diff --git a/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt deleted file mode 100644 index 9ade38a5..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/1f83c0d47b1c4c34_0000000000000000_vs.txt +++ /dev/null @@ -1,104 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 1f83c0d47b1c4c34 -// Used for: Background Blur -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -}; -#else -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -#endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem3; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = intBitsToFloat(0xbf800000); -R1f.w = 1.0; -PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x)/resXScale); -// 1 -backupReg0f = R2f.y; -backupReg1f = R2f.x; -PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y)/resYScale); -R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resYScale; -R2f.z = PS0f; -R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/resXScale; -PS1f = R2f.x; -// 2 -R2f.w = PV1f.x; -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem3 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt deleted file mode 100644 index 0c667332..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/280351fcf8e5949f_0000000000000000_vs.txt +++ /dev/null @@ -1,103 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 280351fcf8e5949f -// Used for: Another vertical blur -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -}; -#else -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -#endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) noperspective out vec4 passParameterSem0; -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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -PS0f = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x3f99999a); -// 1 -backupReg0f = R2f.x; -backupReg0f = R2f.x; -backupReg0f = R2f.x; -R2f.x = R2f.y; -R2f.y = backupReg0f + -(PS0f); -R2f.z = backupReg0f + PS0f; -R2f.w = backupReg0f; -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt deleted file mode 100644 index 40cd4447..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/470eee1bb25ab50d_0000000000000000_vs.txt +++ /dev/null @@ -1,105 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#else -#define SET_POSITION(_v) gl_Position = _v -#endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 470eee1bb25ab50d -// low res reflection -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -}; -#else -uniform ivec4 uf_remappedVS[1]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; -}; -layout(location = 0) noperspective out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3f99999a)/resXScale; -// 1 -backupReg0f = R2f.y; -backupReg0f = R2f.y; -backupReg0f = R2f.y; -R2f.y = backupReg0f + -(PS0f); -R2f.z = backupReg0f + PS0f; -R2f.w = backupReg0f; -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt deleted file mode 100644 index 3792348d..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/4c426260188ace42_0000000000000000_vs.txt +++ /dev/null @@ -1,137 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#else -#define SET_POSITION(_v) gl_Position = _v -#endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 4c426260188ace42 -//switch palace reflection vertical -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[5]; -}; -#else -uniform ivec4 uf_remappedVS[5]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -out gl_PerVertex -{ - vec4 gl_Position; -}; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = -(R1f.y); -PV0f.x = R127f.x; -R127f.y = (R1f.x > 0.0)?1.0:0.0; -R127f.y /= 2.0; -R126f.z = (0.0 > R1f.x)?1.0:0.0; -R126f.z /= 2.0; -R127f.w = 1.0; -PV0f.w = R127f.w; -R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fae8a72)/resYScale; -PS0f = R126f.x; -// 1 -R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = R0f.x; -PV1f.y = R0f.x; -PV1f.z = R0f.x; -PV1f.w = R0f.x; -R127f.z = (PV0f.x > 0.0)?1.0:0.0; -R127f.z /= 2.0; -PS1f = R127f.z; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.y = tempf.x; -PS0f = (0.0 > R127f.x)?1.0:0.0; -PS0f /= 2.0; -// 3 -backupReg0f = R127f.z; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R0f.z = tempf.x; -R127f.z = backupReg0f + -(PS0f); -PS1f = R127f.z; -// 4 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.w = tempf.x; -PS0f = R127f.y + -(R126f.z); -// 5 -R1f.x = PS0f + 0.5; -PV1f.y = R127f.z + 0.5; -// 6 -R1f.y = PV1f.y + -(R126f.x); -R1f.z = PV1f.y + R126f.x; -R1f.w = PV1f.y; -// export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt b/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt deleted file mode 100644 index 772329d1..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/5661793d88425685_0000000007fffff9_ps.txt +++ /dev/null @@ -1,297 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 5661793d88425685 -// Used for: First glitter bloom pass -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[7]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[7]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -layout(location = 1) out vec4 passPixelColor1; -layout(location = 2) out vec4 passPixelColor2; -layout(location = 3) out vec4 passPixelColor3; -layout(location = 4) out vec4 passPixelColor4; -layout(location = 5) out vec4 passPixelColor5; -// uf_fragCoordScale was moved to the ufBlock -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R12f = vec4(0.0); -vec4 R13f = vec4(0.0); -vec4 R14f = vec4(0.0); -vec4 R15f = vec4(0.0); -vec4 R16f = vec4(0.0); -vec4 R17f = vec4(0.0); -vec4 R18f = vec4(0.0); -vec4 R122f = vec4(0.0); -vec4 R123f = 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 = passParameterSem0; -R8f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -// 0 -R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale; -R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale; -R2f.z = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); -R4f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); -PV0f.w = R4f.w; -R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); -PS0f = R2f.y; -// 1 -R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -R9f.z = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.w; -// 2 -R4f.x = R0f.x + intBitsToFloat(uf_remappedPS[2].x)/resXScale; -R4f.y = R0f.y + intBitsToFloat(uf_remappedPS[2].y)/resYScale; -R0f.z = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * 2.0 + R0f.x); -R0f.w = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * 2.0 + R0f.y); -R5f.x = (intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -PS0f = R5f.x; -R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); -R2f.xyz = (texture(textureUnitPS0, R2f.zy).xyz); -R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); -R4f.xyz = (texture(textureUnitPS0, R4f.xy).xyz); -// 0 -backupReg0f = R1f.y; -R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.z + R8f.z); -PV0f.x = R123f.x; -R1f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.x + R8f.x); -R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y); -PV0f.z = R123f.z; -R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R1f.x + R8f.x); -PV0f.w = R123f.w; -R1f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.y + R8f.y); -PS0f = R1f.w; -// 1 -R123f.x = (R4f.w * R2f.z + PV0f.x); -PV1f.x = R123f.x; -R6f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R4f.z + R8f.z); -R123f.z = (R4f.w * R2f.y + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R4f.w * R2f.x + PV0f.w); -PV1f.w = R123f.w; -R5f.y = (intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -PS1f = R5f.y; -// 2 -R12f.x = (R9f.z * R3f.x + PV1f.w); -R12f.y = (R9f.z * R3f.y + PV1f.z); -R12f.z = (R9f.z * R3f.z + PV1f.x); -R3f.w = R0f.x + intBitsToFloat(uf_remappedPS[3].x)/resXScale; -R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[3].y)/resYScale; -PS0f = R3f.y; -// 3 -R2f.x = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * 2.0 + R0f.x); -R2f.y = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * 2.0 + R0f.y); -R6f.z = (intBitsToFloat(uf_remappedPS[3].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -R6f.w = (intBitsToFloat(uf_remappedPS[3].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -R7f.x = R0f.x + intBitsToFloat(uf_remappedPS[4].x)/resXScale; -PS1f = R7f.x; -R4f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); -R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); -R3f.xyz = (texture(textureUnitPS0, R3f.wy).xyz); -R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz); -// 0 -R123f.x = (R4f.w * R4f.z + R6f.y); -PV0f.x = R123f.x; -R123f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x); -PV0f.y = R123f.y; -R123f.z = (R4f.w * R4f.x + R1f.y); -PV0f.z = R123f.z; -R123f.w = (R4f.w * R4f.y + R1f.w); -PV0f.w = R123f.w; -R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z); -PS0f = R122f.x; -// 1 -R11f.x = (R9f.z * R5f.x + PV0f.z); -R11f.y = (R9f.z * R5f.y + PV0f.w); -R11f.z = (R9f.z * R5f.z + PV0f.x); -R1f.w = (R4f.w * R2f.x + PV0f.y); -R0f.w = (R4f.w * R2f.z + PS0f); -PS1f = R0f.w; -// 2 -R3f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * 2.0 + R0f.x); -R7f.y = R0f.y + intBitsToFloat(uf_remappedPS[4].y)/resYScale; -R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y); -PV0f.z = R123f.z; -R3f.w = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * 2.0 + R0f.y); -R5f.x = (intBitsToFloat(uf_remappedPS[4].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -PS0f = R5f.x; -// 3 -R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale; -R5f.y = (intBitsToFloat(uf_remappedPS[4].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -R2f.z = (R4f.w * R2f.y + PV0f.z); -R2f.w = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale; -R1f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x); -PS1f = R1f.x; -R6f.xyz = (texture(textureUnitPS0, R6f.zw).xyz); -R7f.xyz = (texture(textureUnitPS0, R7f.xy).xyz); -R3f.xyz = (texture(textureUnitPS0, R3f.xw).xyz); -R5f.xyz = (texture(textureUnitPS0, R5f.xy).xyz); -// 0 -R10f.x = (R9f.z * R6f.x + R1f.w); -R10f.y = (R9f.z * R6f.y + R2f.z); -R10f.z = (R9f.z * R6f.z + R0f.w); -R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.x + R8f.x); -PV0f.w = R123f.w; -R122f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.y + R8f.y); -PS0f = R122f.x; -// 1 -R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R7f.z + R8f.z); -PV1f.x = R123f.x; -R1f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y); -R123f.z = (R4f.w * R3f.y + PS0f); -PV1f.z = R123f.z; -R123f.w = (R4f.w * R3f.x + PV0f.w); -PV1f.w = R123f.w; -R7f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -PS1f = R7f.x; -// 2 -R4f.x = (R9f.z * R5f.x + PV1f.w); -R4f.y = (R9f.z * R5f.y + PV1f.z); -R7f.z = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -R123f.w = (R4f.w * R3f.z + PV1f.x); -PV0f.w = R123f.w; -R3f.x = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale; -PS0f = R3f.x; -// 3 -R5f.x = (intBitsToFloat(uf_remappedPS[6].x) * 2.0 + R0f.x); -R3f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale; -R4f.z = (R9f.z * R5f.z + PV0f.w); -R5f.w = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); -R6f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -PS1f = R6f.x; -R2f.xyz = (texture(textureUnitPS0, R2f.xw).xyz); -R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); -R7f.xyz = (texture(textureUnitPS0, R7f.xz).xyz); -R3f.xyz = (texture(textureUnitPS0, R3f.xy).xyz); -// 0 -backupReg0f = R2f.y; -R123f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.z + R8f.z); -PV0f.x = R123f.x; -R2f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.x + R8f.x); -R123f.z = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * backupReg0f + R8f.y); -PV0f.z = R123f.z; -R123f.w = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R2f.x + R8f.x); -PV0f.w = R123f.w; -R2f.x = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.y + R8f.y); -PS0f = R2f.x; -// 1 -backupReg0f = R0f.y; -R123f.x = (R4f.w * R1f.z + PV0f.x); -PV1f.x = R123f.x; -R0f.y = (intBitsToFloat(uf_remappedPS[1].y)/resYScale * R3f.z + R8f.z); -R123f.z = (R4f.w * R1f.y + PV0f.z); -PV1f.z = R123f.z; -R123f.w = (R4f.w * R1f.x + PV0f.w); -PV1f.w = R123f.w; -R6f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * intBitsToFloat(0x40400000) + backupReg0f); -PS1f = R6f.y; -// 2 -backupReg0f = R7f.x; -backupReg1f = R7f.y; -backupReg2f = R7f.z; -R7f.x = (R9f.z * backupReg0f + PV1f.w); -R7f.y = (R9f.z * backupReg1f + PV1f.z); -R7f.z = (R9f.z * backupReg2f + PV1f.x); -R5f.xyz = (texture(textureUnitPS0, R5f.xw).xyz); -R6f.xyz = (texture(textureUnitPS0, R6f.xy).xyz); -// 0 -R123f.x = (R4f.w * R5f.z + R0f.y); -PV0f.x = R123f.x; -R123f.z = (R4f.w * R5f.y + R2f.x); -PV0f.z = R123f.z; -R123f.w = (R4f.w * R5f.x + R2f.y); -PV0f.w = R123f.w; -// 1 -backupReg0f = R6f.x; -backupReg1f = R6f.y; -backupReg2f = R6f.z; -R6f.x = (R9f.z * backupReg0f + PV0f.w); -PV1f.x = R6f.x; -R6f.y = (R9f.z * backupReg1f + PV0f.z); -PV1f.y = R6f.y; -R6f.z = (R9f.z * backupReg2f + PV0f.x); -PV1f.z = R6f.z; -// 2 -R18f.xyz = vec3(PV1f.x,PV1f.y,PV1f.z); -R18f.w = R6f.w; -// 3 -R17f.xyz = vec3(R7f.x,R7f.y,R7f.z); -R17f.w = R7f.w; -// 4 -R16f.xyz = vec3(R4f.x,R4f.y,R4f.z); -R16f.w = R4f.w; -// 5 -R15f.xyz = vec3(R10f.x,R10f.y,R10f.z); -R15f.w = R10f.w; -// 6 -R14f.xyz = vec3(R11f.x,R11f.y,R11f.z); -R14f.w = R11f.w; -// 7 -R13f.xyz = vec3(R12f.x,R12f.y,R12f.z); -R13f.w = R12f.w; -// export -passPixelColor0 = vec4(R13f.x, R13f.y, R13f.z, R13f.w); -passPixelColor1 = vec4(R14f.x, R14f.y, R14f.z, R14f.w); -passPixelColor2 = vec4(R15f.x, R15f.y, R15f.z, R15f.w); -passPixelColor3 = vec4(R16f.x, R16f.y, R16f.z, R16f.w); -passPixelColor4 = vec4(R17f.x, R17f.y, R17f.z, R17f.w); -passPixelColor5 = vec4(R18f.x, R18f.y, R18f.z, R18f.w); -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt deleted file mode 100644 index 6f37e0c4..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/6d9067fd20086bc0_0000000000000000_vs.txt +++ /dev/null @@ -1,113 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 6d9067fd20086bc0 -// Used for: Vertical blur -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -}; -#else -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -#endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) noperspective out vec4 passParameterSem0; -layout(location = 1) noperspective out vec4 passParameterSem1; -layout(location = 2) noperspective out vec4 passParameterSem2; -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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -PS0f = intBitsToFloat(uf_remappedVS[0].x)/resXScale + R2f.x; -// 1 -R0f.x = PS0f; -R0f.y = R2f.y; -PV1f.z = -(intBitsToFloat(uf_remappedVS[0].x))/resXScale + R2f.x; -R3f.w = R2f.y; -R4f.x = R2f.x; -PS1f = R4f.x; -// 2 -R3f.x = PV1f.z; -R4f.y = R2f.y; -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.z); -// export -passParameterSem1 = vec4(R3f.x, R3f.w, R3f.z, R3f.z); -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.z); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt deleted file mode 100644 index c395c9f0..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/842a19b509f8b91a_0000000000000000_vs.txt +++ /dev/null @@ -1,128 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 842a19b509f8b91a -// Used for: General Blur vertical -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -}; -#else -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -#endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -layout(location = 1) out vec4 passParameterSem1; -layout(location = 2) out vec4 passParameterSem2; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -PS0f = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x3fb13a93); -// 1 -PV1f.x = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x404ec4f0); -R127f.y = intBitsToFloat(uf_remappedVS[0].y)/resYScale * intBitsToFloat(0x40a275f7); -R2f.z = R2f.y + PS0f; -PV1f.z = R2f.z; -R2f.w = R2f.y; -PV1f.w = R2f.w; -R0f.y = R2f.y + -(PS0f); -PS1f = R0f.y; -// 2 -R0f.x = R2f.x; -R3f.y = R2f.y + -(PV1f.x); -R0f.z = PV1f.z; -R0f.w = PV1f.w; -R2f.z = R2f.y + PV1f.x; -PS0f = R2f.z; -// 3 -R3f.x = R2f.x; -R4f.y = R2f.y + -(R127f.y); -R3f.z = PS0f; -R3f.w = R2f.y; -R2f.z = R2f.y + R127f.y; -PS1f = R2f.z; -// 4 -R4f.xzw = vec3(R2f.x,PS1f,R2f.y); -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -// export -passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt deleted file mode 100644 index d630fced..