diff --git a/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt index cc340aa0..81cdee3b 100644 --- a/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt @@ -4,7 +4,7 @@ // shader 842a19b509f8b91a // Used for: General Blur vertical const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt index 89ff1370..17a68cce 100644 --- a/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ b/Source/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt @@ -4,7 +4,7 @@ // shader 8d68a0e3561ff525 // Used for: Horizontal Gameplay Blur const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($width)/float($gameWidth); +const float resYScale = float($height)/float($gameHeight); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform;