[Skylanders Imaginators] Fix gamepad and shadows, add shadow res pack

This resolves some issues that the pack previously had
This commit is contained in:
Crementif 2019-05-30 18:52:03 +02:00
parent 812c53f9f2
commit 504c0c1e04
3 changed files with 149 additions and 1 deletions

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[Definition]
titleIds = 00050000101F4D00,00050000101FB100
name = Shadow Resolution
path = "Skylanders Imaginators/Graphics/Shadow Resolution"
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.
version = 3
[Preset]
name = Medium (1.00x, Default)
$shadowRes = 1
[Preset]
name = Low (0.50x)
$shadowRes = 0.5
[Preset]
name = High (2.00x)
$shadowRes = 2
[Preset]
name = Ultra (4.00x)
$shadowRes = 4
[Preset]
name = Extreme (8.00x)
$shadowRes = 8
[TextureRedefine]
width = 512
height = 2048
formats = 0x005
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 2048

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 73111ccc2ffa1907
// Used for: Fixing shadow smoothing resolution
float resXScale = float($width)/float($gameWidth);
uniform ivec4 uf_remappedVS[6];
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem134;
layout(location = 3) out vec4 passParameterSem135;
layout(location = 1) out vec4 passParameterSem133;
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 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.z = R1f.x + -(0.5);
PS0f = R127f.z;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R127f.w = R1f.y + -(0.5);
PS1f = R127f.w;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R0f.z = intBitsToFloat(0xbf800000)/resXScale;
PS0f = R0f.z;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R3f.x = R2f.x;
PS1f = R3f.x;
// 4
R0f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
R0f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w));
R3f.z = R2f.y;
// 5
R2f.x = intBitsToFloat(uf_remappedVS[5].z);
R2f.x /= 2.0;
R2f.y = intBitsToFloat(uf_remappedVS[5].w);
R2f.y /= 2.0;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem133 = vec4(R3f.x, R3f.z, R3f.z, R3f.z);
}

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titleIds = 00050000101F4D00,00050000101FB100
name = Resolution
path = "Skylanders Imaginators/Graphics/Resolution"
description = Changes the resolution of the game. Has issues with blocky lighting.
description = Changes the resolution of the game.
version = 3
[Preset]