[HW] Deku tree fix

Scaling shadows wasn't as simple as the usual 0x005.. Breaks some
distant geometry.
This commit is contained in:
getdls 2018-12-22 00:28:06 +01:00
parent 4fc333861e
commit 5216a78576

View File

@ -253,33 +253,12 @@ tileModesExcluded = 0x001
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine]
width = 1024
height = 2048
#formats = 0x005
overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
overwriteHeight = ($height/$gameHeight) * (2048*$scaleShader*$internalRes)
[TextureRedefine]
width = 1024
height = 1023
#formats =
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 1023
[TextureRedefine]
width = 1022
height = 2046
#formats =
overwriteWidth = ($width/$gameWidth) * (1022*$scaleShader*$internalRes)
overwriteHeight = ($height/$gameHeight) * (2046*$scaleShader*$internalRes)
#[TextureRedefine]
#width = 1022
#height = 1022
#formatsExcluded =
#overwriteWidth = ($width/$gameWidth) * 1022
#overwriteHeight = ($height/$gameHeight) * 1022
#[TextureRedefine] # sort shadows later, breaks dof
#width = 1024
#height = 2048
##formats = 0x005
#overwriteWidth = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (2048*$scaleShader*$internalRes)
[TextureRedefine]
width = 864