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/8d68a0e3561ff525_0000000000000000_vs.txt +++ /dev/null @@ -1,126 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader 8d68a0e3561ff525 -// Used for: Horizontal Gameplay Blur -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -}; -#else -uniform ivec4 uf_remappedVS[1]; -// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this uf_variable away in Cemu 1.15.7 -#endif -// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 1) out vec4 passParameterSem1; -layout(location = 2) out vec4 passParameterSem2; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -R127f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x3fb13a93); -PS0f = R127f.y; -// 1 -PV1f.x = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x404ec4f0); -R126f.y = intBitsToFloat(uf_remappedVS[0].x)/resXScale * intBitsToFloat(0x40a275f7); -R3f.z = R2f.x + PS0f; -R3f.w = R2f.x; -R3f.x = R2f.y; -PS1f = R3f.x; -// 2 -R0f.x = PS1f; -R3f.y = R2f.x + -(R127f.y); -R0f.z = R2f.x + PV1f.x; -R0f.w = R2f.x; -R0f.y = R2f.x + -(PV1f.x); -PS0f = R0f.y; -// 3 -backupReg0f = R2f.x; -backupReg0f = R2f.x; -backupReg0f = R2f.x; -R2f.x = R3f.x; -R2f.y = backupReg0f + -(R126f.y); -R2f.z = backupReg0f + R126f.y; -R2f.w = backupReg0f; -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -// export -passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// export -passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt b/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt deleted file mode 100644 index baeb73fe..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/b727c08e3b534992_0000000007fffffd_ps.txt +++ /dev/null @@ -1,360 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader b727c08e3b534992 -// Used for: Second glitter bloom pass -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[10]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[10]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(1, 1, 0) uniform sampler2DArray textureUnitPS1; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -layout(location = 1) out vec4 passPixelColor1; -layout(location = 2) out vec4 passPixelColor2; -layout(location = 3) out vec4 passPixelColor3; -layout(location = 4) out vec4 passPixelColor4; -layout(location = 5) out vec4 passPixelColor5; -// uf_fragCoordScale was moved to the ufBlock -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R12f = vec4(0.0); -vec4 R13f = vec4(0.0); -vec4 R14f = vec4(0.0); -vec4 R15f = vec4(0.0); -vec4 R16f = vec4(0.0); -vec4 R17f = vec4(0.0); -vec4 R18f = vec4(0.0); -vec4 R19f = vec4(0.0); -vec4 R20f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R127f = 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 = passParameterSem0; -// 0 -R1f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].x)/resXScale; -R5f.y = intBitsToFloat(uf_remappedPS[1].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); -PV0f.y = R5f.y; -R0f.z = roundEven(0.0); -PV0f.z = R0f.z; -R1f.w = R0f.y + intBitsToFloat(uf_remappedPS[0].y)/resYScale; -R2f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * 2.0 + R0f.x); -PS0f = R2f.x; -// 1 -R11f.x = intBitsToFloat(uf_remappedPS[2].x)/resXScale * intBitsToFloat(uf_remappedPS[1].y); -R14f.y = intBitsToFloat(uf_remappedPS[2].y)/resYScale * intBitsToFloat(uf_remappedPS[1].y); -R1f.z = PV0f.z; -R0f.w = intBitsToFloat(uf_remappedPS[1].y)/resYScale * PV0f.y; -R2f.z = PV0f.z; -PS1f = R2f.z; -// 2 -R14f.z = intBitsToFloat(uf_remappedPS[2].z)/resXScale * intBitsToFloat(uf_remappedPS[1].y); -R3f.w = R0f.z; -// 3 -R3f.x = (intBitsToFloat(uf_remappedPS[0].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -R2f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * 2.0 + R0f.y); -R16f.z = intBitsToFloat(uf_remappedPS[3].y)/resYScale * R5f.y; -R6f.w = intBitsToFloat(uf_remappedPS[3].x)/resXScale * R5f.y; -R3f.y = (intBitsToFloat(uf_remappedPS[0].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -PS1f = R3f.y; -R4f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); -R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.w,R1f.z)).xyz); -R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); -R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); -// 0 -R123f.x = (R1f.y * R14f.y + R4f.y); -PV0f.x = R123f.x; -R123f.y = (R1f.x * R11f.x + R4f.x); -PV0f.y = R123f.y; -R0f.z = roundEven(1.0); -PV0f.z = R0f.z; -R127f.w = (R1f.z * R14f.z + R4f.z); -R17f.z = intBitsToFloat(uf_remappedPS[4].x)/resXScale * R0f.w; -PS0f = R17f.z; -// 1 -R123f.x = (R2f.x * R6f.w + PV0f.y); -PV1f.x = R123f.x; -R16f.y = intBitsToFloat(uf_remappedPS[3].z)/resXScale * R5f.y; -PV1f.y = R16f.y; -R18f.z = intBitsToFloat(uf_remappedPS[4].y)/resYScale * R0f.w; -PV1f.z = R18f.z; -R123f.w = (R2f.y * R16f.z + PV0f.x); -PV1f.w = R123f.w; -R5f.z = PV0f.z; -PS1f = R5f.z; -// 2 -R20f.x = (R3f.x * R17f.z + PV1f.x); -R20f.y = (R3f.y * PV1f.z + PV1f.w); -R19f.z = intBitsToFloat(uf_remappedPS[4].z)/resXScale * R0f.w; -PV0f.z = R19f.z; -R123f.w = (R2f.z * PV1f.y + R127f.w); -PV0f.w = R123f.w; -R5f.x = R0f.x + intBitsToFloat(uf_remappedPS[5].x)/resXScale; -PS0f = R5f.x; -// 3 -R2f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * 2.0 + R0f.x); -R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[5].y)/resYScale; -R20f.z = (R3f.z * PV0f.z + PV0f.w); -R2f.w = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * 2.0 + R0f.y); -R2f.z = R0f.z; -PS1f = R2f.z; -// 4 -R6f.x = R0f.x; -R6f.y = R0f.y; -R6f.z = roundEven(2.0); -R4f.w = R0f.y; -R4f.z = roundEven(intBitsToFloat(0x40400000)); -PS0f = R4f.z; -// 5 -R4f.x = R0f.x; -R11f.y = R0f.y; -R11f.z = roundEven(4.0); -R11f.w = R0f.x; -R13f.z = roundEven(intBitsToFloat(0x40a00000)); -PS1f = R13f.z; -// 6 -R13f.x = R0f.x; -R13f.y = R0f.y; -R3f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); -R8f.xyz = (texture(textureUnitPS1, vec3(R6f.x,R6f.y,R6f.z)).xyz); -R10f.xyz = (texture(textureUnitPS1, vec3(R4f.x,R4f.w,R4f.z)).xyz); -R12f.xyz = (texture(textureUnitPS1, vec3(R11f.w,R11f.y,R11f.z)).xyz); -R15f.xyz = (texture(textureUnitPS1, vec3(R13f.x,R13f.y,R13f.z)).xyz); -R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz); -// 0 -backupReg0f = R5f.x; -R5f.x = (backupReg0f * R11f.x + R3f.x); -R4f.y = (R5f.z * R14f.z + R3f.z); -R0f.w = (R5f.y * R14f.y + R3f.y); -// 1 -R3f.x = (intBitsToFloat(uf_remappedPS[5].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -R3f.y = (intBitsToFloat(uf_remappedPS[5].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -R3f.z = R0f.z; -R5f.w = R0f.x + intBitsToFloat(uf_remappedPS[6].x)/resXScale; -R5f.y = R0f.y + intBitsToFloat(uf_remappedPS[6].y)/resYScale; -PS1f = R5f.y; -// 2 -R1f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * 2.0 + R0f.x); -R1f.y = (intBitsToFloat(uf_remappedPS[6].y)/resYScale * 2.0 + R0f.y); -R5f.z = R6f.z; -R1f.w = R6f.z; -R9f.x = (intBitsToFloat(uf_remappedPS[6].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -PS0f = R9f.x; -R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.w,R2f.z)).xyz); -R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.z)).xyz); -R7f.xyz = (texture(textureUnitPS1, vec3(R5f.w,R5f.y,R5f.z)).xyz); -R1f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.w)).xyz); -// 0 -R123f.x = (R2f.y * R16f.z + R0f.w); -PV0f.x = R123f.x; -R127f.y = (R2f.z * R16f.y + R4f.y); -R9f.z = R6f.z; -R123f.w = (R2f.x * R6f.w + R5f.x); -PV0f.w = R123f.w; -R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[7].x)/resXScale; -PS0f = R2f.x; -// 1 -R6f.x = (R3f.x * R17f.z + PV0f.w); -R6f.y = (R3f.y * R18f.z + PV0f.x); -R2f.z = R4f.z; -R9f.w = (intBitsToFloat(uf_remappedPS[6].y) * intBitsToFloat(0x40400000) + R0f.y); -R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[7].y)/resYScale; -PS1f = R2f.y; -// 2 -R123f.x = (R7f.x * R11f.x + R8f.x); -PV0f.x = R123f.x; -R3f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * 2.0 + R0f.y); -R6f.z = (R3f.z * R19f.z + R127f.y); -R3f.w = R4f.z; -R5f.y = (intBitsToFloat(uf_remappedPS[7].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -PS0f = R5f.y; -// 3 -R7f.x = (R1f.x * R6f.w + PV0f.x); -R123f.y = (R7f.y * R14f.y + R8f.y); -PV1f.y = R123f.y; -R123f.w = (R7f.z * R14f.z + R8f.z); -PV1f.w = R123f.w; -R3f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * 2.0 + R0f.x); -PS1f = R3f.x; -// 4 -backupReg0f = R1f.y; -R1f.x = (R1f.z * R16f.y + PV1f.w); -R1f.y = R0f.y + intBitsToFloat(uf_remappedPS[8].y)/resYScale; -R5f.z = R4f.z; -R4f.w = (backupReg0f * R16f.z + PV1f.y); -R5f.x = (intBitsToFloat(uf_remappedPS[7].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -PS0f = R5f.x; -R9f.xyz = (texture(textureUnitPS1, vec3(R9f.x,R9f.w,R9f.z)).xyz); -R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); -R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); -R5f.xyz = (texture(textureUnitPS1, vec3(R5f.x,R5f.y,R5f.z)).xyz); -// 0 -backupReg0f = R7f.x; -R7f.x = (R9f.x * R17f.z + backupReg0f); -R7f.y = (R9f.y * R18f.z + R4f.w); -R1f.z = R11f.z; -R1f.w = R0f.x + intBitsToFloat(uf_remappedPS[8].x)/resXScale; -R4f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * 2.0 + R0f.y); -PS0f = R4f.y; -// 1 -R127f.x = (R2f.y * R14f.y + R10f.y); -R7f.z = (R9f.z * R19f.z + R1f.x); -R4f.w = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * 2.0 + R0f.x); -R4f.z = R11f.z; -PS1f = R4f.z; -// 2 -R123f.x = (R2f.z * R14f.z + R10f.z); -PV0f.x = R123f.x; -R2f.y = (intBitsToFloat(uf_remappedPS[8].y)/resYScale * intBitsToFloat(0x40400000) + R0f.y); -R123f.w = (R2f.x * R11f.x + R10f.x); -PV0f.w = R123f.w; -R10f.y = R0f.y + intBitsToFloat(uf_remappedPS[9].y)/resYScale; -PS0f = R10f.y; -// 3 -R123f.x = (R3f.y * R16f.z + R127f.x); -PV1f.x = R123f.x; -R127f.y = (R3f.z * R16f.y + PV0f.x); -R2f.z = R11f.z; -R123f.w = (R3f.x * R6f.w + PV0f.w); -PV1f.w = R123f.w; -R2f.x = (intBitsToFloat(uf_remappedPS[8].x)/resXScale * intBitsToFloat(0x40400000) + R0f.x); -PS1f = R2f.x; -// 4 -R9f.x = (R5f.x * R17f.z + PV1f.w); -R9f.y = (R5f.y * R18f.z + PV1f.x); -R10f.z = R13f.z; -R10f.w = R0f.x + intBitsToFloat(uf_remappedPS[9].x)/resXScale; -R3f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * 2.0 + R0f.x); -PS0f = R3f.x; -// 5 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -R0f.x = (intBitsToFloat(uf_remappedPS[9].x)/resXScale * intBitsToFloat(0x40400000) + backupReg0f); -R3f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * 2.0 + R0f.y); -R9f.z = (R5f.z * R19f.z + R127f.y); -R3f.w = R13f.z; -R0f.y = (intBitsToFloat(uf_remappedPS[9].y)/resYScale * intBitsToFloat(0x40400000) + backupReg1f); -PS1f = R0f.y; -R1f.xyz = (texture(textureUnitPS1, vec3(R1f.w,R1f.y,R1f.z)).xyz); -R4f.xyz = (texture(textureUnitPS1, vec3(R4f.w,R4f.y,R4f.z)).xyz); -R2f.xyz = (texture(textureUnitPS1, vec3(R2f.x,R2f.y,R2f.z)).xyz); -R10f.xyz = (texture(textureUnitPS1, vec3(R10f.w,R10f.y,R10f.z)).xyz); -// 0 -R123f.x = (R1f.y * R14f.y + R12f.y); -PV0f.x = R123f.x; -R123f.y = (R1f.x * R11f.x + R12f.x); -PV0f.y = R123f.y; -R123f.w = (R1f.z * R14f.z + R12f.z); -PV0f.w = R123f.w; -// 1 -R123f.x = (R4f.y * R16f.z + PV0f.x); -PV1f.x = R123f.x; -R127f.y = (R4f.z * R16f.y + PV0f.w); -R0f.z = R13f.z; -R123f.w = (R4f.x * R6f.w + PV0f.y); -PV1f.w = R123f.w; -// 2 -R4f.x = (R2f.x * R17f.z + PV1f.w); -R4f.y = (R2f.y * R18f.z + PV1f.x); -// 3 -R2f.x = (R10f.x * R11f.x + R15f.x); -R4f.z = (R2f.z * R19f.z + R127f.y); -// 4 -backupReg0f = R10f.y; -R10f.y = (backupReg0f * R14f.y + R15f.y); -R10f.w = (R10f.z * R14f.z + R15f.z); -R3f.xyz = (texture(textureUnitPS1, vec3(R3f.x,R3f.y,R3f.w)).xyz); -R0f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); -// 0 -R123f.x = (R3f.x * R6f.w + R2f.x); -PV0f.x = R123f.x; -R127f.y = (R3f.z * R16f.y + R10f.w); -R123f.w = (R3f.y * R16f.z + R10f.y); -PV0f.w = R123f.w; -// 1 -R17f.x = (R0f.x * R17f.z + PV0f.x); -R17f.y = (R0f.y * R18f.z + PV0f.w); -// 2 -R17f.z = (R0f.z * R19f.z + R127f.y); -PV0f.z = R17f.z; -// 3 -R15f.xyz = vec3(R17f.x,R17f.y,PV0f.z); -R15f.w = R17f.w; -// 4 -R14f.xyz = vec3(R4f.x,R4f.y,R4f.z); -R14f.w = R4f.w; -// 5 -R13f.xyz = vec3(R9f.x,R9f.y,R9f.z); -R13f.w = R9f.w; -// 6 -R12f.xyz = vec3(R7f.x,R7f.y,R7f.z); -R12f.w = R7f.w; -// 7 -R11f.xyz = vec3(R6f.x,R6f.y,R6f.z); -R11f.w = R6f.w; -// 8 -R10f.xyz = vec3(R20f.x,R20f.y,R20f.z); -R10f.w = R20f.w; -// export -passPixelColor0 = vec4(R10f.x, R10f.y, R10f.z, R10f.w); -passPixelColor1 = vec4(R11f.x, R11f.y, R11f.z, R11f.w); -passPixelColor2 = vec4(R12f.x, R12f.y, R12f.z, R12f.w); -passPixelColor3 = vec4(R13f.x, R13f.y, R13f.z, R13f.w); -passPixelColor4 = vec4(R14f.x, R14f.y, R14f.z, R14f.w); -passPixelColor5 = vec4(R15f.x, R15f.y, R15f.z, R15f.w); -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt b/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt deleted file mode 100644 index a787813e..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/be99d80628d31127_00000000000003c9_ps.txt +++ /dev/null @@ -1,218 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader be99d80628d31127 //AA PS -// Used for: Another vertical blur -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 1, binding = 2) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; -layout(location = 0) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -// uf_fragCoordScale was moved to the ufBlock -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); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = 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; -bool activeMaskStack[2]; -bool activeMaskStackC[3]; -activeMaskStack[0] = false; -activeMaskStackC[0] = false; -activeMaskStackC[1] = false; -activeMaskStack[0] = true; -activeMaskStackC[0] = true; -activeMaskStackC[1] = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem2; -if( activeMaskStackC[1] == true ) { -R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -R2f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); -} -if( activeMaskStackC[1] == true ) { -activeMaskStack[1] = activeMaskStack[0]; -activeMaskStackC[2] = activeMaskStackC[1]; -// 0 -PV0f.x = min(R2f.z, R2f.x); -PV0f.y = max(R2f.z, R2f.x); -PV0f.z = mul_nonIEEE(R4f.x, intBitsToFloat(uf_remappedPS[0].x)); -PV0f.w = min(R2f.w, R2f.y); -PS0f = max(R2f.w, R2f.y); -// 1 -PV1f.x = min(PV0f.x, PV0f.w); -R123f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z); -PV1f.y = R123f.y; -R127f.z = R2f.z + -(R2f.y); -PV1f.z = R127f.z; -PV1f.w = max(PV0f.y, PS0f); -R126f.z = R2f.w + -(R2f.x); -PS1f = R126f.z; -// 2 -PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].x)); -PV0f.y = max(PV1f.y, PV1f.w); -PV0f.z = min(PV1f.y, PV1f.x); -R3f.x = PV1f.z + PS1f; -PS0f = R3f.x; -// 3 -R1f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[1].y)); -R3f.y = -(PV0f.z) + PV0f.y; -R1f.y = R127f.z + -(R126f.z); -PS1f = R1f.y; -// 4 -predResult = (R3f.y > R1f.x); -activeMaskStack[1] = predResult; -activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; -} -else { -activeMaskStack[1] = false; -activeMaskStackC[2] = false; -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0f = R2f.y; -R1f.x = max(R3f.x, -(R3f.x)); -PV0f.x = R1f.x; -R2f.y = backupReg0f + R2f.x; -PV0f.y = R2f.y; -R0f.z = intBitsToFloat(uf_remappedPS[2].z) * 0.25; -R0f.w = max(R1f.y, -(R1f.y)); -PV0f.w = R0f.w; -R2f.x = -(intBitsToFloat(uf_remappedPS[3].x)); -PS0f = R2f.x; -// 1 -R3f.y = R2f.z + PV0f.y; -PV1f.y = R3f.y; -R2f.y = min(PV0f.x, PV0f.w); -PS1f = R2f.y; -// 2 -R3f.y = R2f.w + PV1f.y; -PV0f.y = R3f.y; -R1f.z = intBitsToFloat(uf_remappedPS[3].x); -R0f.w = intBitsToFloat(uf_remappedPS[3].y); -R5f.y = -(intBitsToFloat(uf_remappedPS[3].y)); -PS0f = R5f.y; -// 3 -backupReg0f = R0f.z; -R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w)); -PV1f.z = R0f.z; -// 4 -backupReg0f = R2f.y; -R2f.y = max(PV1f.z, backupReg0f); -PV0f.y = R2f.y; -// 5 -R2f.y = 1.0 / PV0f.y; -PS1f = R2f.y; -// 6 -backupReg0f = R1f.y; -R1f.x = mul_nonIEEE(R3f.x, PS1f); -PV0f.x = R1f.x; -R1f.y = mul_nonIEEE(backupReg0f, PS1f); -PV0f.y = R1f.y; -// 7 -R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y))); -PV1f.x = R1f.x; -R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y))); -PV1f.y = R1f.y; -// 8 -R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)); -PV0f.x = R1f.x; -R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)); -PV0f.y = R1f.y; -// 9 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg0f = R0f.x; -backupReg2f = R0f.w; -backupReg1f = R0f.y; -R0f.x = (mul_nonIEEE(PV0f.x,R2f.x) /resXScale + backupReg0f); -R0f.y = (mul_nonIEEE(PV0f.y,R5f.y) /resYScale+ backupReg1f); -R0f.z = (mul_nonIEEE(PV0f.x,R1f.z) /resXScale + backupReg0f); -R0f.w = (mul_nonIEEE(PV0f.y,backupReg2f)/ resXScale + backupReg1f); -} -if( activeMaskStackC[2] == true ) { -R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); -R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -} -if( activeMaskStackC[2] == true ) { -// 0 -backupReg0f = R0f.y; -backupReg1f = R0f.x; -PV0f.x = R0f.w + R1f.w; -PV0f.x /= 2.0; -PV0f.y = R0f.z + R1f.z; -PV0f.y /= 2.0; -PV0f.z = backupReg0f + R1f.y; -PV0f.z /= 2.0; -PV0f.w = backupReg1f + R1f.x; -PV0f.w /= 2.0; -// 1 -PV1f.x = -(R4f.w) + PV0f.x; -PV1f.y = -(R4f.z) + PV0f.y; -PV1f.z = -(R4f.y) + PV0f.z; -PV1f.w = -(R4f.x) + PV0f.w; -// 2 -backupReg0f = R4f.x; -backupReg1f = R4f.y; -backupReg2f = R4f.z; -backupReg3f = R4f.w; -R4f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f); -R4f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f); -R4f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f); -R4f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f); -} -activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; -// export -passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt deleted file mode 100644 index 290670c2..