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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 11:34:15 +01:00
Fix gotta be buildscripted.
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4a16cfee50
commit
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@ -1,8 +1,17 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader b2fecd8319ee0096
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// Used for: DoF In-game
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4603800 res 960x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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@ -57,10 +66,10 @@ R2f.xyz = (texture(textureUnitPS6, R0f.xy).xyz);
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R7f.xyzw = (texture(textureUnitPS4, R0f.xy).xyzw);
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R8f.xyz = (texture(textureUnitPS2, R0f.xy).xyz);
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// 0
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PV0f.x = (intBitsToFloat(uf_remappedPS[0].z) * 1.5) / 3;
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PV0f.x = (intBitsToFloat(uf_remappedPS[0].z) * 1.5) / resXScale;
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R3f.y = R0f.y;
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R4f.z = R0f.y;
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R127f.w = (intBitsToFloat(uf_remappedPS[0].w) * 1.5)/3;
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R127f.w = (intBitsToFloat(uf_remappedPS[0].w) * 1.5) / resYScale; // Not sure if this is correct for widescreen.
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PS0f = R1f.x + -(1.0);
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// 1
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R3f.x = R0f.x + -(PV0f.x);
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@ -1,8 +1,17 @@
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<?php
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include 'Source/functions.php';
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
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$scaleFactorY = always_decimal_format($fullHeight / 720.0);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader fe05aca8e186a5fd
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// Used for: DoF backgrounds
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const float resXScale = <?=$scaleFactorX?>;
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const float resYScale = <?=$scaleFactorY?>;
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layout(binding = 38, std140) uniform uniformBlockPS6
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{
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@ -73,7 +82,7 @@ backupReg0i = R1i.z;
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R1i.z = backupReg0i + int(1);
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}
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if( activeMaskStackC[1] == true ) {
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R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/3);
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R3i.xyz = floatBitsToInt(uf_blockPS6[R1i.z].xyz/resXScale); // Uses X, not sure if this shader is supposed to be widescreened.
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}
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if( activeMaskStackC[1] == true ) {
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// 0
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