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https://github.com/cemu-project/cemu_graphic_packs.git
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[TP] FancyFX - removed LOD / .w shader is broken on Vulkan
This commit is contained in:
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@ -1,111 +0,0 @@
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader e334517825fdd599
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//basline dof blur..
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const float scaleBlur = $scaleBlur; //0.125 4k
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const int sampleScaling = $presetPass;
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#define EnableBlur $enableBlur
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform vec2 uf_fragCoordScale;
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#endif
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const int sampleScale = 2 + sampleScaling;
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//const int sampleScale = 2 + sampleScaling;
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// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
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const int samples = 4 * sampleScale, //8 or 4 balances xy position + brightness hack
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LOD = 2, // gaussian done on MIPmap at scale LOD
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sLOD = 1 << LOD; // tile size = 2^LOD
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const float sigma = float(samples) * .25;
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float gaussian(vec2 i) {
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return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
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}
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vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
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vec4 O = vec4(0.0);
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int s = samples / sLOD;
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for (int i = 0; i < s*s; i++) {
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vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
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O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
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}
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//return O / O.a;
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return vec4(O.x, O.y, O.z, 0.0)*20.0; // balance loss of brightness
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}
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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 R9f = vec4(0.0);
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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 = passParameterSem0;
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#if (EnableBlur == 1)
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vec2 scaler = uf_fragCoordScale.xy;
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vec2 coord = R0f.xy*textureSize(textureUnitPS0, 0); //
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vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
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vec2 uv = coord * ps;
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R9f.xyz = blur(textureUnitPS0, R0f.xy, ps*0.5*scaleBlur*scaler).xyz;
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R0f.w = (textureLod(textureUnitPS0, R0f.xy,0.0).w);
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// export
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passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R0f.w);
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#elif (EnableBlur == 0)
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R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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#endif
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}
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@ -1,482 +0,0 @@
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[Definition]
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titleIds = 000500001019C800,000500001019E600,000500001019E500
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name = Resolution
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path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX"
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description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia. Made by getdls.
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version = 4
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[Preset] # Gaussian blur w correct scaling
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name = Light blur - 1080p 8 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = ~1440p 8 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.25
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 1
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[Preset] # gaussian blur w correct scaling and an additional 4 passes
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name = 2160p 12 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 1
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = ~2160p+ 12 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.25
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$internalRes = 1
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$presetPass:int = 1
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$enableBlur:int = 1
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[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error
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name = ~4320p 16 pass
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 3.0
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$internalRes = 1
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$presetPass:int = 2
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$enableBlur:int = 1
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[Preset] #
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name = Disable extra blur, keep other tweaks active
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$dither = 0.2
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$scaleShader = 1.0
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$scaleBlur = 1.0
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$internalRes = 1
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$presetPass:int = 0
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$enableBlur:int = 0
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#[Preset] # Tanks performance, debug merge w res file.
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#name = +1 Blur pass and defocus.
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#$dither = 0.2
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#$scaleShader = 1.0
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#$scaleBlur = 1.5
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#$internalRes = 1
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#$presetPass:int = 1
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#$enableBlur:int = 1
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[TextureRedefine] #Double shadow res
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width = 384
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height = 384
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###formatsExcluded =
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overwriteWidth = 768
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overwriteHeight = 768
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## 1a -> 1f
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#De-banding
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[TextureRedefine]
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width = 1920
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height = 1088
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 1920
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height = 1080
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 1280
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height = 720
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formats = 0x01a
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overwriteFormat = 0x01f
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#[TextureRedefine] # spider web break
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#width = 1024
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#height = 1024
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#formats = 0x01a
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#overwriteFormat = 0x01f
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#[TextureRedefine] # clouds
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#width = 1024
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#height = 512
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#formats = 0x01a
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#overwriteFormat = 0x01f
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#
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#[TextureRedefine] # clouds
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#width = 1024
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#height = 256
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#formats = 0x01a
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#overwriteFormat = 0x01f
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#[TextureRedefine] # confirmation dialog not x8
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#width = 1024
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#height = 449
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#formats = 0x01a
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#overwriteFormat = 0x01f
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[TextureRedefine] #viewport 0.5
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width = 960
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height = 544
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x01a
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overwriteFormat = 0x01f
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#[TextureRedefine] #
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#width = 512
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#height = 512
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#formats = 0x01a
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#overwriteFormat = 0x01f
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[TextureRedefine] # bloom n cutscene
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width = 480
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height = 272
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # x8
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width = 480
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height = 270
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # x8
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width = 448
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height = 384
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formats = 0x01a
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overwriteFormat = 0x01f
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#[TextureRedefine] # pad map bg
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#width = 427
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#height = 480
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#formats = 0x01a
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#overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 384
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height = 384
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 320
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height = 288
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] #
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width = 320
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height = 180
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # map xp
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width = 448
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height = 384
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # Map xp
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width = 442
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height = 383
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # mini map, all projections must be same overwriteFormat or break.
