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[BotW] Update shadow pack for Cemu 1.20.1
The shadow resolution pack has some old shaders that need a small workaround to also not have this issue.
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@ -116,7 +116,7 @@ R1i = floatBitsToInt(passParameterSem5);
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R2i = floatBitsToInt(passParameterSem6);
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if( activeMaskStackC[1] == true ) {
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R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
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R7i.xzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xzw);
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R7i.xzw = floatBitsToInt(textureGather(textureUnitPS6, vec2(0.0001) + intBitsToFloat(R0i.xy)).xzw);
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R4i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
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R2i.xy = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.xy),0.0).xw);
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}
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@ -115,7 +115,7 @@ R1i = floatBitsToInt(passParameterSem5);
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R2i = floatBitsToInt(passParameterSem6);
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if( activeMaskStackC[1] == true ) {
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R3i.w = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).x);
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R6i.xzw = floatBitsToInt(textureGather(textureUnitPS6, intBitsToFloat(R0i.xy)).xzw);
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R6i.xzw = floatBitsToInt(textureGather(textureUnitPS6, vec2(0.0001) + intBitsToFloat(R0i.xy)).xzw);
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R4i.xyzw = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R2i.zw)).xyzw);
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R2i.xy = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R2i.xy)).xw);
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}
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