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https://github.com/cemu-project/cemu_graphic_packs.git
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[WindWaker] Blur, dof buffers AA fix
Add - AA fix wind waker Update - Buffers AO, blur, dof
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#version 400
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#extension GL_ARB_texture_gather : enable
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// shader 01cde9de91742af6 // AA removal wind walker
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uniform ivec4 uf_remappedPS[4];
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uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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in vec4 passParameter0;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R4i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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bool activeMaskStack[31];
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bool activeMaskStackC[32];
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int activeMaskIndex = 0;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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int loopStuckCounter = 0;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameter0);
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R1i.xyzw = floatBitsToInt(textureGather(textureUnitPS1, intBitsToFloat(R0i.xy)).wzxy);
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
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}
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[Definition]
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titleIds = 0005000010143400,0005000010143600,0005000010143500
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name = "The Wind Waker HD - 4320p (8K)"
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[TextureRedefine] # tv
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width = 1920
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height = 1080
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteWidth = 7680
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overwriteHeight = 4320
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[TextureRedefine] # gamepad
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width = 854
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height = 480
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overwriteWidth = 2562
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overwriteHeight = 1440
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[Definition]# EUR, USA, JPN titles
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titleIds = 0005000010143400,0005000010143600,0005000010143500 #
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name ="The Wind Waker HD 4320p"
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[TextureRedefine] # game rendering resolution. #Change this value
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width = 1920
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height = 1080
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteWidth = 7680
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overwriteHeight = 4320
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#[TextureRedefine] # gamepad view
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#width = 854
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#height = 480
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#formatsExcluded =
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#overwriteWidth = 3413
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#overwriteHeight = 1920
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[TextureRedefine] # Blur, bloom
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width = 960
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height = 540
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#formatsExcluded =
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overwriteWidth = 3840
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overwriteHeight = 2160
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[TextureRedefine] # AO
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width = 240
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height = 135
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#formatsExcluded =
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overwriteWidth = 960
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overwriteHeight = 540
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[TextureRedefine] # AO
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width = 480
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height = 240
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#formatsExcluded =
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overwriteWidth = 1920
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overwriteHeight = 960
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##Textures
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[TextureRedefine] # 3 lod shadows
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = 2048
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overwriteHeight = 2048
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[Definition]
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titleIds = 0005000010143400,0005000010143600,0005000010143500
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name = "The Wind Waker HD - 1440p (2K)"
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[TextureRedefine] # tv
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width = 1920
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height = 1080
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteWidth = 2560
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overwriteHeight = 1440
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[Definition]# EUR, USA, JPN titles
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titleIds = 0005000010143400,0005000010143600,0005000010143500 #
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name ="The Wind Waker HD 1440p"
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[TextureRedefine] # TV
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width = 1920
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height = 1080
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteWidth = 2560
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overwriteHeight = 1440
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#[TextureRedefine] # gamepad view
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#width = 854
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#height = 480
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#formatsExcluded =
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#overwriteWidth = 1138
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#overwriteHeight = 640
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[TextureRedefine] # Blur, bloom
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width = 960
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height = 540
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#formatsExcluded =
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overwriteWidth = 1280
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overwriteHeight = 720
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[TextureRedefine] # AO
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width = 240
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height = 135
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#formatsExcluded =
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overwriteWidth = 320
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overwriteHeight = 180
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[TextureRedefine] # AO
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width = 480
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height = 240
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#formatsExcluded =
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overwriteWidth = 640
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overwriteHeight = 320
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##Textures
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[TextureRedefine] # 3 lod shadows
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = 2048
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overwriteHeight = 2048
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[Definition]
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titleIds = 0005000010143400,0005000010143600,0005000010143500
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name = "The Wind Waker HD - 2160p (4K)"
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[TextureRedefine] # tv
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width = 1920
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height = 1080
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteWidth = 3840
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overwriteHeight = 2160
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[Definition]# EUR, USA, JPN titles
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titleIds = 0005000010143400,0005000010143600,0005000010143500 #
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name ="The Wind Waker HD 2160p"
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[TextureRedefine] # game rendering resolution. #Change this value
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width = 1920
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height = 1080
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formatsExcluded = 0x41A # exclude the intro background texture
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overwriteWidth = 3840
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overwriteHeight = 2160
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#[TextureRedefine] # gamepad view
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#width = 854
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#height = 480
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#formatsExcluded =
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#overwriteWidth = 1707
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#overwriteHeight = 960
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[TextureRedefine] # Blur, bloom
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width = 960
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height = 540
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#formatsExcluded =
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overwriteWidth = 1920
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overwriteHeight = 1080
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[TextureRedefine] # AO
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width = 240
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height = 135
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#formatsExcluded =
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overwriteWidth = 480
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overwriteHeight = 270
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[TextureRedefine] # AO
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width = 480
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height = 240
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#formatsExcluded =
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overwriteWidth = 960
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overwriteHeight = 480
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##Textures
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[TextureRedefine] # 3 lod shadows
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = 2048
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overwriteHeight = 2048
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