diff --git a/Resolutions/SkylandersImaginators_Resolution/3fd22273e2306b43_0000000000000000_vs.txt b/Resolutions/SkylandersImaginators_Resolution/3fd22273e2306b43_0000000000000000_vs.txt new file mode 100644 index 00000000..04a82f9a --- /dev/null +++ b/Resolutions/SkylandersImaginators_Resolution/3fd22273e2306b43_0000000000000000_vs.txt @@ -0,0 +1,140 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 3fd22273e2306b43 +// Used for: Horizontal blur pass +float resXScale = float($width)/float($gameWidth); + +uniform ivec4 uf_remappedVS[5]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem133; +layout(location = 1) out vec4 passParameterSem134; +layout(location = 2) out vec4 passParameterSem135; +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 R123f = vec4(0.0); +vec4 R125f = 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 = attrDataSem5.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 +PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z)); +PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y)); +PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x)); +PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w)); +R127f.x = 0.0; +PS0f = R127f.x; +// 1 +R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w); +PV1f.w = R123f.w; +R126f.y = 0.0; +PS1f = R126f.y; +// 2 +R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w); +PV0f.w = R123f.w; +R125f.y = 0.0; +PS0f = R125f.y; +// 3 +backupReg0f = R1f.x; +backupReg0f = R1f.x; +backupReg0f = R1f.x; +backupReg0f = R1f.x; +R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z); +R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y); +R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x); +R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w); +R0f.w = R2f.y + R127f.x; +PS1f = R0f.w; +// 4 +R127f.x = intBitsToFloat(uf_remappedVS[4].z) * -(1.0); +R127f.y = -(intBitsToFloat(uf_remappedVS[4].z)); +R127f.y *= 2.0; +PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z)); +PV0f.z *= 4.0; +PV0f.w = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0xc0400000)/resXScale); +R126f.x = intBitsToFloat(uf_remappedVS[4].z) * 1.0; +PS0f = R126f.x; +// 5 +R125f.x = intBitsToFloat(uf_remappedVS[4].z) * (intBitsToFloat(0x40400000)/resXScale); +R0f.y = R2f.x + PV0f.w; +R127f.z = intBitsToFloat(uf_remappedVS[4].z); +R127f.z *= 4.0; +R127f.w = intBitsToFloat(uf_remappedVS[4].z); +R127f.w *= 2.0; +R0f.x = R2f.x + PV0f.z; +PS1f = R0f.x; +// 6 +R3f.x = R2f.x + R127f.x; +R3f.y = R2f.x + R126f.y; +R0f.z = R2f.x + R127f.y; +R3f.w = R2f.y + R126f.y; +R3f.z = R2f.x + R126f.x; +PS0f = R3f.z; +// 7 +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg0f = R2f.x; +backupReg1f = R2f.y; +R2f.xyz = vec3(backupReg0f,backupReg0f,backupReg0f) + vec3(R127f.w,R125f.x,R127f.z); +R2f.w = backupReg1f + R125f.y; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +} diff --git a/Resolutions/SkylandersImaginators_Resolution/bc5cb1edf2b7da65_0000000000000000_vs.txt b/Resolutions/SkylandersImaginators_Resolution/bc5cb1edf2b7da65_0000000000000000_vs.txt new file mode 100644 index 00000000..a65d82b5 --- /dev/null +++ b/Resolutions/SkylandersImaginators_Resolution/bc5cb1edf2b7da65_0000000000000000_vs.txt @@ -0,0 +1,137 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader bc5cb1edf2b7da65 +// Used for: Vertical blur pass +float resYScale = float($height)/float($gameHeight); + +uniform ivec4 uf_remappedVS[5]; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem5; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem133; +layout(location = 1) out vec4 passParameterSem134; +layout(location = 2) out vec4 passParameterSem135; +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 R123f = vec4(0.0); +vec4 R125f = 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 = attrDataSem5.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 +PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x)); +PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w)); +PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z)); +PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y)); +R126f.x = 0.0; +PS0f = R126f.x; +// 1 +R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.y); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.w); +PV1f.w = R123f.w; +R0f.x = PS0f + R2f.x; +PS1f = R0f.x; +// 2 +R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.y); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.z); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.w); +PV0f.w = R123f.w; +R3f.x = R126f.x + R2f.x; +PS0f = R3f.x; +// 3 +backupReg0f = R1f.x; +backupReg0f = R1f.x; +backupReg0f = R1f.x; +backupReg0f = R1f.x; +R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.x); +R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.w); +R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.z); +R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y); +R3f.z = R126f.x + R2f.y; +PS1f = R3f.z; +// 4 +R127f.x = intBitsToFloat(uf_remappedVS[4].w) * -(1.0); +R127f.y = intBitsToFloat(uf_remappedVS[4].w) * (intBitsToFloat(0xc0400000)/resYScale); +PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)); +PV0f.z *= 2.0; +PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)); +PV0f.w *= 4.0; +R127f.w = intBitsToFloat(uf_remappedVS[4].w) * 1.0; +PS0f = R127f.w; +// 5 +R125f.x = intBitsToFloat(uf_remappedVS[4].w) * (intBitsToFloat(0x40400000)/resYScale); +R126f.y = intBitsToFloat(uf_remappedVS[4].w); +R126f.y *= 4.0; +PV1f.z = intBitsToFloat(uf_remappedVS[4].w); +PV1f.z *= 2.0; +R0f.w = PV0f.z + R2f.y; +R0f.y = PV0f.w + R2f.y; +PS1f = R0f.y; +// 6 +R4f.x = R126f.x + R2f.x; +R3f.y = R127f.x + R2f.y; +R0f.z = R127f.y + R2f.y; +R3f.w = R127f.w + R2f.y; +R4f.y = PV1f.z + R2f.y; +PS0f = R4f.y; +// 7 +R4f.z = R125f.x + R2f.y; +R4f.w = R126f.y + R2f.y; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); +// export +passParameterSem135 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} diff --git a/Resolutions/SkylandersImaginators_Resolution/rules.txt b/Resolutions/SkylandersImaginators_Resolution/rules.txt new file mode 100644 index 00000000..44af77f3 --- /dev/null +++ b/Resolutions/SkylandersImaginators_Resolution/rules.txt @@ -0,0 +1,200 @@ +[Definition] +titleIds = 00050000101F4D00,00050000101FB100 +name = Resolution +path = "Skylanders Imaginators/Graphics/Resolution" +description = Changes the resolution of the game. Has issues with blocky lighting. +version = 3 + +[Preset] +name = 1280x720 (Default) +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 + +// Performance + +[Preset] +name = 320x180 +$width = 320 +$height = 180 +$gameWidth = 1280 +$gameHeight = 720 + +[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 + +[TextureRedefine] # Game output and hud resolution +width = 1280 +height = 720 +formats = 0x01a,0x011 +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # Gamepad resolution +width = 864 +height = 480 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 864 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] # Stage rendering +width = 1024 +height = 576 +formats = 0x01a,0x011,0x80e +overwriteWidth = ($width/$gameWidth) * 1024 +overwriteHeight = ($height/$gameHeight) * 576 + +[TextureRedefine] # Squashed/bloom alt viewport +width = 512 +height = 576 +formats = 0x01a,0x80e,0x011 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($height/$gameHeight) * 576 + +[TextureRedefine] # Half-res viewport depth, blur and bloom +width = 512 +height = 288 +formats = 0x01a,0x80e,0x011 +overwriteWidth = ($width/$gameWidth) * 512 +overwriteHeight = ($height/$gameHeight) * 288 + +# Bloom blur +[TextureRedefine] # Squashed bloom +width = 256 +height = 256 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 256 + +[TextureRedefine] +width = 256 +height = 144 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 256 +overwriteHeight = ($height/$gameHeight) * 144 + +[TextureRedefine] +width = 128 +height = 80 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 80 + +[TextureRedefine] +width = 128 +height = 72 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 128 +overwriteHeight = ($height/$gameHeight) * 72 + +[TextureRedefine] +width = 64 +height = 48 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 48 + +[TextureRedefine] +width = 64 +height = 36 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 64 +overwriteHeight = ($height/$gameHeight) * 36 + +[TextureRedefine] +width = 32 +height = 32 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($height/$gameHeight) * 32 + +[TextureRedefine] +width = 32 +height = 18 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 32 +overwriteHeight = ($height/$gameHeight) * 18 + +[TextureRedefine] +width = 16 +height = 16 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 16 +overwriteHeight = ($height/$gameHeight) * 16 + +[TextureRedefine] +width = 16 +height = 9 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 16 +overwriteHeight = ($height/$gameHeight) * 9 + +[TextureRedefine] +width = 8 +height = 8 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 8 +overwriteHeight = ($height/$gameHeight) * 8 + +[TextureRedefine] +width = 8 +height = 4 +formats = 0x01a +overwriteWidth = ($width/$gameWidth) * 8 +overwriteHeight = ($height/$gameHeight) * 4 \ No newline at end of file