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/c27612e2f7126ebf_0000000000000000_vs.txt +++ /dev/null @@ -1,140 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#else -#define SET_POSITION(_v) gl_Position = _v -#endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader c27612e2f7126ebf -//switch palace low res reflection 256x240 / 240x240 hz -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[5]; -}; -#else -uniform ivec4 uf_remappedVS[5]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -out gl_PerVertex -{ - vec4 gl_Position; -}; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = (R1f.x > 0.0)?1.0:0.0; -R127f.x /= 2.0; -R127f.y = -(R1f.y); -PV0f.y = R127f.y; -R127f.z = (0.0 > R1f.x)?1.0:0.0; -R127f.z /= 2.0; -R127f.w = 1.0; -PV0f.w = R127f.w; -R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3f99999a)/resYScale; -PS0f = R126f.x; -// 1 -R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = R0f.x; -PV1f.y = R0f.x; -PV1f.z = R0f.x; -PV1f.w = R0f.x; -R126f.w = (PV0f.y > 0.0)?1.0:0.0; -R126f.w /= 2.0; -PS1f = R126f.w; -// 2 -backupReg0f = R127f.y; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.y = tempf.x; -R127f.y = (0.0 > backupReg0f)?1.0:0.0; -R127f.y /= 2.0; -PS0f = R127f.y; -// 3 -backupReg0f = R127f.x; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R0f.z = tempf.x; -R127f.x = backupReg0f + -(R127f.z); -PS1f = R127f.x; -// 4 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.w = tempf.x; -PS0f = R126f.w + -(R127f.y); -// 5 -PV1f.y = PS0f + 0.5; -PV1f.z = R127f.x + 0.5; -// 6 -R1f.x = PV1f.y; -R1f.y = PV1f.z + -(R126f.x); -R1f.z = PV1f.z + R126f.x; -R1f.w = PV1f.z; -// export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt deleted file mode 100644 index 9750b5b0..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/c4eaec09897d525e_0000000000000000_vs.txt +++ /dev/null @@ -1,98 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader c4eaec09897d525e -//reflection -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -}; -#else -uniform ivec4 uf_remappedVS[1]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; -}; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -PS0f = intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x3fae8a72)/resXScale; -// 1 -backupReg0f = R2f.y; -backupReg0f = R2f.y; -backupReg0f = R2f.y; -R2f.y = backupReg0f + -(PS0f); -R2f.z = backupReg0f + PS0f; -R2f.w = backupReg0f; -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/d388f32cb9be9a7a_000000000000f249_ps.txt b/Resolutions/SuperMario3DWorld_Resolution/d388f32cb9be9a7a_000000000000f249_ps.txt deleted file mode 100644 index d7c4ced3..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/d388f32cb9be9a7a_000000000000f249_ps.txt +++ /dev/null @@ -1,292 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader d388f32cb9be9a7a -// Used for: Ambient-occlusion -float resScale = float($width)/float($gameWidth); - - -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -#ifdef VULKAN -layout(set = 1, binding = 4) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[8]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[8]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; -TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; -TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R122f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R124f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = 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 = passParameterSem0; -R1f = passParameterSem1; -R7f.x = (texture(textureUnitPS0, R1f.xy).x); -R2f.xy = (texture(textureUnitPS3, R1f.zw).xy); -// 0 -R5f.x = (R2f.y * 2.0 + -(1.0)); -PV0f.x = R5f.x; -R4f.y = R7f.x * intBitsToFloat(uf_remappedPS[0].z); -R123f.z = (-(R7f.x) * intBitsToFloat(uf_remappedPS[1].y) + 1.0); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV0f.z = R123f.z; -R0f.w = (R2f.x * 2.0 + -(1.0)); -PV0f.w = R0f.w; -// 1 -R4f.x = PV0f.w * intBitsToFloat(uf_remappedPS[2].z)/resScale; -R125f.y = PV0f.z * intBitsToFloat(uf_remappedPS[1].x)/resScale; -PV1f.y = R125f.y; -R4f.z = -(PV0f.x) * intBitsToFloat(uf_remappedPS[2].z)/resScale; -// 2 -R127f.x = PV1f.y * intBitsToFloat(uf_remappedPS[3].x)/resScale; -PV0f.x = R127f.x; -R127f.y = PV1f.y * intBitsToFloat(uf_remappedPS[3].y)/resScale; -R127f.z = PV1f.y * intBitsToFloat(uf_remappedPS[4].y)/resScale; -PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[4].x)/resScale; -PS0f = 1.0 / PV1f.y; -// 3 -PV1f.x = R5f.x * PV0f.w; -PV1f.y = R4f.x * PV0f.w; -R5f.z = intBitsToFloat(uf_remappedPS[5].z) * PS0f; -R5f.w = intBitsToFloat(uf_remappedPS[5].z) * PS0f; -PS1f = R4f.x * PV0f.x; -// 4 -PV0f.x = R5f.x * R127f.x; -R126f.y = (R4f.z * R127f.y + PS1f); -R123f.z = (R0f.w * R127f.z + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (R4f.z * R127f.z + PV1f.y); -PV0f.w = R123f.w; -R6f.x = R125f.y * intBitsToFloat(uf_remappedPS[6].x)/resScale; -PS0f = R6f.x; -// 5 -R2f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.w,PV0f.z,-(PV0f.w)); -R2f.w = R1f.y + -(PV0f.z); -R122f.x = (R0f.w * R127f.y + PV0f.x); -PS1f = R122f.x; -// 6 -R3f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(R126f.y,PS1f,-(R126f.y)); -R3f.w = R1f.y + -(PS1f); -R4f.w = R125f.y * intBitsToFloat(uf_remappedPS[6].y)/resScale; -PS0f = R4f.w; -R2f.x = (texture(textureUnitPS1, R2f.xy).x); -R2f.y = (texture(textureUnitPS1, R2f.zw).x); -R3f.x = (texture(textureUnitPS1, R3f.xy).x); -R3f.y = (texture(textureUnitPS1, R3f.zw).x); -// 0 -R127f.x = R4f.y + -(R3f.x); -PV0f.x = R127f.x; -PV0f.y = -(R2f.y) + R4f.y; -PV0f.z = -(R2f.x) + R4f.y; -R127f.w = R4f.y + -(R3f.y); -// 1 -PV1f.x = PV0f.z * R5f.w; -PV1f.x /= 2.0; -R125f.y = (-(PV0f.z) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); -R125f.y = clamp(R125f.y, 0.0, 1.0); -R126f.z = (-(PV0f.y) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); -R126f.z = clamp(R126f.z, 0.0, 1.0); -PV1f.w = PV0f.y * R5f.z; -PV1f.w /= 2.0; -PS1f = PV0f.x * R5f.w; -PS1f /= 2.0; -// 2 -PV0f.x = R127f.w * R5f.z; -PV0f.x /= 2.0; -R126f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[4].z) + 0.5); -R126f.y = clamp(R126f.y, 0.0, 1.0); -PV0f.y = R126f.y; -R127f.z = (PV1f.x * intBitsToFloat(uf_remappedPS[4].z) + 0.5); -R127f.z = clamp(R127f.z, 0.0, 1.0); -PV0f.z = R127f.z; -R125f.w = (PS1f * intBitsToFloat(uf_remappedPS[3].z) + 0.5); -R125f.w = clamp(R125f.w, 0.0, 1.0); -PS0f = R4f.x * R6f.x; -// 3 -R126f.x = (PV0f.x * intBitsToFloat(uf_remappedPS[3].z) + 0.5); -R126f.x = clamp(R126f.x, 0.0, 1.0); -PV1f.x = R126f.x; -PV1f.y = 0.5 + -(PV0f.z); -PV1f.z = 0.5 + -(PV0f.y); -R124f.w = (R4f.z * R4f.w + PS0f); -R125f.z = (-(R127f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); -R125f.z = clamp(R125f.z, 0.0, 1.0); -PS1f = R125f.z; -// 4 -R127f.x = (PV1f.z * R126f.z + 0.5); -PV0f.x = R127f.x; -R127f.y = (-(R127f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); -R127f.y = clamp(R127f.y, 0.0, 1.0); -PV0f.y = R127f.y; -PV0f.z = 0.5 + -(PV1f.x); -R127f.w = (PV1f.y * R125f.y + 0.5); -PV0f.w = R127f.w; -PS0f = 0.5 + -(R125f.w); -// 5 -R125f.x = (PV0f.z * PV0f.y + 0.5); -PV1f.y = R126f.y + -(PV0f.w); -PV1f.z = R127f.z + -(PV0f.x); -R126f.w = (PS0f * R125f.z + 0.5); -PV1f.w = R126f.w; -PS1f = R5f.x * R6f.x; -// 6 -backupReg0f = R127f.x; -backupReg1f = R126f.z; -backupReg2f = R127f.w; -R127f.x = (PV1f.z * R125f.y + backupReg0f); -PV0f.y = R126f.x + -(PV1f.w); -R126f.z = (R0f.w * R4f.w + PS1f); -PV0f.z = R126f.z; -R127f.w = (PV1f.y * backupReg1f + backupReg2f); -// 7 -PV1f.x = R125f.w + -(R125f.x); -R123f.y = (PV0f.y * R127f.y + R126f.w); -PV1f.y = R123f.y; -R4f.z = R1f.x + R124f.w; -R4f.w = R1f.y + PV0f.z; -R5f.x = R1f.x + -(R124f.w); -PS1f = R5f.x; -// 8 -backupReg0f = R125f.x; -R125f.x = R7f.x * intBitsToFloat(uf_remappedPS[5].y); -R5f.y = R1f.y + -(R126f.z); -R123f.z = (PV1f.x * R125f.z + backupReg0f); -PV0f.z = R123f.z; -PV0f.w = PV1f.y * intBitsToFloat(uf_remappedPS[3].w); -R6f.z = 0.0; -PS0f = R6f.z; -// 9 -PV1f.x = PV0f.z * intBitsToFloat(uf_remappedPS[3].w); -R1f.y = (R127f.w * intBitsToFloat(uf_remappedPS[4].w) + PV0f.w); -R6f.w = 1.0; -// 10 -R1f.z = (R127f.x * intBitsToFloat(uf_remappedPS[4].w) + PV1f.x); -// 11 -R123f.z = (R7f.x * intBitsToFloat(uf_remappedPS[5].z) + intBitsToFloat(uf_remappedPS[5].x)/3); -PV1f.z = R123f.z; -// 12 -backupReg0f = R0f.x; -backupReg1f = R0f.z; -PV0f.x = backupReg0f * PV1f.z; -PV0f.z = backupReg1f * PV1f.z; -PV0f.w = R0f.y * PV1f.z; -// 13 -backupReg0f = R125f.x; -backupReg0f = R125f.x; -backupReg0f = R125f.x; -R125f.x = (backupReg0f * intBitsToFloat(uf_remappedPS[7].y) + PV0f.w); -R127f.y = (backupReg0f * intBitsToFloat(uf_remappedPS[7].x) + PV0f.x); -R123f.w = (backupReg0f * intBitsToFloat(uf_remappedPS[7].z) + PV0f.z); -PV1f.w = R123f.w; -// 14 -PS0f = 1.0 / PV1f.w; -// 15 -R0f.x = R127f.y * PS0f; -R0f.y = R125f.x * PS0f; -R7f.x = (texture(textureUnitPS1, R4f.zw).x); -R5f.y = (texture(textureUnitPS1, R5f.xy).x); -R6f.y = (texture(textureUnitPS2, R0f.xy).x); -// 0 -PV0f.x = R4f.y + -(R7f.x); -PV0f.w = R4f.y + -(R5f.y); -// 1 -R127f.x = (-(PV0f.x) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); -R127f.x = clamp(R127f.x, 0.0, 1.0); -PV1f.y = PV0f.w * R5f.z; -PV1f.y /= 2.0; -PV1f.z = PV0f.x * R5f.w; -PV1f.z /= 2.0; -R126f.w = (-(PV0f.w) * intBitsToFloat(uf_remappedPS[1].z) + 1.0); -R126f.w = clamp(R126f.w, 0.0, 1.0); -// 2 -R125f.x = (PV1f.z * intBitsToFloat(uf_remappedPS[6].z) + 0.5); -R125f.x = clamp(R125f.x, 0.0, 1.0); -PV0f.x = R125f.x; -R127f.w = (PV1f.y * intBitsToFloat(uf_remappedPS[6].z) + 0.5); -R127f.w = clamp(R127f.w, 0.0, 1.0); -PV0f.w = R127f.w; -// 3 -PV1f.x = 0.5 + -(PV0f.w); -PV1f.w = 0.5 + -(PV0f.x); -// 4 -R127f.y = (PV1f.w * R127f.x + 0.5); -PV0f.y = R127f.y; -R126f.z = (PV1f.x * R126f.w + 0.5); -PV0f.z = R126f.z; -// 5 -PV1f.x = R125f.x + -(PV0f.z); -PV1f.w = R127f.w + -(PV0f.y); -// 6 -R123f.y = (PV1f.w * R126f.w + R127f.y); -PV0f.y = R123f.y; -R123f.z = (PV1f.x * R127f.x + R126f.z); -PV0f.z = R123f.z; -// 7 -R123f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[6].w) + R1f.z); -PV1f.x = R123f.x; -R123f.w = (PV0f.y * intBitsToFloat(uf_remappedPS[6].w) + R1f.y); -PV1f.w = R123f.w; -// 8 -PV0f.z = PV1f.x + PV1f.w; -// 9 -PV1f.y = PV0f.z + intBitsToFloat(uf_remappedPS[1].w); -// 10 -PV0f.x = PV1f.y + -(0.5); -// 11 -PV1f.w = PV0f.x * intBitsToFloat(uf_remappedPS[0].y); -PV1f.w = clamp(PV1f.w, 0.0, 1.0); -// 12 -R6f.x = -(PV1f.w) + 1.0; -// export -passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w); -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt deleted file mode 100644 index 67c199e6..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/d9c81460d6984bb2_0000000000000000_vs.txt +++ /dev/null @@ -1,140 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#else -#define SET_POSITION(_v) gl_Position = _v -#endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader d9c81460d6984bb2 -//switch palace reflection hz -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[5]; -}; -#else -uniform ivec4 uf_remappedVS[5]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -out gl_PerVertex -{ - vec4 gl_Position; -}; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = (R1f.x > 0.0)?1.0:0.0; -R127f.x /= 2.0; -R127f.y = -(R1f.y); -PV0f.y = R127f.y; -R127f.z = (0.0 > R1f.x)?1.0:0.0; -R127f.z /= 2.0; -R127f.w = 1.0; -PV0f.w = R127f.w; -R126f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fae8a72) /resYScale; -PS0f = R126f.x; -// 1 -R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = R0f.x; -PV1f.y = R0f.x; -PV1f.z = R0f.x; -PV1f.w = R0f.x; -R126f.w = (PV0f.y > 0.0)?1.0:0.0; -R126f.w /= 2.0; -PS1f = R126f.w; -// 2 -backupReg0f = R127f.y; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.y = tempf.x; -R127f.y = (0.0 > backupReg0f)?1.0:0.0; -R127f.y /= 2.0; -PS0f = R127f.y; -// 3 -backupReg0f = R127f.x; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R0f.z = tempf.x; -R127f.x = backupReg0f + -(R127f.z); -PS1f = R127f.x; -// 4 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.w = tempf.x; -PS0f = R126f.w + -(R127f.y); -// 5 -PV1f.y = PS0f + 0.5; -PV1f.z = R127f.x + 0.5; -// 6 -R1f.x = PV1f.y; -R1f.y = PV1f.z + -(R126f.x); -R1f.z = PV1f.z + R126f.x; -R1f.w = PV1f.z; -// export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt deleted file mode 100644 index 0be82714..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/e4e4a60266119f75_0000000000000000_vs.txt +++ /dev/null @@ -1,107 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#else -#define SET_POSITION(_v) gl_Position = _v -#endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader e4e4a60266119f75 -//reflection -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[1]; -}; -#else -uniform ivec4 uf_remappedVS[1]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; -}; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R1f.x; -backupReg1f = R1f.y; -R1f.x = backupReg0f; -R1f.x *= 2.0; -R1f.y = backupReg1f; -R1f.y *= 2.0; -R1f.z = 0.0; -R1f.w = 1.0; -PS0f = intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x3fae8a72)/resXScale; -// 1 -backupReg0f = R2f.x; -backupReg0f = R2f.x; -backupReg0f = R2f.x; -R2f.x = R2f.y; -R2f.y = backupReg0f + -(PS0f); -R2f.z = backupReg0f + PS0f; -R2f.w = backupReg0f; -// export -SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w)); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt b/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt deleted file mode 100644 index c6f892bd..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/fa47a4b5f1304f51_0000000000000000_vs.txt +++ /dev/null @@ -1,137 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -#ifdef VULKAN -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#else -#define SET_POSITION(_v) gl_Position = _v -#endif -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#define gl_VertexID gl_VertexIndex -#define gl_InstanceID gl_InstanceIndex -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define SET_POSITION(_v) gl_Position = _v -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. - -// shader fa47a4b5f1304f51 -// low res reflection -const float resXScale = float($width)/float($gameWidth); -const float resYScale = float($height)/float($gameHeight); - -#ifdef VULKAN -layout(set = 0, binding = 0) uniform ufBlock -{ -uniform ivec4 uf_remappedVS[5]; -}; -#else -uniform ivec4 uf_remappedVS[5]; -#endif -ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0; -out gl_PerVertex -{ - vec4 gl_Position; -}; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -uvec4 attrDecoder; -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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -R127f.x = -(R1f.y); -PV0f.x = R127f.x; -R127f.y = (R1f.x > 0.0)?1.0:0.0; -R127f.y /= 2.0; -R126f.z = (0.0 > R1f.x)?1.0:0.0; -R126f.z /= 2.0; -R127f.w = 1.0; -PV0f.w = R127f.w; -R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3f99999a)/resXScale; -PS0f = R126f.x; -// 1 -R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w))); -PV1f.x = R0f.x; -PV1f.y = R0f.x; -PV1f.z = R0f.x; -PV1f.w = R0f.x; -R127f.z = (PV0f.x > 0.0)?1.0:0.0; -R127f.z /= 2.0; -PS1f = R127f.z; -// 2 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.y = tempf.x; -PS0f = (0.0 > R127f.x)?1.0:0.0; -PS0f /= 2.0; -// 3 -backupReg0f = R127f.z; -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w))); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R0f.z = tempf.x; -R127f.z = backupReg0f + -(PS0f); -PS1f = R127f.z; -// 4 -tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R0f.w = tempf.x; -PS0f = R127f.y + -(R126f.z); -// 5 -R1f.x = PS0f + 0.5; -PV1f.y = R127f.z + 0.5; -// 6 -R1f.y = PV1f.y + -(R126f.x); -R1f.z = PV1f.y + R126f.x; -R1f.w = PV1f.y; -// export -SET_POSITION(vec4(R0f.x, R0f.y, R0f.z, R0f.w)); -// export -passParameterSem0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// 0 -} diff --git a/Resolutions/SuperMario3DWorld_Resolution/patches.txt b/Resolutions/SuperMario3DWorld_Resolution/patches.txt deleted file mode 100644 index 82d75c17..