mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
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[NSMBU] Scale all, fix AA, fix bloom, fix DOF
Kiri's not around, guess it's safe to commit...
This commit is contained in:
parent
037c455e3b
commit
60614f47d0
@ -0,0 +1,199 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 50e29e8929cea348
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//AA fix PS
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const float resScale = <?=$scaleFactorX?>;
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//old contrasty, or just copy paste clarity
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const float gamma = 0.95; // 1.0 is neutral
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const float exposure = 1.05; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float vibrance = 0.2175; // 0.0 is neutral
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const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up.
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vec3 contrasty(vec3 colour) {
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vec3 fColour = (colour.xyz);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[3];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf45c5000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem1;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = R1f.z + R1f.w;
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PV0f.y = R1f.y + -(R1f.w);
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PV0f.z = R1f.x + -(R1f.z);
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R127f.w = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R126f.w = min(R1f.z, R1f.w);
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PS0f = R126f.w;
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// 1
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R126f.x = PV0f.z + PV0f.y;
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PV1f.x = R126f.x;
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PV1f.y = R1f.x + PV0f.x;
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R127f.z = min(R1f.x, R1f.y);
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R125f.w = PV0f.z + -(PV0f.y);
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PV1f.w = R125f.w;
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R127f.y = max(R1f.z, R1f.w);
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PS1f = R127f.y;
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// 2
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PV0f.x = R1f.y + PV1f.y;
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PV0f.y = max(PV1f.w, -(PV1f.w));
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PV0f.z = max(PV1f.x, -(PV1f.x));
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PV0f.w = max(R1f.x, R1f.y);
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R127f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + R127f.w);
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PS0f = R127f.x;
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// 3
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PV1f.x = min(PV0f.z, PV0f.y);
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PV1f.y = min(R126f.w, R127f.z);
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PV1f.z = max(R127f.y, PV0f.w);
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R123f.w = (PV0f.x * intBitsToFloat(0x3d000000) + intBitsToFloat(0x3b800000));
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PV1f.w = R123f.w;
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// 4
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PV0f.x = min(R127f.x, PV1f.y);
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PV0f.y = max(R127f.x, PV1f.z);
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PV0f.w = max(PV1f.w, PV1f.x);
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// 5
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R0f.z = -(PV0f.x) + PV0f.y;
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PS1f = 1.0 / PV0f.w;
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// 6
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PV0f.x = R125f.w * PS1f;
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PV0f.y = R126f.x * PS1f;
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// 7
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PV1f.z = max(PV0f.x, intBitsToFloat(0xc0400000));
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PV1f.w = max(PV0f.y, intBitsToFloat(0xc0400000));
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// 8
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R1f.x = min(PV1f.w, intBitsToFloat(0x40400000));
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R1f.y = min(PV1f.z, intBitsToFloat(0x40400000));
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// 9
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predResult = (R0f.z > intBitsToFloat(uf_remappedPS[1].y));
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].z)/ resScale)) + R0f.x);
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R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].w)/ resScale)) + R0f.y);
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R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].x)/ resScale) + R0f.x);
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R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].y)/ resScale) + R0f.y);
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R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[2].z)/ resScale) + R0f.x);
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PS0f = R3f.z;
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// 1
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R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[2].x)/ resScale)) + R0f.x);
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R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[2].y)/ resScale)) + R0f.y);
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R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[2].w)/ resScale) + R0f.y);
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}
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if( activeMaskStackC[2] == true ) {
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R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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// 1
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PV1f.x = R2f.w + R3f.w;
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PV1f.x /= 2.0;
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PV1f.y = R2f.z + R3f.z;
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PV1f.y /= 2.0;
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PV1f.z = R2f.y + R3f.y;
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PV1f.z /= 2.0;
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PV1f.w = R2f.x + R3f.x;
