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https://github.com/cemu-project/cemu_graphic_packs.git
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[ZU] FoV, rules more compatible
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Modifications/ZombieU_FOVSetting/patches.txt
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3
Modifications/ZombieU_FOVSetting/patches.txt
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[ZombiUEUv0]
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moduleMatches = 0xA4959FE1
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0x1008FA68 = .float $fov # 1.0 is default, 0.75 wider FOV
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38
Modifications/ZombieU_FOVSetting/rules.txt
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38
Modifications/ZombieU_FOVSetting/rules.txt
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[Definition]
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titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300
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name = Field of View
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path = "ZombieU/Modifications/Field of View"
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description = Changes the field of view (FOV). Fixes edge framing for 21:9 cinematics and other FOV tweaks.
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version = 3
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[Preset]
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name = Default FOV
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$fov = 1.0
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[Preset]
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name = Match 16:9 horizontal FOV to 21:9 (1.3125)
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$fov = 1.3125
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[Preset]
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name = Balance 48:9 (1.45)
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$fov = 1.45
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[Preset]
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name = Slight FOV increase without breaking framing (0.925)
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$fov = 0.925
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[Preset]
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name = Match 16:10 horizontal FOV to 16:9 (0.9)
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$fov = 0.9
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[Preset]
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name = Pc style wide FOV (0.825)
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$fov = 0.825
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[Preset]
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name = Match 21:9 horizontal FOV to 16:9 (0.7442)
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$fov = 0.7442
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[Preset]
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name = Fish eye (0.5)
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$fov = 0.5
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@ -0,0 +1,70 @@
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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 d2a97b2fb99452a5
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//gauss blur box
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 1 1 1 border: 0
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 0) out vec4 passPixelColor0;
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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 = 8 * 4, //8 or 4 balances xy position
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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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// O / O.a;
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return vec4(O.x, O.y, O.z, 0.0)*19; //16 exact, 17 ~ a touch more haze to compensate res increase
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}
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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){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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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 = passParameterSem130;
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#if ($textureFormat == 0x019)
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vec2 coord = passParameterSem130.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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//color = clamp(color*Exposure, 0.0, 1.0);
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R0f.xyzw = blur(textureUnitPS0, R0f.xy, ps*0.75).xyzw*0.975;
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#elif ($textureFormat == 0x01a)
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// export
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#endif
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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@ -12,7 +12,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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// Performance
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[Preset]
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@ -23,6 +23,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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[Preset]
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name = 640x360
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@ -32,6 +33,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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[Preset]
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name = 960x540
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@ -41,6 +43,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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$textureFormat = 0x01a
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// Common HD Resolutions
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@ -52,6 +55,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = (1440.0/1080.0)
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$textureFormat = 0x01a
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[Preset]
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name = 2560x1440
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@ -61,6 +65,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.75
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$scaleShader = (1440.0/1080.0)
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$textureFormat = 0x01a
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[Preset]
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name = 3200x1800
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@ -70,6 +75,7 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 2.0
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$scaleShader = (1440.0/1800.0)
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$textureFormat = 0x01a
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[Preset]
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name = 3840x2160
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@ -79,6 +85,17 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.5
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$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
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$textureFormat = 0x01a
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[Preset]
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name = 3840x2160 Experimental (Format, Res, Shaders)
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.5
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$scaleShader = (2160.0/1080.0) #round 1.5 shadow to 3.0
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$textureFormat = 0x019
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[Preset]
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name = 5120x2880
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@ -88,19 +105,21 @@ $gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.375
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$scaleShader = (1440.0/1080.0)
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$textureFormat = 0x01a
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#Common Ultrawide Resolutions
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#Disabled, no patch
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#
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#[Preset]
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#name = 2560x1080 ("21:9")
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#name = 2560x1080 (21:9 HD)
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#$width = 2560
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#$height = 1080
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#$scaleShader = (1440.0/1080.0)
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#
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##
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#[Preset]
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#name = 3440x1440 ("21:9")
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#$width = 3440
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@ -194,9 +213,10 @@ $scaleShader = (1440.0/1080.0)
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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x019,0x01a
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formats = $textureFormat #
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 1280
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height = 720
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@ -229,17 +249,17 @@ height = 480
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 640
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height = 368
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formats = 0x01a,0x019
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 640
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height = 360
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formats = 0x01a,0x019
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overwriteFormat = 0x01f
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#[TextureRedefine]
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#width = 640
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#height = 368
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#formats = 0x019
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#overwriteFormat = 0x01f
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#
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#[TextureRedefine]
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#width = 640
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#height = 360
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#formats = 0x019
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#overwriteFormat = 0x01f
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[TextureRedefine]
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width = 640
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