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https://github.com/cemu-project/cemu_graphic_packs.git
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[Skylanders Imaginators] Fix gamepad and shadows, add shadow res pack
This resolves some issues that the pack previously had
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33
Enhancements/SkylandersImaginators_Shadows/rules.txt
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33
Enhancements/SkylandersImaginators_Shadows/rules.txt
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[Definition]
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titleIds = 00050000101F4D00,00050000101FB100
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name = Shadow Resolution
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path = "Skylanders Imaginators/Graphics/Shadow Resolution"
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description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution.
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version = 3
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[Preset]
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name = Medium (1.00x, Default)
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$shadowRes = 1
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[Preset]
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name = Low (0.50x)
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$shadowRes = 0.5
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[Preset]
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name = High (2.00x)
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$shadowRes = 2
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[Preset]
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name = Ultra (4.00x)
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$shadowRes = 4
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[Preset]
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name = Extreme (8.00x)
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$shadowRes = 8
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[TextureRedefine]
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width = 512
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height = 2048
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formats = 0x005
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overwriteWidth = $shadowRes * 512
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overwriteHeight = $shadowRes * 2048
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 73111ccc2ffa1907
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// Used for: Fixing shadow smoothing resolution
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float resXScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[6];
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 2) out vec4 passParameterSem134;
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layout(location = 3) out vec4 passParameterSem135;
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layout(location = 1) out vec4 passParameterSem133;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem5.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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R127f.z = R1f.x + -(0.5);
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PS0f = R127f.z;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
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PV1f.w = R123f.w;
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R127f.w = R1f.y + -(0.5);
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PS1f = R127f.w;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
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PV0f.w = R123f.w;
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R0f.z = intBitsToFloat(0xbf800000)/resXScale;
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PS0f = R0f.z;
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// 3
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
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R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
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R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
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R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
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R3f.x = R2f.x;
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PS1f = R3f.x;
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// 4
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R0f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
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R0f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w));
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R3f.z = R2f.y;
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// 5
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R2f.x = intBitsToFloat(uf_remappedVS[5].z);
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R2f.x /= 2.0;
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R2f.y = intBitsToFloat(uf_remappedVS[5].w);
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R2f.y /= 2.0;
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
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// export
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passParameterSem133 = vec4(R3f.x, R3f.z, R3f.z, R3f.z);
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}
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@ -2,7 +2,7 @@
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titleIds = 00050000101F4D00,00050000101FB100
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titleIds = 00050000101F4D00,00050000101FB100
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name = Resolution
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name = Resolution
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path = "Skylanders Imaginators/Graphics/Resolution"
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path = "Skylanders Imaginators/Graphics/Resolution"
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description = Changes the resolution of the game. Has issues with blocky lighting.
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description = Changes the resolution of the game.
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version = 3
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version = 3
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[Preset]
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[Preset]
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