0f,backupReg1f,-0.0),vec4(R5f.w,backupReg0f,backupReg1f,0.0)); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + tempResultf = 1.0 / sqrt(PV0f.x); + PS1f = tempResultf; + // 2 + R127f.x = mul_nonIEEE(R3f.x, PS1f); + PV0f.x = R127f.x; + R126f.y = mul_nonIEEE(R4f.y, PS1f); + PV0f.y = R126f.y; + R127f.z = mul_nonIEEE(R2f.z, PS1f); + PV0f.z = R127f.z; + R127f.w = intBitsToFloat(uf_remappedPS[7].y); + R127f.y = sqrt(PV1f.x); + PS0f = R127f.y; + // 3 + tempf.x = dot(vec4(R6f.x,R5f.x,R7f.w,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + PS1f = 1.0 / PS0f; + // 4 + R125f.x = R5f.w * PS1f; + PV0f.x = R125f.x; + R125f.y = R0f.y * PS1f; + PV0f.y = R125f.y; + R126f.z = R0f.z * PS1f; + PV0f.z = R126f.z; + R124f.w = PV1f.x + PV1f.x; + PV0f.w = R124f.w; + PS0f = intBitsToFloat(uf_remappedPS[7].z); + // 5 + backupReg0f = R127f.x; + tempf.x = dot(vec4(-(R126f.x),-(R127f.w),-(PS0f),-(R6f.w)),vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.z)); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + R127f.x = (mul_nonIEEE(-(PV0f.w),R6f.x) + backupReg0f); + PS1f = R127f.x; + // 6 + backupReg0f = R127f.z; + backupReg1f = R127f.y; + R123f.x = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[8].z)) + intBitsToFloat(uf_remappedPS[8].w)); + R123f.x = clamp(R123f.x, 0.0, 1.0); + PV0f.x = R123f.x; + R127f.y = (mul_nonIEEE(-(R124f.w),R5f.x) + R126f.y); + R127f.z = (mul_nonIEEE(-(R124f.w),R7f.w) + backupReg0f); + R123f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[8].x)) + intBitsToFloat(uf_remappedPS[8].y)); + R123f.w = clamp(R123f.w, 0.0, 1.0); + PV0f.w = R123f.w; + R2f.w = 0.0; + PS0f = R2f.w; + // 7 + tempf.x = dot(vec4(R1f.x,R1f.y,R4f.z,R3f.w),vec4(0.25,0.25,0.25,0.25)); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + R126f.x = mul_nonIEEE(PV0f.w, PV0f.x); + PS1f = R126f.x; + // 8 + tempf.x = dot(vec4(R125f.x,R125f.y,R126f.z,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0)); + tempf.x = clamp(tempf.x, 0.0, 1.0); + PV0f.x = tempf.x; + PV0f.y = tempf.x; + PV0f.z = tempf.x; + PV0f.w = tempf.x; + R127f.x = PV1f.x + -(1.0); + PS0f = R127f.x; + // 9 + backupReg0f = R126f.z; + R124f.x = mul_nonIEEE(R7f.y, intBitsToFloat(uf_remappedPS[9].y)); + R127f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].x)); + R126f.z = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].y)); + PV1f.w = max(PV0f.x, -(PV0f.x)); + PS1f = mul_nonIEEE(R7f.w, backupReg0f); + // 10 + R123f.x = (mul_nonIEEE(R5f.x,R125f.y) + PS1f); + PV0f.x = R123f.x; + PV0f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].z)); + R123f.w = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[10].w)) + 1.0); + PV0f.w = R123f.w; + tempResultf = log2(PV1f.w); + if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; + PS0f = tempResultf; + // 11 + backupReg0f = R126f.z; + R123f.x = (mul_nonIEEE(R6f.x,R125f.x) + PV0f.x); + R123f.x = clamp(R123f.x, 0.0, 1.0); + PV1f.x = R123f.x; + PV1f.y = mul_nonIEEE(R124f.x, PS0f); + R126f.z = mul_nonIEEE(R127f.y, PV0f.w); + PV1f.z = R126f.z; + R124f.w = mul_nonIEEE(backupReg0f, PV0f.w); + PV1f.w = R124f.w; + R124f.x = mul_nonIEEE(PV0f.y, PV0f.w); + PS1f = R124f.x; + // 12 + PV0f.x = mul_nonIEEE(PV1f.x, PV1f.z); + PV0f.x *= 2.0; + PV0f.z = mul_nonIEEE(PV1f.x, PS1f); + PV0f.z *= 2.0; + PV0f.w = mul_nonIEEE(PV1f.x, PV1f.w); + PV0f.w *= 2.0; + R125f.x = exp2(PV1f.y); + PS0f = R125f.x; + // 13 + backupReg0f = R0f.x; + backupReg1f = R124f.w; + PV1f.x = mul_nonIEEE(backupReg0f, PV0f.w); + PV1f.y = mul_nonIEEE(R5f.z, PV0f.x); + PV1f.z = mul_nonIEEE(PS0f, R126f.z); + R124f.w = mul_nonIEEE(R1f.z, PV0f.z); + PS1f = mul_nonIEEE(PS0f, backupReg1f); + // 14 + R123f.x = (mul_nonIEEE(R7f.x,PS1f) + PV1f.x); + PV0f.x = R123f.x; + PV0f.y = mul_nonIEEE(R125f.x, R124f.x); + R123f.z = (mul_nonIEEE(R7f.x,PV1f.z) + PV1f.y); + PV0f.z = R123f.z; + // 15 + R123f.x = (mul_nonIEEE(R7f.x,PV0f.y) + R124f.w); + PV1f.x = R123f.x; + R2f.y = PV0f.x * 0.25; + R2f.x = PV0f.z * 0.25; + PS1f = R2f.x; + // 16 + R2f.z = PV1f.x * 0.25; + // export + passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Source/ZombieU/rules.txt b/Source/ZombieU/rules.txt new file mode 100644 index 00000000..c886b284 --- /dev/null +++ b/Source/ZombieU/rules.txt @@ -0,0 +1,300 @@ +[Definition] +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 +path = "ZombieU/Graphics/Resolution" +description = Changes the resolution of the game. +version = 3 + +[Preset] +name = 1280x720 (Default) +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + +// Performance + +[Preset] +name = 320x180 +$width = 320 +$height = 180 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + +[Preset] +name = 640x360 +$width = 640 +$height = 360 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + +[Preset] +name = 960x540 +$width = 960 +$height = 