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/patches.txt +++ /dev/null @@ -1,14 +0,0 @@ -[RedCarpetAspectUW] -moduleMatches = 0xBBAF1908, 0xD2308838, 0xEB70C731 -# rodata constants -0x10363ED4 = .float $width/$height -0x1036A688 = .float $width/$height -_aspectAddr = 0x10363ED4 - -# Aspect calculation -0x0241D9B4 = lis r8, _aspectAddr@ha -0x0241D9B8 = lfs f0, _aspectAddr@l(r8) - -# touch position fix -0x0241D9D4 = lis r8, _aspectAddr@ha -0x0241D9D8 = lfs f0, _aspectAddr@l(r8) diff --git a/Resolutions/SuperMario3DWorld_Resolution/rules.txt b/Resolutions/SuperMario3DWorld_Resolution/rules.txt deleted file mode 100644 index 8b6ddb91..00000000 --- a/Resolutions/SuperMario3DWorld_Resolution/rules.txt +++ /dev/null @@ -1,3911 +0,0 @@ -[Definition] -titleIds = 0005000010145D00,0005000010145C00,0005000010106100 -name = Resolution -path = "Super Mario 3D World/Graphics/Resolution" -description = Changes the resolution of the game. Made by Crementif and getdls. -version = 4 - -[Preset] -name = 1280x720 (Default) -$width = 1280 -$height = 720 -$gameWidth = 1280 -$gameHeight = 720 - -# Performance - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1280 -$gameHeight = 720 - -# Common HD Resolutions - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 1920x1080 -$width = 1920 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 2560x1440 -$width = 2560 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3200x1800 -$width = 3200 -$height = 1800 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3840x2160 -$width = 3840 -$height = 2160 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 5120x2880 -$width = 5120 -$height = 2880 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 7680x4320 -$width = 7680 -$height = 4320 -$gameWidth = 1280 -$gameHeight = 720 - -# Common Ultrawide Resolutions - -[Preset] -name = 2560x1080 (Ultrawide) -$width = 2560 -$height = 1080 -$gameWidth = 1280 -$gameHeight = 720 - -[Preset] -name = 3440x1440 (Ultrawide) -$width = 3440 -$height = 1440 -$gameWidth = 1280 -$gameHeight = 720 - -[TextureRedefine] -width = 1280 -height = 720 -formatsExcluded = 0x008,0x41A,0x034,0x035 -overwriteWidth = ($width/$gameWidth) * 1280 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] #heat haze -width = 1152 -height = 720 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 1152 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] #heat haze -width = 1128 -height = 720 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 1128 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] #Zoom -width = 1024 -height = 608 -#formats = 0x80e,0x810 -overwriteWidth = ($width/$gameWidth) * 1024 -overwriteHeight = ($height/$gameHeight) * 608 - -[TextureRedefine] #Heat haze -width = 1024 -height = 1024 -formats = 0x005 -overwriteWidth = ($width/$gameWidth) * 1024 -overwriteHeight = ($height/$gameHeight) * 1024 - -[TextureRedefine] #Heat haze -width = 1024 -height = 512 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 1024 -overwriteHeight = ($height/$gameHeight) * 512 - -[TextureRedefine] #Zoom -width = 1000 -height = 600 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 1000 -overwriteHeight = ($height/$gameHeight) * 600 - -[TextureRedefine] #sparkly mine -width = 896 -height = 480 -overwriteWidth = ($width/$gameWidth) * 896 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 864 -height = 480 -overwriteWidth = ($width/$gameWidth) * 864 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] -width = 854 -height = 480 -overwriteWidth = ($width/$gameWidth) * 854 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] #large mirror -width = 848 -height = 480 -#formats = 0x816,0x810,0x019,0x01a -overwriteWidth = ($width/$gameWidth) * 848 -overwriteHeight = ($height/$gameHeight) * 480 - -[TextureRedefine] #Depth 8 -width = 640 -height = 368 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] #Depth -width = 640 -height = 360 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] #heat haze zoomed -width = 576 -height = 368 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 576 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] #bowser carnival -width = 640 -height = 352 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 352 - -[TextureRedefine] #B C -width = 634 -height = 357 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 634 -overwriteHeight = ($height/$gameHeight) * 357 - -[TextureRedefine] -width = 629 -height = 354 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 629 -overwriteHeight = ($height/$gameHeight) * 354 - -[TextureRedefine] -width = 624 -height = 351 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 624 -overwriteHeight = ($height/$gameHeight) * 351 - -[TextureRedefine] -width = 618 -height = 348 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 618 -overwriteHeight = ($height/$gameHeight) * 348 - -[TextureRedefine] -width = 613 -height = 345 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 613 -overwriteHeight = ($height/$gameHeight) * 345 - -[TextureRedefine] -width = 608 -height = 342 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 608 -overwriteHeight = ($height/$gameHeight) * 342 - -[TextureRedefine] -width = 602 -height = 339 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 602 -overwriteHeight = ($height/$gameHeight) * 339 - -[TextureRedefine] -width = 597 -height = 336 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 597 -overwriteHeight = ($height/$gameHeight) * 336 - -[TextureRedefine] -width = 592 -height = 333 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 592 -overwriteHeight = ($height/$gameHeight) * 333 - -[TextureRedefine] -width = 586 -height = 330 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 586 -overwriteHeight = ($height/$gameHeight) * 330 - -[TextureRedefine] -width = 581 -height = 327 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 581 -overwriteHeight = ($height/$gameHeight) * 327 - -[TextureRedefine] -width = 576 -height = 324 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 576 -overwriteHeight = ($height/$gameHeight) * 324 - -[TextureRedefine] -width = 570 -height = 321 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 570 -overwriteHeight = ($height/$gameHeight) * 321 - -[TextureRedefine] -width = 565 -height = 318 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 565 -overwriteHeight = ($height/$gameHeight) * 318 - -[TextureRedefine] -width = 560 -height = 315 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 560 -overwriteHeight = ($height/$gameHeight) * 315 - -[TextureRedefine] -width = 554 -height = 312 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 554 -overwriteHeight = ($height/$gameHeight) * 312 - -[TextureRedefine] -width = 549 -height = 309 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 549 -overwriteHeight = ($height/$gameHeight) * 309 - -[TextureRedefine] -width = 544 -height = 306 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 544 -overwriteHeight = ($height/$gameHeight) * 306 - -[TextureRedefine] -width = 538 -height = 303 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 538 -overwriteHeight = ($height/$gameHeight) * 303 - -[TextureRedefine] -width = 533 -height = 300 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 533 -overwriteHeight = ($height/$gameHeight) * 300 - -[TextureRedefine] -width = 528 -height = 297 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 528 -overwriteHeight = ($height/$gameHeight) * 297 - -[TextureRedefine] -width = 522 -height = 294 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 522 -overwriteHeight = ($height/$gameHeight) * 294 - -[TextureRedefine] -width = 517 -height = 291 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 517 -overwriteHeight = ($height/$gameHeight) * 291 - - - - -[TextureRedefine] #816 fire transition, 80e switch palace -width = 512 -height = 512 -formats = 0x816,0x80e # #0x431,0x235,0x034,0x007 -overwriteWidth = ($width/$gameWidth) * 512 -overwriteHeight = ($height/$gameHeight) * 512 - -[TextureRedefine] -width = 512 -height = 304 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 512 -overwriteHeight = ($height/$gameHeight) * 304 - -[TextureRedefine] -width = 512 -height = 288 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 512 -overwriteHeight = ($height/$gameHeight) * 288 - -[TextureRedefine] -width = 512 -height = 256 -formats = 0x816,0x806 # 0x034,0x033,0x031,0x001,0x01a -overwriteWidth = ($width/$gameWidth) * 512 -overwriteHeight = ($height/$gameHeight) * 256 - -[TextureRedefine] -width = 506 -height = 285 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 506 -overwriteHeight = ($height/$gameHeight) * 285 - -[TextureRedefine] -width = 501 -height = 282 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 501 -overwriteHeight = ($height/$gameHeight) * 282 - -[TextureRedefine] -width = 500 -height = 300 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 500 -overwriteHeight = ($height/$gameHeight) * 300 - -[TextureRedefine] -width = 496 -height = 279 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 496 -overwriteHeight = ($height/$gameHeight) * 279 - -[TextureRedefine] -width = 490 -height = 276 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 490 -overwriteHeight = ($height/$gameHeight) * 276 - -[TextureRedefine] -width = 485 -height = 273 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 485 -overwriteHeight = ($height/$gameHeight) * 273 - -[TextureRedefine] # -width = 480 -height = 272 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 480 -overwriteHeight = ($height/$gameHeight) * 272 - -[TextureRedefine] -width = 480 -height = 256 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 480 -overwriteHeight = ($height/$gameHeight) * 256 - -[TextureRedefine] -width = 480 -height = 270 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 480 -overwriteHeight = ($height/$gameHeight) * 270 - -[TextureRedefine] -width = 320 -height = 192 -#formats = -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 474 -height = 267 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 474 -overwriteHeight = ($height/$gameHeight) * 267 - -[TextureRedefine] -width = 469 -height = 264 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 469 -overwriteHeight = ($height/$gameHeight) * 264 - -[TextureRedefine] -width = 464 -height = 261 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 464 -overwriteHeight = ($height/$gameHeight) * 261 - -[TextureRedefine] -width = 458 -height = 258 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 458 -overwriteHeight = ($height/$gameHeight) * 258 - -[TextureRedefine] -width = 453 -height = 255 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 453 -overwriteHeight = ($height/$gameHeight) * 255 - -[TextureRedefine] -width = 448 -height = 252 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 448 -overwriteHeight = ($height/$gameHeight) * 252 - -[TextureRedefine] -width = 442 -height = 249 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 442 -overwriteHeight = ($height/$gameHeight) * 249 - -[TextureRedefine] -width = 437 -height = 246 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 437 -overwriteHeight = ($height/$gameHeight) * 246 - -[TextureRedefine] -width = 432 -height = 243 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 432 -overwriteHeight = ($height/$gameHeight) * 243 - -[TextureRedefine] -width = 426 -height = 239 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 426 -overwriteHeight = ($height/$gameHeight) * 239 - -[TextureRedefine] -width = 421 -height = 236 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 421 -overwriteHeight = ($height/$gameHeight) * 236 - -[TextureRedefine] -width = 416 -height = 233 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 416 -overwriteHeight = ($height/$gameHeight) * 233 - -[TextureRedefine] -width = 410 -height = 231 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 410 -overwriteHeight = ($height/$gameHeight) * 231 - -[TextureRedefine] -width = 405 -height = 228 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 405 -overwriteHeight = ($height/$gameHeight) * 228 - -[TextureRedefine] -width = 400 -height = 225 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 400 -overwriteHeight = ($height/$gameHeight) * 225 - -[TextureRedefine] -width = 394 -height = 222 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 394 -overwriteHeight = ($height/$gameHeight) * 222 - -[TextureRedefine] -width = 389 -height = 219 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 389 -overwriteHeight = ($height/$gameHeight) * 219 - -[TextureRedefine] -width = 384 -height = 216 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 384 -overwriteHeight = ($height/$gameHeight) * 216 - -[TextureRedefine] -width = 378 -height = 213 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 378 -overwriteHeight = ($height/$gameHeight) * 213 - -[TextureRedefine] -width = 373 -height = 210 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 373 -overwriteHeight = ($height/$gameHeight) * 210 - -[TextureRedefine] -width = 368 -height = 207 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 368 -overwriteHeight = ($height/$gameHeight) * 207 - -[TextureRedefine] -width = 362 -height = 204 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 362 -overwriteHeight = ($height/$gameHeight) * 204 - -[TextureRedefine] -width = 357 -height = 201 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 357 -overwriteHeight = ($height/$gameHeight) * 201 - -[TextureRedefine] -width = 352 -height = 198 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 352 -overwriteHeight = ($height/$gameHeight) * 198 - -[TextureRedefine] -width = 346 -height = 194 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 346 -overwriteHeight = ($height/$gameHeight) * 194 - -[TextureRedefine] -width = 341 -height = 191 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 341 -overwriteHeight = ($height/$gameHeight) * 191 - -[TextureRedefine] -width = 336 -height = 188 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 336 -overwriteHeight = ($height/$gameHeight) * 188 - -[TextureRedefine] -width = 330 -height = 186 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 330 -overwriteHeight = ($height/$gameHeight) * 186 - -[TextureRedefine] -width = 325 -height = 183 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 325 -overwriteHeight = ($height/$gameHeight) * 183 - -[TextureRedefine] -width = 320 -height = 180 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 320 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] -width = 317 -height = 178 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 317 -overwriteHeight = ($height/$gameHeight) * 178 - -[TextureRedefine] -width = 314 -height = 177 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 314 -overwriteHeight = ($height/$gameHeight) * 177 - - -[TextureRedefine] #heat haze -width = 288 -height = 192 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 288 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] #Transition fire -width = 282 -height = 180 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 282 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] -width = 256 -height = 256 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 256 - -[TextureRedefine] -width = 256 -height = 160 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 160 - -[TextureRedefine] -width = 256 -height = 144 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 144 - -[TextureRedefine] -width = 256 -height = 128 -formats = 0x816,0x806 -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 128 - -[TextureRedefine] -width = 250 -height = 150 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 250 -overwriteHeight = ($height/$gameHeight) * 150 - -[TextureRedefine] -width = 253 -height = 142 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 253 -overwriteHeight = ($height/$gameHeight) * 142 - -[TextureRedefine] -width = 250 -height = 141 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 250 -overwriteHeight = ($height/$gameHeight) * 