mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 03:24:15 +01:00
Merge branch 'master' of https://github.com/slashiee/cemu_graphic_packs
This commit is contained in:
commit
4a769a314a
@ -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);
|
||||
}
|
25
Enhancements/ZombieU_LessLensDirt/rules.txt
Normal file
25
Enhancements/ZombieU_LessLensDirt/rules.txt
Normal file
@ -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
|
@ -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
|
||||
|
||||
|
9
Source/TokyoMirage_Resolution/patches.txt
Normal file
9
Source/TokyoMirage_Resolution/patches.txt
Normal file
@ -0,0 +1,9 @@
|
||||
|
||||
[TMS_219_EUv16]
|
||||
moduleMatches = 0x2249A57A
|
||||
|
||||
0x10006C18 = .float $width/$height
|
||||
0x10014400 = .float $width/$height
|
||||
0x10067140 = .float $width/$height
|
||||
|
||||
_
|
@ -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/$gameHeight) * 1024
|
||||
|
||||
|
||||
#[TextureRedefine] #
|
||||
#width = 512
|
||||
#height = 512
|
||||
#formats = 0x01a #GUI bar + alpha nope
|
||||
#overwriteWidth = 1024
|
||||
#overwriteHeight = 1024
|
||||
|
||||
|
||||
#[TextureRedefine] #
|
||||
#width = 128
|
||||
#height = 1024
|
||||
#formats = 0x034 #text + alpha
|
||||
#overwriteWidth = 256
|
||||
#overwriteHeight = 2048
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1014
|
||||
height = 720
|
||||
|
324
Source/ZombieU/d121b990e877579c_0000000000079249_ps.txt
Normal file
324
Source/ZombieU/d121b990e877579c_0000000000079249_ps.txt
Normal file
@ -0,0 +1,324 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader d121b990e877579c
|
||||
//shadow penumbra
|
||||
const float resXScale = float($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);
|
||||
}
|
300
Source/ZombieU/rules.txt
Normal file
300
Source/ZombieU/rules.txt
Normal file
@ -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)
|
Loading…
Reference in New Issue
Block a user