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[HW] Deku tree fix
Scaling shadows wasn't as simple as the usual 0x005.. Breaks some distant geometry.
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@ -253,33 +253,12 @@ tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine]
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width = 1024
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height = 2048
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#formats = 0x005
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overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (2048*$scaleShader*$internalRes)
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[TextureRedefine]
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width = 1024
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height = 1023
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#formats =
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overwriteWidth = ($width/$gameWidth) * 1024
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overwriteHeight = ($height/$gameHeight) * 1023
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[TextureRedefine]
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width = 1022
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height = 2046
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#formats =
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overwriteWidth = ($width/$gameWidth) * (1022*$scaleShader*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (2046*$scaleShader*$internalRes)
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#[TextureRedefine]
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#width = 1022
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#height = 1022
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#formatsExcluded =
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#overwriteWidth = ($width/$gameWidth) * 1022
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#overwriteHeight = ($height/$gameHeight) * 1022
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#[TextureRedefine] # sort shadows later, breaks dof
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#width = 1024
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#height = 2048
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##formats = 0x005
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#overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
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#overwriteHeight = ($height/$gameHeight) * (2048*$scaleShader*$internalRes)
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[TextureRedefine]
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width = 864
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