141 - -[TextureRedefine] -width = 248 -height = 139 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 248 -overwriteHeight = ($height/$gameHeight) * 139 - -[TextureRedefine] -width = 245 -height = 138 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 245 -overwriteHeight = ($height/$gameHeight) * 138 - -[TextureRedefine] -width = 242 -height = 136 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 242 -overwriteHeight = ($height/$gameHeight) * 136 - -[TextureRedefine] -width = 240 -height = 135 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 240 -overwriteHeight = ($height/$gameHeight) * 135 - -[TextureRedefine] -width = 237 -height = 133 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 237 -overwriteHeight = ($height/$gameHeight) * 133 - -[TextureRedefine] -width = 234 -height = 132 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 234 -overwriteHeight = ($height/$gameHeight) * 132 - -[TextureRedefine] -width = 232 -height = 130 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 232 -overwriteHeight = ($height/$gameHeight) * 130 - -[TextureRedefine] -width = 229 -height = 129 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 229 -overwriteHeight = ($height/$gameHeight) * 129 - -[TextureRedefine] -width = 226 -height = 127 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 226 -overwriteHeight = ($height/$gameHeight) * 127 - -[TextureRedefine] # mine sparkles -width = 224 -height = 128 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 224 -overwriteHeight = ($height/$gameHeight) * 128 - -[TextureRedefine] -width = 224 -height = 112 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 224 -overwriteHeight = ($height/$gameHeight) * 112 - -[TextureRedefine] -width = 221 -height = 124 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 221 -overwriteHeight = ($height/$gameHeight) * 124 - -[TextureRedefine] -width = 218 -height = 123 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 218 -overwriteHeight = ($height/$gameHeight) * 123 - -[TextureRedefine] -width = 216 -height = 121 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 216 -overwriteHeight = ($height/$gameHeight) * 121 - -[TextureRedefine] # mine sparkles -width = 213 -height = 120 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 213 -overwriteHeight = ($height/$gameHeight) * 120 - -[TextureRedefine] -width = 213 -height = 119 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 213 -overwriteHeight = ($height/$gameHeight) * 119 - -[TextureRedefine] -width = 210 -height = 118 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 210 -overwriteHeight = ($height/$gameHeight) * 118 - -[TextureRedefine] -width = 208 -height = 116 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 208 -overwriteHeight = ($height/$gameHeight) * 116 - -[TextureRedefine] -width = 205 -height = 115 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 205 -overwriteHeight = ($height/$gameHeight) * 115 - -[TextureRedefine] -width = 202 -height = 114 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 202 -overwriteHeight = ($height/$gameHeight) * 114 - -[TextureRedefine] -width = 200 -height = 112 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 200 -overwriteHeight = ($height/$gameHeight) * 112 - -[TextureRedefine] -width = 160 -height = 96 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 96 - -[TextureRedefine] -width = 160 -height = 90 -#formats = -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] -width = 160 -height = 80 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 80 - -[TextureRedefine] -width = 158 -height = 89 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 158 -overwriteHeight = ($height/$gameHeight) * 89 - -[TextureRedefine] -width = 157 -height = 88 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 157 -overwriteHeight = ($height/$gameHeight) * 88 - -[TextureRedefine] -width = 156 -height = 87 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 156 -overwriteHeight = ($height/$gameHeight) * 87 - -[TextureRedefine] -width = 154 -height = 87 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 154 -overwriteHeight = ($height/$gameHeight) * 87 - -[TextureRedefine] -width = 153 -height = 86 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 153 -overwriteHeight = ($height/$gameHeight) * 86 - -[TextureRedefine] -width = 152 -height = 85 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 152 -overwriteHeight = ($height/$gameHeight) * 85 - -[TextureRedefine] -width = 150 -height = 84 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 150 -overwriteHeight = ($height/$gameHeight) * 84 - -[TextureRedefine] -width = 149 -height = 84 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 149 -overwriteHeight = ($height/$gameHeight) * 84 - -[TextureRedefine] -width = 148 -height = 83 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 148 -overwriteHeight = ($height/$gameHeight) * 83 - -[TextureRedefine] -width = 146 -height = 82 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 146 -overwriteHeight = ($height/$gameHeight) * 82 - -[TextureRedefine] -width = 145 -height = 81 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 145 -overwriteHeight = ($height/$gameHeight) * 81 - -[TextureRedefine] -width = 144 -height = 81 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 144 -overwriteHeight = ($height/$gameHeight) * 81 - -[TextureRedefine] -width = 142 -height = 80 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 142 -overwriteHeight = ($height/$gameHeight) * 80 - -[TextureRedefine] -width = 128 -height = 128 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 128 - -[TextureRedefine] -width = 128 -height = 72 -formats = 0x816 #,0x035 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 72 - -[TextureRedefine] #Transition fire -width = 141 -height = 90 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 141 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] -width = 128 -height = 80 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 80 - -[TextureRedefine] -width = 128 -height = 64 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 64 - -[TextureRedefine] #haze -width = 128 -height = 16 -formats = 0x823 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 16 - -[TextureRedefine] -width = 126 -height = 71 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 126 -overwriteHeight = ($height/$gameHeight) * 71 - -[TextureRedefine] -width = 125 -height = 70 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 125 -overwriteHeight = ($height/$gameHeight) * 70 - -[TextureRedefine] -width = 125 -height = 75 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 125 -overwriteHeight = ($height/$gameHeight) * 75 - -[TextureRedefine] -width = 124 -height = 69 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 124 -overwriteHeight = ($height/$gameHeight) * 69 - -[TextureRedefine] -width = 122 -height = 69 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 122 -overwriteHeight = ($height/$gameHeight) * 69 - -[TextureRedefine] -width = 121 -height = 68 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 121 -overwriteHeight = ($height/$gameHeight) * 68 - -[TextureRedefine] -width = 120 -height = 67 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 120 -overwriteHeight = ($height/$gameHeight) * 67 - -[TextureRedefine] -width = 118 -height = 66 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 118 -overwriteHeight = ($height/$gameHeight) * 66 - -[TextureRedefine] -width = 117 -height = 66 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 117 -overwriteHeight = ($height/$gameHeight) * 66 - -[TextureRedefine] -width = 116 -height = 65 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 116 -overwriteHeight = ($height/$gameHeight) * 65 - -[TextureRedefine] -width = 114 -height = 64 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 114 -overwriteHeight = ($height/$gameHeight) * 64 - -[TextureRedefine] -width = 113 -height = 63 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 113 -overwriteHeight = ($height/$gameHeight) * 63 - -[TextureRedefine] -width = 112 -height = 63 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 112 -overwriteHeight = ($height/$gameHeight) * 63 - -[TextureRedefine] -width = 110 -height = 62 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 110 -overwriteHeight = ($height/$gameHeight) * 62 - -[TextureRedefine] -width = 109 -height = 61 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 109 -overwriteHeight = ($height/$gameHeight) * 61 - -[TextureRedefine] -width = 108 -height = 60 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 108 -overwriteHeight = ($height/$gameHeight) * 60 - -[TextureRedefine] -width = 106 -height = 59 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 106 -overwriteHeight = ($height/$gameHeight) * 59 - -[TextureRedefine] -width = 105 -height = 59 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 105 -overwriteHeight = ($height/$gameHeight) * 59 - -[TextureRedefine] -width = 104 -height = 58 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 104 -overwriteHeight = ($height/$gameHeight) * 58 - -[TextureRedefine] -width = 102 -height = 57 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 102 -overwriteHeight = ($height/$gameHeight) * 57 - -[TextureRedefine] -width = 101 -height = 57 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 101 -overwriteHeight = ($height/$gameHeight) * 57 - -[TextureRedefine] -width = 100 -height = 56 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 100 -overwriteHeight = ($height/$gameHeight) * 56 - -[TextureRedefine] -width = 98 -height = 55 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 98 -overwriteHeight = ($height/$gameHeight) * 55 - -[TextureRedefine] -width = 97 -height = 54 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 97 -overwriteHeight = ($height/$gameHeight) * 54 - -[TextureRedefine] -width = 96 -height = 64 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 96 -overwriteHeight = ($height/$gameHeight) * 64 - -[TextureRedefine] -width = 96 -height = 48 -#formats = -overwriteWidth = ($width/$gameWidth) * 96 -overwriteHeight = ($height/$gameHeight) * 48 - -[TextureRedefine] -width = 86 -height = 48 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 86 -overwriteHeight = ($height/$gameHeight) * 48 - -[TextureRedefine] -width = 85 -height = 47 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 85 -overwriteHeight = ($height/$gameHeight) * 47 - -[TextureRedefine] -width = 84 -height = 47 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 84 -overwriteHeight = ($height/$gameHeight) * 47 - -[TextureRedefine] -width = 82 -height = 46 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 82 -overwriteHeight = ($height/$gameHeight) * 46 - -[TextureRedefine] -width = 81 -height = 45 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 81 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] -width = 80 -height = 45 -#formats = -overwriteWidth = ($width/$gameWidth) * 80 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] -width = 79 -height = 44 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 79 -overwriteHeight = ($height/$gameHeight) * 44 - -[TextureRedefine] -width = 78 -height = 44 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 78 -overwriteHeight = ($height/$gameHeight) * 44 - -[TextureRedefine] -width = 78 -height = 43 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 78 -overwriteHeight = ($height/$gameHeight) * 43 - -[TextureRedefine] -width = 77 -height = 43 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 77 -overwriteHeight = ($height/$gameHeight) * 43 - -[TextureRedefine] -width = 76 -height = 43 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 76 -overwriteHeight = ($height/$gameHeight) * 43 - -[TextureRedefine] -width = 76 -height = 42 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 76 -overwriteHeight = ($height/$gameHeight) * 42 - -[TextureRedefine] -width = 75 -height = 42 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 75 -overwriteHeight = ($height/$gameHeight) * 42 - -[TextureRedefine] -width = 74 -height = 42 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 74 -overwriteHeight = ($height/$gameHeight) * 42 - -[TextureRedefine] -width = 74 -height = 41 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 74 -overwriteHeight = ($height/$gameHeight) * 41 - -[TextureRedefine] -width = 73 -height = 41 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 73 -overwriteHeight = ($height/$gameHeight) * 41 - -[TextureRedefine] -width = 72 -height = 40 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 72 -overwriteHeight = ($height/$gameHeight) * 40 - -[TextureRedefine] -width = 71 -height = 40 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 71 -overwriteHeight = ($height/$gameHeight) * 40 - -[TextureRedefine] # Transition fire -width = 70 -height = 45 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 70 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] -width = 70 -height = 39 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 70 -overwriteHeight = ($height/$gameHeight) * 39 - -[TextureRedefine] -width = 69 -height = 39 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 69 -overwriteHeight = ($height/$gameHeight) * 39 - -[TextureRedefine] -width = 68 -height = 38 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 68 -overwriteHeight = ($height/$gameHeight) * 38 - -[TextureRedefine] -width = 67 -height = 37 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 67 -overwriteHeight = ($height/$gameHeight) * 37 - -[TextureRedefine] -width = 66 -height = 37 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 66 -overwriteHeight = ($height/$gameHeight) * 37 - -[TextureRedefine] -width = 65 -height = 36 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 65 -overwriteHeight = ($height/$gameHeight) * 36 - -[TextureRedefine] -width = 64 -height = 64 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 64 - -[TextureRedefine] -width = 64 -height = 48 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 48 - -[TextureRedefine] -width = 64 -height = 32 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 32 - -[TextureRedefine] -width = 64 -height = 36 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 36 - -[TextureRedefine] -width = 63 -height = 35 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 63 -overwriteHeight = ($height/$gameHeight) * 35 - -[TextureRedefine] -width = 62 -height = 35 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 62 -overwriteHeight = ($height/$gameHeight) * 35 - -[TextureRedefine] -width = 62 -height = 34 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 62 -overwriteHeight = ($height/$gameHeight) * 34 - -[TextureRedefine] -width = 61 -height = 34 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 61 -overwriteHeight = ($height/$gameHeight) * 34 - -[TextureRedefine] -width = 60 -height = 34 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 60 -overwriteHeight = ($height/$gameHeight) * 34 - -[TextureRedefine] -width = 62 -height = 37 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 60 -overwriteHeight = ($height/$gameHeight) * 37 - -[TextureRedefine] -width = 60 -height = 33 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 60 -overwriteHeight = ($height/$gameHeight) * 33 - -[TextureRedefine] #transition fire -width = 40 -height = 22 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 40 -overwriteHeight = ($height/$gameHeight) * 22 - -[TextureRedefine] -width = 35 -height = 22 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 35 -overwriteHeight = ($height/$gameHeight) * 22 - -[TextureRedefine] -width = 59 -height = 33 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 59 -overwriteHeight = ($height/$gameHeight) * 33 - -[TextureRedefine] -width = 58 -height = 33 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 58 -overwriteHeight = ($height/$gameHeight) * 33 - -[TextureRedefine] -width = 58 -height = 32 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 58 -overwriteHeight = ($height/$gameHeight) * 32 - -[TextureRedefine] -width = 57 -height = 32 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 57 -overwriteHeight = ($height/$gameHeight) * 32 - -[TextureRedefine] -width = 56 -height = 31 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 56 -overwriteHeight = ($height/$gameHeight) * 31 - -[TextureRedefine] -width = 55 -height = 31 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 55 -overwriteHeight = ($height/$gameHeight) * 31 - -[TextureRedefine] -width = 54 -height = 30 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 54 -overwriteHeight = ($height/$gameHeight) * 30 - -[TextureRedefine] -width = 53 -height = 29 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 53 -overwriteHeight = ($height/$gameHeight) * 29 - -[TextureRedefine] -width = 52 -height = 29 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 52 -overwriteHeight = ($height/$gameHeight) * 29 - -[TextureRedefine] -width = 51 -height = 28 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 51 -overwriteHeight = ($height/$gameHeight) * 28 - -[TextureRedefine] -width = 50 -height = 28 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 50 -overwriteHeight = ($height/$gameHeight) * 28 - -[TextureRedefine] -width = 49 -height = 27 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 49 -overwriteHeight = ($height/$gameHeight) * 27 - -[TextureRedefine] -width = 48 -height = 27 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 48 -overwriteHeight = ($height/$gameHeight) * 27 - -[TextureRedefine] -width = 47 -height = 26 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 47 -overwriteHeight = ($height/$gameHeight) * 26 - -[TextureRedefine] -width = 46 -height = 26 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 46 -overwriteHeight = ($height/$gameHeight) * 26 - -[TextureRedefine] -width = 46 -height = 25 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 46 -overwriteHeight = ($height/$gameHeight) * 25 - -[TextureRedefine] -width = 45 -height = 25 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 45 -overwriteHeight = ($height/$gameHeight) * 25 - -[TextureRedefine] -width = 44 -height = 25 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 44 -overwriteHeight = ($height/$gameHeight) * 25 - -[TextureRedefine] -width = 44 -height = 24 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 44 -overwriteHeight = ($height/$gameHeight) * 24 - -[TextureRedefine] -width = 43 -height = 24 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 43 -overwriteHeight = ($height/$gameHeight) * 24 - -[TextureRedefine] -width = 42 -height = 23 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 42 -overwriteHeight = ($height/$gameHeight) * 23 - -[TextureRedefine] -width = 41 -height = 23 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 41 -overwriteHeight = ($height/$gameHeight) * 23 - -[TextureRedefine] -width = 32 -height = 32 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 32 -overwriteHeight = ($height/$gameHeight) * 32 - -[TextureRedefine] -width = 32 -height = 16 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 32 -overwriteHeight = ($height/$gameHeight) * 16 - -[TextureRedefine] -width = 31 -height = 18 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 31 -overwriteHeight = ($height/$gameHeight) * 18 - -[TextureRedefine] -width = 24 -height = 16 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 24 -overwriteHeight = ($height/$gameHeight) * 16 - -[TextureRedefine] -width = 20 -height = 11 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 20 -overwriteHeight = ($height/$gameHeight) * 11 - -[TextureRedefine] #Transition fire -width = 17 -height = 11 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 17 -overwriteHeight = ($height/$gameHeight) * 11 - -[TextureRedefine] -width = 16 -height = 16 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 16 -overwriteHeight = ($height/$gameHeight) * 16 - -[TextureRedefine] -width = 15 -height = 9 -formats = 0x816,0x823 -overwriteWidth = ($width/$gameWidth) * 15 -overwriteHeight = ($height/$gameHeight) * 9 - -[TextureRedefine] # circus -width = 1272 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1272 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1264 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1264 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1256 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1256 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1248 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1248 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1240 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1240 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1232 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1232 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1224 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1224 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1216 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1216 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1208 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1208 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1200 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1200 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1192 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1192 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1184 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1184 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1176 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1176 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1168 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1168 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1160 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1160 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1152 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1152 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1144 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1144 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1136 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1136 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1128 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1128 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1120 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1120 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1112 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1112 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1104 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1104 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1096 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1096 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1088 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1088 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1080 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1080 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1072 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1072 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1064 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1064 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1056 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1056 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1048 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1048 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1040 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1040 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1032 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1032 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1024 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1024 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1016 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1016 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1008 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1008 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 1000 -height = 720 -overwriteWidth = ($width/$gameWidth) * 1000 -overwriteHeight = ($height/$gameHeight) * 720 - -[TextureRedefine] # circus -width = 640 -height = 320 -overwriteWidth = ($width/$gameWidth) * 640 -overwriteHeight = ($height/$gameHeight) * 320 - -[TextureRedefine] # circus -width = 636 -height = 360 -overwriteWidth = ($width/$gameWidth) * 636 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 632 -height = 360 -overwriteWidth = ($width/$gameWidth) * 632 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 628 -height = 360 -overwriteWidth = ($width/$gameWidth) * 628 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 624 -height = 360 -overwriteWidth = ($width/$gameWidth) * 624 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 620 -height = 360 -overwriteWidth = ($width/$gameWidth) * 620 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 616 -height = 360 -overwriteWidth = ($width/$gameWidth) * 616 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 612 -height = 360 -overwriteWidth = ($width/$gameWidth) * 612 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 608 -height = 360 -overwriteWidth = ($width/$gameWidth) * 608 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 604 -height = 360 -overwriteWidth = ($width/$gameWidth) * 604 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 600 -height = 360 -overwriteWidth = ($width/$gameWidth) * 600 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 596 -height = 360 -overwriteWidth = ($width/$gameWidth) * 596 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 592 -height = 360 -overwriteWidth = ($width/$gameWidth) * 592 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 588 -height = 360 -overwriteWidth = ($width/$gameWidth) * 588 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 584 -height = 360 -overwriteWidth = ($width/$gameWidth) * 584 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 580 -height = 360 -overwriteWidth = ($width/$gameWidth) * 580 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 576 -height = 360 -overwriteWidth = ($width/$gameWidth) * 576 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 572 -height = 360 -overwriteWidth = ($width/$gameWidth) * 572 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 568 -height = 360 -overwriteWidth = ($width/$gameWidth) * 568 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 564 -height = 360 -overwriteWidth = ($width/$gameWidth) * 564 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 560 -height = 360 -overwriteWidth = ($width/$gameWidth) * 560 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 556 -height = 360 -overwriteWidth = ($width/$gameWidth) * 556 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 552 -height = 360 -overwriteWidth = ($width/$gameWidth) * 552 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 548 -height = 360 -overwriteWidth = ($width/$gameWidth) * 548 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 544 -height = 360 -overwriteWidth = ($width/$gameWidth) * 544 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 540 -height = 360 -overwriteWidth = ($width/$gameWidth) * 540 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 536 -height = 360 -overwriteWidth = ($width/$gameWidth) * 536 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 532 -height = 360 -overwriteWidth = ($width/$gameWidth) * 532 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 528 -height = 360 -overwriteWidth = ($width/$gameWidth) * 528 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 524 -height = 360 -overwriteWidth = ($width/$gameWidth) * 524 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 520 -height = 360 -overwriteWidth = ($width/$gameWidth) * 520 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 516 -height = 360 -overwriteWidth = ($width/$gameWidth) * 516 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 512 -height = 360 -formatsExcluded = 0x034,0x033,0x031 # rain vulkan -overwriteWidth = ($width/$gameWidth) * 512 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 508 -height = 360 -overwriteWidth = ($width/$gameWidth) * 508 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 504 -height = 360 -overwriteWidth = ($width/$gameWidth) * 504 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 500 -height = 360 -overwriteWidth = ($width/$gameWidth) * 500 -overwriteHeight = ($height/$gameHeight) * 360 - -[TextureRedefine] # circus -width = 318 -height = 180 -overwriteWidth = ($width/$gameWidth) * 318 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 316 -height = 180 -overwriteWidth = ($width/$gameWidth) * 316 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 314 -height = 180 -overwriteWidth = ($width/$gameWidth) * 314 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 312 -height = 180 -overwriteWidth = ($width/$gameWidth) * 312 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 310 -height = 180 -overwriteWidth = ($width/$gameWidth) * 310 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 308 -height = 180 -overwriteWidth = ($width/$gameWidth) * 308 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 306 -height = 180 -overwriteWidth = ($width/$gameWidth) * 306 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 304 -height = 180 -overwriteWidth = ($width/$gameWidth) * 304 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 302 -height = 180 -overwriteWidth = ($width/$gameWidth) * 302 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 300 -height = 180 -overwriteWidth = ($width/$gameWidth) * 300 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 298 -height = 180 -overwriteWidth = ($width/$gameWidth) * 298 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 296 -height = 180 -overwriteWidth = ($width/$gameWidth) * 296 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 294 -height = 180 -overwriteWidth = ($width/$gameWidth) * 294 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 292 -height = 180 -overwriteWidth = ($width/$gameWidth) * 292 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 290 -height = 180 -overwriteWidth = ($width/$gameWidth) * 290 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 288 -height = 180 -overwriteWidth = ($width/$gameWidth) * 288 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 286 -height = 180 -formatsExcluded = 0x433 -overwriteWidth = ($width/$gameWidth) * 286 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 284 -height = 180 -overwriteWidth = ($width/$gameWidth) * 284 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 282 -height = 180 -overwriteWidth = ($width/$gameWidth) * 282 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 280 -height = 180 -overwriteWidth = ($width/$gameWidth) * 280 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 278 -height = 180 -overwriteWidth = ($width/$gameWidth) * 278 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 276 -height = 180 -overwriteWidth = ($width/$gameWidth) * 276 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 274 -height = 180 -overwriteWidth = ($width/$gameWidth) * 274 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 272 -height = 180 -overwriteWidth = ($width/$gameWidth) * 272 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 270 -height = 180 -overwriteWidth = ($width/$gameWidth) * 270 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 268 -height = 180 -overwriteWidth = ($width/$gameWidth) * 268 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 266 -height = 180 -formatsExcluded = 0x433 -overwriteWidth = ($width/$gameWidth) * 266 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 264 -height = 180 -overwriteWidth = ($width/$gameWidth) * 264 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 262 -height = 180 -overwriteWidth = ($width/$gameWidth) * 262 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 260 -height = 180 -overwriteWidth = ($width/$gameWidth) * 260 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 258 -height = 180 -overwriteWidth = ($width/$gameWidth) * 258 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 256 -height = 180 -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 254 -height = 180 -overwriteWidth = ($width/$gameWidth) * 254 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 252 -height = 180 -overwriteWidth = ($width/$gameWidth) * 252 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 250 -height = 180 -overwriteWidth = ($width/$gameWidth) * 250 -overwriteHeight = ($height/$gameHeight) * 180 - -[TextureRedefine] # circus -width = 160 -height = 90 -overwriteWidth = ($width/$gameWidth) * 160 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 159 -height = 90 -overwriteWidth = ($width/$gameWidth) * 159 