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width = 435
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height = 381
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formats = 0x01a
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overwriteFormat = 0x01f
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[TextureRedefine] # mini map, all projections must be same overwriteFormat or break.
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width = 290
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height = 280
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formats = 0x01a
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overwriteFormat = 0x01f
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#[TextureRedefine] #pro contr
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#width = 263
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#height = 191
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#formats = 0x01a
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#overwriteFormat = 0x01f
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#[TextureRedefine] # eyes
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#width = 256
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#height = 256
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#formats = 0x01a
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#overwriteFormat = 0x01f
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## 7->f
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[TextureRedefine] #viewport
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width = 960
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height = 544
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formats = 0x007
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overwriteFormat = 0x00f
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[TextureRedefine]
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width = 960
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height = 540
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formats = 0x007
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overwriteFormat = 0x00f
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#[TextureRedefine] #cloud
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#width = 1024
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#height = 512
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#formats = 0x007
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#overwriteFormat = 0x00f
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#[TextureRedefine] #fix godray, break drooling plant
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#width = 256
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#height = 256
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#formats = 0x007
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#overwriteFormat = 0x00f
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#[TextureRedefine] #dust
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#width = 128
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#height = 128
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#formats = 0x007
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#overwriteFormat = 0x00f
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#[TextureRedefine] #dust
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#width = 64
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#height = 64
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#formats = 0x007
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#overwriteFormat = 0x00f
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#[TextureRedefine] #dust?
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#width = 32
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#height = 32
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#formats = 0x007
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#overwriteFormat = 0x00f
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#[TextureRedefine] #Gradient gui? removed until verified
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#width = 8
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#height = 64
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#formats = 0x007
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#overwriteFormat = 0x00f
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#[TextureRedefine] #haze breaks
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#width = 32
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#height = 32
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#formats = 0x002
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#overwriteFormat = 0x007
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#[TextureRedefine]
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#formats = 0x001
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#overwriteFormat = 0x005
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#[TextureRedefine] #fix godrays, breaks fog
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#width = 256
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#height = 256
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#formats = 0x001
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#overwriteFormat = 0x005
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#[TextureRedefine] #toxic mist breaks
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#width = 128
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#height = 128
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#formats = 0x001
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#overwriteFormat = 0x005
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#[TextureRedefine] #toxic mist, air fog breaks
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#width = 64
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#height = 64
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#formats = 0x001
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#overwriteFormat = 0x005
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#[TextureRedefine] #breaks
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#width = 32
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#height = 32
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#formats = 0x001
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#overwriteFormat = 0x005
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##1 -> 5
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[TextureRedefine] #
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width = 1280
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height = 720
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formats = 0x001
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overwriteFormat = 0x005
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#[TextureRedefine] #