540 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + +// Common HD Resolutions + +[Preset] +name = 1920x1080 +$width = 1920 +$height = 1080 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = (1440.0/1080.0) + +[Preset] +name = 2560x1440 +$width = 2560 +$height = 1440 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.75 +$scaleShader = (1440.0/1080.0) + +[Preset] +name = 3200x1800 +$width = 3200 +$height = 1800 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 2.0 +$scaleShader = (1440.0/1800.0) + +[Preset] +name = 3840x2160 +$width = 3840 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.5 +$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0 + +[Preset] +name = 5120x2880 +$width = 5120 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.375 +$scaleShader = (1440.0/1080.0) + +#Common Ultrawide Resolutions +#Disabled, no patch +# +#[Preset] +#name = 2560x1080 ("21:9") +#$width = 2560 +#$height = 1080 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 3440x1440 ("21:9") +#$width = 3440 +#$height = 1440 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 3840x1600 ("21:9") +#$width = 3840 +#$height = 1600 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#// Common 16:10 Resolutions +# +#[Preset] +#name = 1440x900 (16:10) +#$width = 1440 +#$height = 900 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 1680x1050 (16:10) +#$width = 1680 +#$height = 1050 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 1920x1200 (16:10) +#$width = 1920 +#$height = 1200 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 2560x1600 (16:10) +#$width = 2560 +#$height = 1600 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 2880x1800 (16:10) +#$width = 2880 +#$height = 1800 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 3840x2400 (16:10) +#$width = 3840 +#$height = 2400 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 5120x3200 (16:10) +#$width = 5120 +#$height = 3200 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 + +#[TextureRedefine] # +#width = 4095 +#height = 4095 +#formatsExcluded = +#overwriteWidth = ($width/$gameWidth) * 4095 +#overwriteHeight = ($height/$gameHeight) * 4095 + +[TextureRedefine] +width = 1280 +height = 720 +formats = 0x019,0x01a +overwriteFormat = 0x01f + +[TextureRedefine] +width = 1280 +height = 720 +#formats = 0x80e,0x034,0x031,0x019,0x001,0x01a +formatsExcluded = 0x034,0x031 # lens dirt +tileModesExcluded = 0x001 # For Video Playback +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # +width = 1024 +height = 1024 +formatsExcluded = 0x033,0x031 +formats = 0x005 # Ye ol shadow map +overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader*$internalRes) +overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes) + +# Gamepad - background +[TextureRedefine] +width = 864 +height = 480 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth)* 864 +overwriteHeight = ($height/$gameHeight)* 480 + +[TextureRedefine] +width = 854 +height = 480 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 640 +height = 368 +formats = 0x01a,0x019 +overwriteFormat = 0x01f + +[TextureRedefine] +width = 640 +height = 360 +formats = 0x01a,0x019 +overwriteFormat = 0x01f + +[TextureRedefine] +width = 640 +height = 368 +#formatsExcluded = 0x431 +overwriteWidth = ($width/$gameWidth)* (640*$internalRes) +overwriteHeight = ($height/$gameHeight)* (368*$internalRes) + +[TextureRedefine] +width = 640 +height = 360 +#formats = 0x01a,0x001 +tileModesExcluded = 0x001 # For Video Playback +overwriteWidth = ($width/$gameWidth) * (640*$internalRes) +overwriteHeight = ($height/$gameHeight) * (360*$internalRes) + +[TextureRedefine] # +width = 512 +height = 512 +#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x005 +formats = 0x005 # ye ol dynamic shadow map +overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes) +overwriteHeight = ($height/$gameHeight) * (512*$scaleShader*$internalRes) + + +[TextureRedefine] +width = 320 +height = 192 +formats = 0x01a,0x019 +overwriteFormat = 0x01f + +[TextureRedefine] +width = 320 +height = 180 +formats = 0x01a,0x019 +overwriteFormat = 0x01f + +[TextureRedefine] +width = 320 +height = 192 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth)* (320*$internalRes) +overwriteHeight = ($height/$gameHeight)* (192*$internalRes) + +[TextureRedefine] +width = 320 +height = 180 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth) * (320*$internalRes) +overwriteHeight = ($height/$gameHeight) * (180*$internalRes) + +[TextureRedefine] # +width = 256 +height = 256 +formats = 0x005 # ye ol dynamic shadows +#formatsExcluded = 0x431,0x035,0x034,0x033,0x031, +overwriteWidth = ($width/$gameWidth) * (256*$scaleShader*$internalRes) +overwriteHeight = ($height/$gameHeight) * (256*$scaleShader*$internalRes)