diff --git a/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt index cd5337e9..067c859b 100644 --- a/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt +++ b/Source/PokkenTournament/b2fecd8319ee0096_0000000000079249_ps.txt @@ -1,8 +1,17 @@ + #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 = ; +const float resYScale = ; 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); diff --git a/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt b/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt index 9f417083..5c6a382f 100644 --- a/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt +++ b/Source/PokkenTournament/fe05aca8e186a5fd_0000000000000079_ps.txt @@ -1,8 +1,17 @@ + #version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader fe05aca8e186a5fd // Used for: DoF backgrounds +const float resXScale = ; +const float resYScale = ; 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