Fix gotta be buildscripted.

This commit is contained in:
Crementif 2017-12-25 22:45:38 +01:00
parent 4a16cfee50
commit 6e8e0e4e95
2 changed files with 21 additions and 3 deletions

View File

@ -1,8 +1,17 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader b2fecd8319ee0096
// Used for: DoF In-game
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4603800 res 960x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
@ -57,10 +66,10 @@ R2f.xyz = (texture(textureUnitPS6, R0f.xy).xyz);
R7f.xyzw = (texture(textureUnitPS4, R0f.xy).xyzw);
R8f.xyz = (texture(textureUnitPS2, R0f.xy).xyz);
// 0
PV0f.x = (intBitsToFloat(uf_remappedPS[0].z) * 1.5) / 3;
PV0f.x = (intBitsToFloat(uf_remappedPS[0].z) * 1.5) / resXScale;
R3f.y = R0f.y;
R4f.z = R0f.y;
R127f.w = (intBitsToFloat(uf_remappedPS[0].w) * 1.5)/3;
R127f.w = (intBitsToFloat(uf_remappedPS[0].w) * 1.5) / resYScale; // Not sure if this is correct for widescreen.
PS0f = R1f.x + -(1.0);
// 1
R3f.x = R0f.x + -(PV0f.x);

View File

@ -1,8 +1,17 @@
<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader fe05aca8e186a5fd
// Used for: DoF backgrounds
const float resXScale = <?=$scaleFactorX?>;
const float resYScale = <?=$scaleFactorY?>;
layout(binding = 38, std140) uniform uniformBlockPS6
{
@ -73,7 +82,7 @@ backupReg0i = R1i.z;
R1i.z = backupReg0i + int(1);
}
if( activeMaskStackC[1] == true ) {
R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/3);
R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/resXScale); // Uses X, not sure if this shader is supposed to be widescreened.
}
if( activeMaskStackC[1] == true ) {
// 0