[ZU] FoV, rules more compatible

This commit is contained in:
getdls 2018-11-23 00:40:49 +01:00
parent 5f215ced6e
commit 693104c34a
4 changed files with 146 additions and 15 deletions

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@ -0,0 +1,3 @@
[ZombiUEUv0]
moduleMatches = 0xA4959FE1
0x1008FA68 = .float $fov # 1.0 is default, 0.75 wider FOV

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@ -0,0 +1,38 @@
[Definition]
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300
name = Field of View
path = "ZombieU/Modifications/Field of View"
description = Changes the field of view (FOV). Fixes edge framing for 21:9 cinematics and other FOV tweaks.
version = 3
[Preset]
name = Default FOV
$fov = 1.0
[Preset]
name = Match 16:9 horizontal FOV to 21:9 (1.3125)
$fov = 1.3125
[Preset]
name = Balance 48:9 (1.45)
$fov = 1.45
[Preset]
name = Slight FOV increase without breaking framing (0.925)
$fov = 0.925
[Preset]
name = Match 16:10 horizontal FOV to 16:9 (0.9)
$fov = 0.9
[Preset]
name = Pc style wide FOV (0.825)
$fov = 0.825
[Preset]
name = Match 21:9 horizontal FOV to 16:9 (0.7442)
$fov = 0.7442
[Preset]
name = Fish eye (0.5)
$fov = 0.5

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@ -0,0 +1,70 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader d2a97b2fb99452a5
//gauss blur box
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
layout(location = 0) in vec4 passParameterSem130;
layout(location = 0) out vec4 passPixelColor0;
// FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG
const int samples = 8 * 4, //8 or 4 balances xy position
LOD = 2, // gaussian done on MIPmap at scale LOD
sLOD = 1 << LOD; // tile size = 2^LOD
const float sigma = float(samples) * .25;
float gaussian(vec2 i) {
return exp(-.5* dot(i /= sigma, i)) / (6.28 * sigma*sigma);
}
vec4 blur(sampler2D sp, vec2 U, vec2 scale) {
vec4 O = vec4(0.0);
int s = samples / sLOD;
for (int i = 0; i < s*s; i++) {
vec2 d = vec2(i%s, i / s)*float(sLOD) - float(samples) / 2.;
O += gaussian(d) * textureLod(sp, U + scale * d, float(LOD));
}
// O / O.a;
return vec4(O.x, O.y, O.z, 0.0)*19; //16 exact, 17 ~ a touch more haze to compensate res increase
}
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem130;
#if ($textureFormat == 0x019)
vec2 coord = passParameterSem130.xy*textureSize(textureUnitPS0, 0); //
vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0);
vec2 uv = coord * ps;
//color = clamp(color*Exposure, 0.0, 1.0);
R0f.xyzw = blur(textureUnitPS0, R0f.xy, ps*0.75).xyzw*0.975;
#elif ($textureFormat == 0x01a)
R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// export
#endif
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

View File

@ -12,7 +12,7 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
// Performance
[Preset]
@ -23,6 +23,7 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 640x360
@ -32,6 +33,7 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
[Preset]
name = 960x540
@ -41,6 +43,7 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = 1.0
$textureFormat = 0x01a
// Common HD Resolutions
@ -52,6 +55,7 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 1.0
$scaleShader = (1440.0/1080.0)
$textureFormat = 0x01a
[Preset]
name = 2560x1440
@ -61,6 +65,7 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 0.75
$scaleShader = (1440.0/1080.0)
$textureFormat = 0x01a
[Preset]
name = 3200x1800
@ -70,6 +75,7 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 2.0
$scaleShader = (1440.0/1800.0)
$textureFormat = 0x01a
[Preset]
name = 3840x2160
@ -79,6 +85,17 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
$textureFormat = 0x01a
[Preset]
name = 3840x2160 Experimental (Format, Res, Shaders)
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
$internalRes = 0.5
$scaleShader = (2160.0/1080.0) #round 1.5 shadow to 3.0
$textureFormat = 0x019
[Preset]
name = 5120x2880
@ -88,19 +105,21 @@ $gameWidth = 1280
$gameHeight = 720
$internalRes = 0.375
$scaleShader = (1440.0/1080.0)
$textureFormat = 0x01a
#Common Ultrawide Resolutions
#Disabled, no patch
#
#[Preset]
#name = 2560x1080 ("21:9")
#name = 2560x1080 (21:9 HD)
#$width = 2560
#$height = 1080
#$gameWidth = 1280
#$gameHeight = 720
#$internalRes = 1.0
#$scaleShader = 1.0
#$scaleShader = (1440.0/1080.0)
#
##
#[Preset]
#name = 3440x1440 ("21:9")
#$width = 3440
@ -194,9 +213,10 @@ $scaleShader = (1440.0/1080.0)
[TextureRedefine]
width = 1280
height = 720
formats = 0x019,0x01a
formats = $textureFormat #
overwriteFormat = 0x01f
[TextureRedefine]
width = 1280
height = 720
@ -229,17 +249,17 @@ height = 480
overwriteWidth = ($width/$gameWidth) * 854
overwriteHeight = ($height/$gameHeight) * 480
[TextureRedefine]
width = 640
height = 368
formats = 0x01a,0x019
overwriteFormat = 0x01f
[TextureRedefine]
width = 640
height = 360
formats = 0x01a,0x019
overwriteFormat = 0x01f
#[TextureRedefine]
#width = 640
#height = 368
#formats = 0x019
#overwriteFormat = 0x01f
#
#[TextureRedefine]
#width = 640
#height = 360
#formats = 0x019
#overwriteFormat = 0x01f
[TextureRedefine]
width = 640