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#width = 1024
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#height = 1024
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#formats = 0x001
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#overwriteFormat = 0x005
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#[TextureRedefine] # castle intro
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#width = 1024
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#height = 256
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#formats = 0x001
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#overwriteFormat = 0x005
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# 8 -> 1f
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#[TextureRedefine] #menu bg breaks do not use fmt 8
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#width = 960
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#height = 540
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#formats = 0x008
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#overwriteFormat = 0x01f
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#Res/formats not BC
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#
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#1280x720x1,0x001
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#1024x1024x1,0x001
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#1024x512x1,0x007
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#1024x256x1,0x007
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#1024x256x1,0x001
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#960x544x1,0x007
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#960x540x1,0x008
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#512x1024x1,0x001
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#512x512x1,0x001
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#416x278x1,0x001
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#256x256x1,0x007
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#256x256x1,0x001
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#140x140x1,0x001
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#128x256x1,0x001
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#128x128x1,0x007
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#128x128x1,0x002
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#128x128x1,0x001
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#128x117x1,0x007
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#128x96x1,0x001
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#128x77x1,0x001
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#128x64x1,0x001
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#128x32x1,0x001
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#112x146x1,0x001
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#112x112x1,0x007
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#96x96x1,0x001
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#90x82x1,0x007
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#90x80x1,0x007
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#88x88x1,0x007
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#83x83x1,0x007
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#64x512x1,0x001
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#64x128x1,0x007
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#64x64x1,0x007
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#64x64x1,0x002
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#64x64x1,0x001
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#64x48x1,0x816
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#64x32x1,0x001
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#64x8x1,0x007
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#64x8x1,0x001
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#56x56x1,0x001
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#56x32x1,0x001
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#51x51x1,0x007
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#50x50x1,0x007
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#48x48x1,0x823
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#48x48x1,0x816
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#48x48x1,0x001
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#42x16x1,0x001
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||||
#40x118x1,0x002
|
||||
#40x44x1,0x007
|
||||
#40x40x1,0x001
|
||||
#32x64x1,0x001
|
||||
#32x32x1,0x007
|
||||
#32x32x1,0x002
|
||||
#32x32x1,0x001
|
||||
#25x50x1,0x007
|
||||
#24x24x1,0x008
|
||||
#16x128x1,0x001
|
||||
#16x16x1,0x008
|
||||
#16x16x1,0x001
|
||||
#16x4x1,0x001
|
||||
#8x146x1,0x001
|
||||
#8x128x1,0x001
|
||||
#8x50x1,0x007
|
||||
#8x16x1,0x002
|
||||
#8x8x1,0x007
|
||||
#8x8x1,0x002
|
||||
#8x8x1,0x001
|
||||
|
||||
#2048x512x1,0x01a #Title nope
|
||||
#1920x1088x1,0x01a
|
||||
#1920x1080x1,0x01a
|
||||
#1280x720x1,0x01a
|
||||
#1024x449x1,0x01a
|
||||
#1024x223x1,0x01a
|
||||
#960x544x1,0x01a
|
||||
#960x540x1,0x01a
|
||||
#958x1024x1,0x01a
|
||||
#900x367x1,0x01a
|
||||
#864x480x1,0x01a
|
||||
#861x437x1,0x01a
|
||||
#854x480x1,0x01a
|
||||
#839x27x1,0x01a
|
||||
#832x720x1,0x01a
|
||||
#818x168x1,0x01a
|
||||
#813x718x1,0x01a
|
||||
#788x336x1,0x01a
|
||||
#640x368x1,0x01a
|
||||
#640x360x1,0x01a
|
||||
#607x418x1,0x01a
|
||||
#567x89x1,0x01a
|
||||
#560x95x1,0x01a
|
||||
#512x1024x1,0x01a
|
||||
#512x512x1,0x01a
|
||||
#512x256x1,0x01a
|
||||
#480x272x1,0x01a
|
||||
#480x270x1,0x01a
|
||||
#470x119x1,0x01a
|
||||
#450x165x1,0x01a
|
||||
#448x384x1,0x01a
|
||||
#442x383x1,0x01a
|
||||
#427x480x1,0x01a
|
||||
#397x85x1,0x01a
|
||||
#393x231x1,0x01a
|
||||
#384x384x1,0x01a
|
||||
#384x320x1,0x01a
|
||||
#362x319x1,0x01a
|
||||
#320x288x1,0x01a
|
||||
#290x280x1,0x01a
|
||||
#263x191x1,0x01a
|
||||
#262x140x1,0x01a
|
||||
#256x512x1,0x01a
|
||||
#256x256x1,0x01a
|
||||
#256x128x1,0x01a
|
||||
#236x86x1,0x01a
|
||||
#236x50x1,0x01a
|
||||
#234x133x1,0x01a
|
||||
#227x64x1,0x01a
|
||||
#211x50x1,0x01a
|
||||
#204x91x1,0x01a
|
||||
#192x512x1,0x01a
|
||||
#155x128x1,0x01a
|
||||
#150x150x1,0x01a
|
||||
#128x2048x1,0x01a
|
||||
#128x256x1,0x01a
|
||||
#128x128x1,0x01a
|
||||
#116x198x1,0x01a
|
||||
#100x105x1,0x01a
|
||||
#90x90x1,0x01a
|
||||
#90x70x1,0x01a
|
||||
#88x88x1,0x01a
|
||||
#85x170x1,0x01a
|
||||
#85x165x1,0x01a
|
||||
#83x83x1,0x01a
|
||||
#80x128x1,0x01a
|
||||
#80x80x1,0x01a
|
||||
#73x74x1,0x01a
|
||||
#64x1024x1,0x01a
|
||||
#64x512x1,0x01a
|
||||
#64x64x1,0x01a
|
||||
#60x60x1,0x01a
|
||||
#56x140x1,0x01a
|
||||
#55x55x1,0x01a
|
||||
#42x47x1,0x01a
|
||||
#40x40x1,0x01a
|
||||
#37x35x1,0x01a
|
||||
#30x30x1,0x01a
|
||||
#16x32x1,0x01a
|
||||
#10x10x1,0x01a
|
||||
#8x256x1,0x01a
|
||||
#8x8x1,0x01a
|
||||
#4x4x1,0x01a
|
||||
#3x30x1,0x01a
|
Loading…
Reference in New Issue
Block a user