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PV1f.w /= 2.0;
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// 2
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R2f.x = R127f.w + PV1f.w;
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R2f.x /= 2.0;
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R2f.y = R127f.z + PV1f.z;
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R2f.y /= 2.0;
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R2f.z = R127f.y + PV1f.y;
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R2f.z /= 2.0;
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R2f.w = R127f.x + PV1f.x;
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R2f.w /= 2.0;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(contrasty(R2f.xyz), R2f.w);
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//passPixelColor0 = vec4(R2f.xyz, R2f.w);
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}
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@ -0,0 +1,83 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 70b82af4d17024d2
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//AA fix
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const float resScale = <?=$scaleFactorX?>;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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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 = 0) out vec4 passParameterSem1;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R122f = vec4(0.0);
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vec4 R123f = 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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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 = attrDataSem1.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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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
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R1f.y = backupReg1f;
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R1f.y *= 2.0;
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R1f.z = 0.0;
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R1f.w = 1.0;
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R122f.x = (-(intBitsToFloat(uf_remappedVS[0].x)/ resScale) * intBitsToFloat(0x3f266666) + R2f.x);
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PS0f = R122f.x;
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// 1
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R123f.x = (-(intBitsToFloat(uf_remappedVS[0].y)/ resScale) * intBitsToFloat(0x3f266666) + R2f.y);
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PV1f.x = R123f.x;
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R2f.z = PS0f;
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// 2
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R2f.w = PV1f.x;
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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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passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// 0
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}
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@ -0,0 +1,86 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader ec4a85d51e778437
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//box blur fix
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const float resScale = <?=$scaleFactorX?>;
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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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 = 0) out vec4 passParameterSem3;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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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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 = attrDataSem1.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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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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R1f.x = backupReg0f;
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R1f.x *= 2.0;
|
||||
R1f.y = backupReg1f;
|
||||
R1f.y *= 2.0;
|
||||
R1f.z = intBitsToFloat(0xbf800000);
|
||||
R1f.w = 1.0;
|
||||
PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x) / resScale);
|
||||
// 1
|
||||
backupReg0f = R2f.y;
|
||||
backupReg1f = R2f.x;
|
||||
PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
|
||||
R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resScale;
|
||||
R2f.z = PS0f;
|
||||
R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/ resScale;
|
||||
PS1f = R2f.x;
|
||||
// 2
|
||||
R2f.w = PV1f.x;
|
||||
// export
|
||||
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
// export
|
||||
passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
// 0
|
||||
}
|
@ -1,44 +1,50 @@
|
||||
<?php
|
||||
include 'Source/functions.php';
|
||||
$fullWidth = $argv[1];
|
||||
$fullHeight = $argv[2];
|
||||
$scaleFactorX = $fullWidth / 1280.0;
|
||||
$scaleFactorY = $fullHeight / 720.0;
|
||||
$title = get_title($fullWidth, $fullHeight);
|
||||
?>
|
||||
[Definition]
|
||||
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
|
||||
name = "New Super Mario Bros. U - <?=$title?>"
|
||||
name = "New Super Mario Bros. U - 3840x2160"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
#[TextureRedefine] #tilemap don't scale
|
||||
#width = 2048
|
||||
#height = 512
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
overwriteWidth = <?=round($scaleFactorX*1280)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*720)?>
|
||||
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # AA pass, shadows viewport
|
||||
width = 640
|
||||
height = 360
|
||||
overwriteWidth = <?=round($scaleFactorX*640)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*360)?>
|
||||
|
||||
[TextureRedefine] #
|
||||
width = 320
|
||||
height = 180
|
||||
overwriteWidth = <?=round($scaleFactorX*320)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*180)?>
|
||||
|
||||
##Textures
|
||||
[TextureRedefine] # Dynamic shadows texture 3d overworld
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005 #0x034 static shadow texture, don't scale
|
||||
overwriteWidth = <?=round($scaleFactorY*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
[TextureRedefine] #map shadows
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = 3072
|
||||
overwriteHeight = 3072
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
[TextureRedefine]
|
||||
width = 854
|
||||
height = 480
|
||||
#overwriteWidth = <?=round($scaleFactorX*1280)?>
|
||||
#overwriteHeight = <?=round($scaleFactorY*720)?>
|
||||
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
|
||||
overwriteWidth = 2562
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine]
|
||||
width = 160
|
||||
height = 90
|
||||
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
Loading…
Reference in New Issue
Block a user