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 158 -height = 90 -overwriteWidth = ($width/$gameWidth) * 158 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 157 -height = 90 -overwriteWidth = ($width/$gameWidth) * 157 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 156 -height = 90 -overwriteWidth = ($width/$gameWidth) * 156 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 155 -height = 90 -overwriteWidth = ($width/$gameWidth) * 155 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 154 -height = 90 -overwriteWidth = ($width/$gameWidth) * 154 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 153 -height = 90 -overwriteWidth = ($width/$gameWidth) * 153 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 152 -height = 90 -overwriteWidth = ($width/$gameWidth) * 152 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 151 -height = 90 -overwriteWidth = ($width/$gameWidth) * 151 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 150 -height = 90 -overwriteWidth = ($width/$gameWidth) * 150 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 149 -height = 90 -overwriteWidth = ($width/$gameWidth) * 149 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 148 -height = 90 -overwriteWidth = ($width/$gameWidth) * 148 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 147 -height = 90 -overwriteWidth = ($width/$gameWidth) * 147 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 146 -height = 90 -overwriteWidth = ($width/$gameWidth) * 146 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 145 -height = 90 -overwriteWidth = ($width/$gameWidth) * 145 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 144 -height = 90 -overwriteWidth = ($width/$gameWidth) * 144 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 143 -height = 90 -overwriteWidth = ($width/$gameWidth) * 143 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 142 -height = 90 -overwriteWidth = ($width/$gameWidth) * 142 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 141 -height = 90 -overwriteWidth = ($width/$gameWidth) * 141 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 140 -height = 90 -overwriteWidth = ($width/$gameWidth) * 140 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 139 -height = 90 -overwriteWidth = ($width/$gameWidth) * 139 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 138 -height = 90 -overwriteWidth = ($width/$gameWidth) * 138 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 137 -height = 90 -overwriteWidth = ($width/$gameWidth) * 137 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 136 -height = 90 -overwriteWidth = ($width/$gameWidth) * 136 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 135 -height = 90 -overwriteWidth = ($width/$gameWidth) * 135 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 134 -height = 90 -overwriteWidth = ($width/$gameWidth) * 134 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 133 -height = 90 -overwriteWidth = ($width/$gameWidth) * 133 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 132 -height = 90 -overwriteWidth = ($width/$gameWidth) * 132 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 131 -height = 90 -overwriteWidth = ($width/$gameWidth) * 131 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 130 -height = 90 -overwriteWidth = ($width/$gameWidth) * 130 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 129 -height = 90 -overwriteWidth = ($width/$gameWidth) * 129 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 128 -height = 90 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 127 -height = 90 -overwriteWidth = ($width/$gameWidth) * 127 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 126 -height = 90 -overwriteWidth = ($width/$gameWidth) * 126 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 125 -height = 90 -overwriteWidth = ($width/$gameWidth) * 125 -overwriteHeight = ($height/$gameHeight) * 90 - -[TextureRedefine] # circus -width = 120 -height = 67 -overwriteWidth = ($width/$gameWidth) * 120 -overwriteHeight = ($height/$gameHeight) * 67 - -[TextureRedefine] # circus -width = 80 -height = 45 -overwriteWidth = ($width/$gameWidth) * 80 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 79 -height = 45 -overwriteWidth = ($width/$gameWidth) * 79 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 78 -height = 45 -overwriteWidth = ($width/$gameWidth) * 78 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 77 -height = 45 -overwriteWidth = ($width/$gameWidth) * 77 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 76 -height = 45 -overwriteWidth = ($width/$gameWidth) * 76 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 75 -height = 45 -overwriteWidth = ($width/$gameWidth) * 75 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 74 -height = 45 -overwriteWidth = ($width/$gameWidth) * 74 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 73 -height = 45 -overwriteWidth = ($width/$gameWidth) * 73 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 72 -height = 45 -overwriteWidth = ($width/$gameWidth) * 72 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 71 -height = 45 -overwriteWidth = ($width/$gameWidth) * 71 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 70 -height = 45 -overwriteWidth = ($width/$gameWidth) * 70 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 69 -height = 45 -overwriteWidth = ($width/$gameWidth) * 69 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 68 -height = 45 -overwriteWidth = ($width/$gameWidth) * 68 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 67 -height = 45 -overwriteWidth = ($width/$gameWidth) * 67 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 66 -height = 45 -overwriteWidth = ($width/$gameWidth) * 66 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 65 -height = 45 -overwriteWidth = ($width/$gameWidth) * 65 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 64 -height = 45 -overwriteWidth = ($width/$gameWidth) * 64 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 63 -height = 45 -overwriteWidth = ($width/$gameWidth) * 63 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 62 -height = 45 -overwriteWidth = ($width/$gameWidth) * 62 -overwriteHeight = ($height/$gameHeight) * 45 - -[TextureRedefine] # circus -width = 60 -height = 33 -overwriteWidth = ($width/$gameWidth) * 60 -overwriteHeight = ($height/$gameHeight) * 33 - -## Coopa castle - -[TextureRedefine] -width = 637 -height = 358 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 637 -overwriteHeight = ($height/$gameHeight) * 358 - -[TextureRedefine] -width = 632 -height = 355 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 632 -overwriteHeight = ($height/$gameHeight) * 355 - -[TextureRedefine] -width = 626 -height = 352 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 626 -overwriteHeight = ($height/$gameHeight) * 352 - -[TextureRedefine] -width = 621 -height = 349 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 621 -overwriteHeight = ($height/$gameHeight) * 349 - -[TextureRedefine] -width = 616 -height = 346 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 616 -overwriteHeight = ($height/$gameHeight) * 346 - -[TextureRedefine] -width = 610 -height = 343 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 610 -overwriteHeight = ($height/$gameHeight) * 343 - -[TextureRedefine] -width = 608 -height = 352 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 608 -overwriteHeight = ($height/$gameHeight) * 352 - -[TextureRedefine] -width = 608 -height = 336 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 608 -overwriteHeight = ($height/$gameHeight) * 336 - -[TextureRedefine] -width = 605 -height = 340 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 605 -overwriteHeight = ($height/$gameHeight) * 340 - -[TextureRedefine] -width = 600 -height = 337 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 600 -overwriteHeight = ($height/$gameHeight) * 337 - -[TextureRedefine] -width = 594 -height = 334 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 594 -overwriteHeight = ($height/$gameHeight) * 334 - -[TextureRedefine] -width = 589 -height = 331 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 589 -overwriteHeight = ($height/$gameHeight) * 331 - -[TextureRedefine] -width = 584 -height = 328 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 584 -overwriteHeight = ($height/$gameHeight) * 328 - -[TextureRedefine] -width = 578 -height = 325 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 578 -overwriteHeight = ($height/$gameHeight) * 325 - -[TextureRedefine] -width = 576 -height = 336 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 576 -overwriteHeight = ($height/$gameHeight) * 336 - -[TextureRedefine] -width = 576 -height = 320 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 576 -overwriteHeight = ($height/$gameHeight) * 320 - -[TextureRedefine] -width = 573 -height = 322 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 573 -overwriteHeight = ($height/$gameHeight) * 322 - -[TextureRedefine] -width = 568 -height = 319 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 568 -overwriteHeight = ($height/$gameHeight) * 319 - -[TextureRedefine] -width = 562 -height = 316 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 562 -overwriteHeight = ($height/$gameHeight) * 316 - -[TextureRedefine] -width = 557 -height = 313 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 557 -overwriteHeight = ($height/$gameHeight) * 313 - -[TextureRedefine] -width = 552 -height = 310 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 552 -overwriteHeight = ($height/$gameHeight) * 310 - -[TextureRedefine] -width = 546 -height = 307 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 546 -overwriteHeight = ($height/$gameHeight) * 307 - -[TextureRedefine] -width = 544 -height = 320 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 544 -overwriteHeight = ($height/$gameHeight) * 320 - -[TextureRedefine] -width = 544 -height = 304 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 544 -overwriteHeight = ($height/$gameHeight) * 304 - -[TextureRedefine] -width = 541 -height = 304 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 541 -overwriteHeight = ($height/$gameHeight) * 304 - -[TextureRedefine] -width = 536 -height = 301 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 536 -overwriteHeight = ($height/$gameHeight) * 301 - -[TextureRedefine] -width = 530 -height = 298 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 530 -overwriteHeight = ($height/$gameHeight) * 298 - -[TextureRedefine] -width = 525 -height = 295 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 525 -overwriteHeight = ($height/$gameHeight) * 295 - -[TextureRedefine] -width = 520 -height = 292 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 520 -overwriteHeight = ($height/$gameHeight) * 292 - -[TextureRedefine] -width = 514 -height = 289 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 514 -overwriteHeight = ($height/$gameHeight) * 289 - -[TextureRedefine] -width = 512 -height = 272 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 512 -overwriteHeight = ($height/$gameHeight) * 272 - -[TextureRedefine] -width = 509 -height = 286 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 509 -overwriteHeight = ($height/$gameHeight) * 286 - -[TextureRedefine] -width = 504 -height = 283 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 504 -overwriteHeight = ($height/$gameHeight) * 283 - -[TextureRedefine] -width = 498 -height = 280 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 498 -overwriteHeight = ($height/$gameHeight) * 280 - -[TextureRedefine] -width = 493 -height = 277 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 493 -overwriteHeight = ($height/$gameHeight) * 277 - -[TextureRedefine] -width = 488 -height = 274 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 488 -overwriteHeight = ($height/$gameHeight) * 274 - -[TextureRedefine] -width = 482 -height = 271 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 482 -overwriteHeight = ($height/$gameHeight) * 271 - -[TextureRedefine] -width = 477 -height = 268 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 477 -overwriteHeight = ($height/$gameHeight) * 268 - -[TextureRedefine] -width = 472 -height = 265 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 472 -overwriteHeight = ($height/$gameHeight) * 265 - -[TextureRedefine] -width = 466 -height = 262 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 466 -overwriteHeight = ($height/$gameHeight) * 262 - -[TextureRedefine] -width = 461 -height = 259 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 461 -overwriteHeight = ($height/$gameHeight) * 259 - -[TextureRedefine] -width = 456 -height = 256 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 456 -overwriteHeight = ($height/$gameHeight) * 256 - -[TextureRedefine] -width = 450 -height = 253 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 450 -overwriteHeight = ($height/$gameHeight) * 253 - -[TextureRedefine] -width = 448 -height = 256 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 448 -overwriteHeight = ($height/$gameHeight) * 256 - -[TextureRedefine] -width = 448 -height = 240 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 448 -overwriteHeight = ($height/$gameHeight) * 240 - -[TextureRedefine] -width = 445 -height = 250 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 445 -overwriteHeight = ($height/$gameHeight) * 250 - -[TextureRedefine] -width = 440 -height = 247 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 440 -overwriteHeight = ($height/$gameHeight) * 247 - -[TextureRedefine] -width = 434 -height = 244 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 434 -overwriteHeight = ($height/$gameHeight) * 244 - -[TextureRedefine] -width = 429 -height = 241 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 429 -overwriteHeight = ($height/$gameHeight) * 241 - -[TextureRedefine] -width = 424 -height = 238 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 424 -overwriteHeight = ($height/$gameHeight) * 238 - -[TextureRedefine] -width = 418 -height = 235 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 418 -overwriteHeight = ($height/$gameHeight) * 235 - -[TextureRedefine] -width = 416 -height = 240 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 416 -overwriteHeight = ($height/$gameHeight) * 240 - -[TextureRedefine] -width = 416 -height = 224 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 416 -overwriteHeight = ($height/$gameHeight) * 224 - -[TextureRedefine] -width = 413 -height = 232 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 413 -overwriteHeight = ($height/$gameHeight) * 232 - -[TextureRedefine] -width = 408 -height = 229 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 408 -overwriteHeight = ($height/$gameHeight) * 229 - -[TextureRedefine] -width = 402 -height = 226 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 402 -overwriteHeight = ($height/$gameHeight) * 226 - -[TextureRedefine] -width = 397 -height = 223 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 397 -overwriteHeight = ($height/$gameHeight) * 223 - -[TextureRedefine] -width = 392 -height = 220 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 392 -overwriteHeight = ($height/$gameHeight) * 220 - -[TextureRedefine] -width = 386 -height = 217 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 386 -overwriteHeight = ($height/$gameHeight) * 217 - -[TextureRedefine] -width = 384 -height = 224 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 384 -overwriteHeight = ($height/$gameHeight) * 224 - -[TextureRedefine] -width = 384 -height = 208 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 384 -overwriteHeight = ($height/$gameHeight) * 208 - -[TextureRedefine] -width = 381 -height = 214 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 381 -overwriteHeight = ($height/$gameHeight) * 214 - -[TextureRedefine] -width = 376 -height = 211 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 376 -overwriteHeight = ($height/$gameHeight) * 211 - -[TextureRedefine] -width = 370 -height = 208 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 370 -overwriteHeight = ($height/$gameHeight) * 208 - -[TextureRedefine] -width = 365 -height = 205 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 365 -overwriteHeight = ($height/$gameHeight) * 205 - -[TextureRedefine] -width = 360 -height = 202 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 360 -overwriteHeight = ($height/$gameHeight) * 202 - -[TextureRedefine] -width = 354 -height = 199 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 354 -overwriteHeight = ($height/$gameHeight) * 199 - -[TextureRedefine] -width = 352 -height = 208 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 352 -overwriteHeight = ($height/$gameHeight) * 208 - -[TextureRedefine] -width = 352 -height = 192 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 352 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 349 -height = 196 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 349 -overwriteHeight = ($height/$gameHeight) * 196 - -[TextureRedefine] -width = 344 -height = 193 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 344 -overwriteHeight = ($height/$gameHeight) * 193 - -[TextureRedefine] -width = 338 -height = 190 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 338 -overwriteHeight = ($height/$gameHeight) * 190 - -[TextureRedefine] -width = 333 -height = 187 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 333 -overwriteHeight = ($height/$gameHeight) * 187 - -[TextureRedefine] -width = 328 -height = 184 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 328 -overwriteHeight = ($height/$gameHeight) * 184 - -[TextureRedefine] -width = 322 -height = 181 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 322 -overwriteHeight = ($height/$gameHeight) * 181 - -[TextureRedefine] -width = 318 -height = 179 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 318 -overwriteHeight = ($height/$gameHeight) * 179 - -[TextureRedefine] -width = 316 -height = 177 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 316 -overwriteHeight = ($height/$gameHeight) * 177 - - -[TextureRedefine] -width = 254 -height = 143 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 254 -overwriteHeight = ($height/$gameHeight) * 143 - -[TextureRedefine] -width = 252 -height = 141 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 252 -overwriteHeight = ($height/$gameHeight) * 141 - -[TextureRedefine] -width = 249 -height = 140 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 249 -overwriteHeight = ($height/$gameHeight) * 140 - -[TextureRedefine] -width = 246 -height = 138 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 246 -overwriteHeight = ($height/$gameHeight) * 138 - -[TextureRedefine] -width = 244 -height = 137 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 244 -overwriteHeight = ($height/$gameHeight) * 137 - -[TextureRedefine] -width = 241 -height = 135 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 241 -overwriteHeight = ($height/$gameHeight) * 135 - -[TextureRedefine] -width = 238 -height = 134 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 238 -overwriteHeight = ($height/$gameHeight) * 134 - -[TextureRedefine] -width = 236 -height = 132 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 236 -overwriteHeight = ($height/$gameHeight) * 132 - -[TextureRedefine] -width = 233 -height = 131 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 233 -overwriteHeight = ($height/$gameHeight) * 131 - -[TextureRedefine] -width = 230 -height = 129 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 230 -overwriteHeight = ($height/$gameHeight) * 129 - -[TextureRedefine] -width = 228 -height = 128 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 228 -overwriteHeight = ($height/$gameHeight) * 128 - -[TextureRedefine] -width = 225 -height = 126 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 225 -overwriteHeight = ($height/$gameHeight) * 126 - -[TextureRedefine] -width = 224 -height = 126 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 224 -overwriteHeight = ($height/$gameHeight) * 126 - -[TextureRedefine] -width = 222 -height = 125 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 222 -overwriteHeight = ($height/$gameHeight) * 125 - -[TextureRedefine] -width = 220 -height = 123 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 220 -overwriteHeight = ($height/$gameHeight) * 123 - -[TextureRedefine] -width = 217 -height = 122 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 217 -overwriteHeight = ($height/$gameHeight) * 122 - -[TextureRedefine] -width = 214 -height = 120 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 214 -overwriteHeight = ($height/$gameHeight) * 120 - -[TextureRedefine] -width = 212 -height = 119 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 212 -overwriteHeight = ($height/$gameHeight) * 119 - -[TextureRedefine] -width = 209 -height = 117 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 209 -overwriteHeight = ($height/$gameHeight) * 117 - -[TextureRedefine] -width = 206 -height = 116 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 206 -overwriteHeight = ($height/$gameHeight) * 116 - -[TextureRedefine] -width = 204 -height = 114 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 204 -overwriteHeight = ($height/$gameHeight) * 114 - -[TextureRedefine] -width = 201 -height = 113 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 201 -overwriteHeight = ($height/$gameHeight) * 113 - -[TextureRedefine] -width = 198 -height = 111 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 198 -overwriteHeight = ($height/$gameHeight) * 111 - -[TextureRedefine] -width = 197 -height = 111 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 197 -overwriteHeight = ($height/$gameHeight) * 111 - -[TextureRedefine] -width = 196 -height = 110 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 196 -overwriteHeight = ($height/$gameHeight) * 110 - -[TextureRedefine] -width = 194 -height = 109 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 194 -overwriteHeight = ($height/$gameHeight) * 109 - -[TextureRedefine] -width = 193 -height = 108 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 193 -overwriteHeight = ($height/$gameHeight) * 108 - -[TextureRedefine] -width = 159 -height = 89 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 159 -overwriteHeight = ($height/$gameHeight) * 89 - -[TextureRedefine] -width = 158 -height = 88 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 158 -overwriteHeight = ($height/$gameHeight) * 88 - -[TextureRedefine] -width = 156 -height = 88 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 156 -overwriteHeight = ($height/$gameHeight) * 88 - -[TextureRedefine] -width = 155 -height = 87 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 155 -overwriteHeight = ($height/$gameHeight) * 87 - -[TextureRedefine] -width = 154 -height = 86 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 154 -overwriteHeight = ($height/$gameHeight) * 86 - -[TextureRedefine] -width = 151 -height = 85 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 151 -overwriteHeight = ($height/$gameHeight) * 85 - -[TextureRedefine] -width = 147 -height = 82 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 147 -overwriteHeight = ($height/$gameHeight) * 82 - -[TextureRedefine] -width = 143 -height = 80 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 143 -overwriteHeight = ($height/$gameHeight) * 80 - -[TextureRedefine] -width = 142 -height = 79 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 142 -overwriteHeight = ($height/$gameHeight) * 79 - -[TextureRedefine] -width = 141 -height = 79 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 141 -overwriteHeight = ($height/$gameHeight) * 79 - -[TextureRedefine] -width = 140 -height = 79 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 140 -overwriteHeight = ($height/$gameHeight) * 79 - -[TextureRedefine] -width = 140 -height = 78 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 140 -overwriteHeight = ($height/$gameHeight) * 78 - -[TextureRedefine] -width = 139 -height = 78 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 139 -overwriteHeight = ($height/$gameHeight) * 78 - -[TextureRedefine] -width = 138 -height = 78 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 138 -overwriteHeight = ($height/$gameHeight) * 78 - -[TextureRedefine] -width = 138 -height = 77 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 138 -overwriteHeight = ($height/$gameHeight) * 77 - -[TextureRedefine] -width = 137 -height = 77 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 137 -overwriteHeight = ($height/$gameHeight) * 77 - -[TextureRedefine] -width = 136 -height = 76 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 136 -overwriteHeight = ($height/$gameHeight) * 76 - -[TextureRedefine] -width = 135 -height = 76 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 135 -overwriteHeight = ($height/$gameHeight) * 76 - -[TextureRedefine] -width = 134 -height = 75 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 134 -overwriteHeight = ($height/$gameHeight) * 75 - -[TextureRedefine] -width = 133 -height = 75 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 133 -overwriteHeight = ($height/$gameHeight) * 75 - -[TextureRedefine] -width = 132 -height = 74 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 132 -overwriteHeight = ($height/$gameHeight) * 74 - -[TextureRedefine] -width = 131 -height = 73 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 131 -overwriteHeight = ($height/$gameHeight) * 73 - -[TextureRedefine] -width = 130 -height = 73 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 130 -overwriteHeight = ($height/$gameHeight) * 73 - -[TextureRedefine] -width = 129 -height = 72 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 129 -overwriteHeight = ($height/$gameHeight) * 72 - -[TextureRedefine] -width = 127 -height = 71 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 127 -overwriteHeight = ($height/$gameHeight) * 71 - -[TextureRedefine] -width = 126 -height = 70 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 126 -overwriteHeight = ($height/$gameHeight) * 70 - -[TextureRedefine] -width = 124 -height = 70 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 124 -overwriteHeight = ($height/$gameHeight) * 70 - -[TextureRedefine] -width = 123 -height = 69 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 123 -overwriteHeight = ($height/$gameHeight) * 69 - -[TextureRedefine] -width = 122 -height = 68 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 122 -overwriteHeight = ($height/$gameHeight) * 68 - -[TextureRedefine] -width = 119 -height = 67 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 119 -overwriteHeight = ($height/$gameHeight) * 67 - -[TextureRedefine] -width = 115 -height = 64 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 115 -overwriteHeight = ($height/$gameHeight) * 64 - -[TextureRedefine] -width = 111 -height = 62 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 111 -overwriteHeight = ($height/$gameHeight) * 62 - -[TextureRedefine] -width = 110 -height = 61 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 110 -overwriteHeight = ($height/$gameHeight) * 61 - -[TextureRedefine] -width = 108 -height = 61 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 108 -overwriteHeight = ($height/$gameHeight) * 61 - -[TextureRedefine] -width = 107 -height = 60 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 107 -overwriteHeight = ($height/$gameHeight) * 60 - -[TextureRedefine] -width = 103 -height = 58 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 103 -overwriteHeight = ($height/$gameHeight) * 58 - -[TextureRedefine] -width = 99 -height = 55 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 99 -overwriteHeight = ($height/$gameHeight) * 55 - -[TextureRedefine] -width = 96 -height = 54 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 96 -overwriteHeight = ($height/$gameHeight) * 54 - -[TextureRedefine] -width = 95 -height = 53 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 95 -overwriteHeight = ($height/$gameHeight) * 53 - -[TextureRedefine] -width = 94 -height = 53 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 94 -overwriteHeight = ($height/$gameHeight) * 53 - -[TextureRedefine] -width = 94 -height = 52 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 94 -overwriteHeight = ($height/$gameHeight) * 52 - -[TextureRedefine] -width = 93 -height = 52 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 93 -overwriteHeight = ($height/$gameHeight) * 52 - -[TextureRedefine] -width = 92 -height = 52 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 92 -overwriteHeight = ($height/$gameHeight) * 52 - -[TextureRedefine] -width = 92 -height = 51 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 92 -overwriteHeight = ($height/$gameHeight) * 51 - -[TextureRedefine] -width = 91 -height = 51 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 91 -overwriteHeight = ($height/$gameHeight) * 51 - -[TextureRedefine] -width = 90 -height = 51 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 90 -overwriteHeight = ($height/$gameHeight) * 51 - -[TextureRedefine] -width = 90 -height = 50 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 90 -overwriteHeight = ($height/$gameHeight) * 50 - -[TextureRedefine] -width = 89 -height = 50 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 89 -overwriteHeight = ($height/$gameHeight) * 50 - -[TextureRedefine] -width = 88 -height = 49 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 88 -overwriteHeight = ($height/$gameHeight) * 49 - -[TextureRedefine] -width = 87 -height = 49 -formats = 0x816,0x035 -overwriteWidth = ($width/$gameWidth) * 87 -overwriteHeight = ($height/$gameHeight) * 49 - -[TextureRedefine] -width = 83 -height = 46 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 83 -overwriteHeight = ($height/$gameHeight) * 46 - -[TextureRedefine] -width = 71 -height = 39 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 71 -overwriteHeight = ($height/$gameHeight) * 39 - -[TextureRedefine] -width = 69 -height = 38 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 69 -overwriteHeight = ($height/$gameHeight) * 38 - -[TextureRedefine] -width = 67 -height = 38 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 67 -overwriteHeight = ($height/$gameHeight) * 38 - -[TextureRedefine] -width = 55 -height = 30 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 55 -overwriteHeight = ($height/$gameHeight) * 30 - -[TextureRedefine] -width = 53 -height = 30 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 53 -overwriteHeight = ($height/$gameHeight) * 30 - -[TextureRedefine] -width = 51 -height = 29 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 51 -overwriteHeight = ($height/$gameHeight) * 29 - -[TextureRedefine] -width = 426 -height = 240 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 426 -overwriteHeight = ($height/$gameHeight) * 240 - -[TextureRedefine] -width = 346 -height = 195 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 346 -overwriteHeight = ($height/$gameHeight) * 195 - -[TextureRedefine] -width = 341 -height = 192 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 341 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] -width = 106 -height = 60 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 106 -overwriteHeight = ($height/$gameHeight) * 60 - -[TextureRedefine] -width = 85 -height = 48 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 85 -overwriteHeight = ($height/$gameHeight) * 48 - -[TextureRedefine] -width = 42 -height = 24 -formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 42 -overwriteHeight = ($height/$gameHeight) * 24 - -##1-5 Switch circus additional res - -[TextureRedefine] -width = 608 -height = 368 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 608 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 544 -height = 368 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 544 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 512 -height = 368 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 512 -overwriteHeight = ($height/$gameHeight) * 368 - -[TextureRedefine] -width = 256 -height = 192 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 192 - -[TextureRedefine] #low res reflection depth -width = 256 -height = 240 -#formats = 0x816,0x80e -overwriteWidth = ($width/$gameWidth) * 256 -overwriteHeight = ($height/$gameHeight) * 240 - -[TextureRedefine] #low res reflection shader 810,19,a01 -width = 240 -height = 240 -#formats = 0x816,0x80e -overwriteWidth = ($width/$gameWidth) * 240 -overwriteHeight = ($height/$gameHeight) * 240 - -[TextureRedefine] -width = 128 -height = 96 -#formats = 0x816 -overwriteWidth = ($width/$gameWidth) * 128 -overwriteHeight = ($height/$gameHeight) * 96