mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 01:29:18 +01:00
[MK8] Scaling and res fixes
Scale 4p bloom, textboxes, cup win, in engine AA, Mk tv replays, 19->1f conversion
This commit is contained in:
parent
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commit
7e5e0bc248
@ -0,0 +1,186 @@
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 8e1337dde42fd224 //AA scaling. Used in in 3d views except gameplay
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[4];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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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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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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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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vec3 cubeMapSTM;
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int cubeMapFaceId;
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float resScale = uf_fragCoordScale.x;
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R0f = passParameterSem2;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = R1f.y + R1f.x;
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R127f.y = intBitsToFloat(uf_remappedPS[0].z);
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PV0f.z = R1f.w + -(R1f.x);
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PV0f.w = R1f.z + -(R1f.y);
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R127f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[1].x));
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PS0f = R127f.z;
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// 1
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R127f.x = PV0f.w + -(PV0f.z);
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PV1f.x = R127f.x;
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R126f.y = PV0f.w + PV0f.z;
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PV1f.y = R126f.y;
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PV1f.z = R1f.z + PV0f.x;
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R127f.w = min(R1f.z, R1f.x);
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R126f.w = min(R1f.w, R1f.y);
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PS1f = R126f.w;
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// 2
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PV0f.x = R1f.w + PV1f.z;
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PV0f.y = max(PV1f.x, -(PV1f.x));
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PV0f.z = max(PV1f.y, -(PV1f.y));
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PV0f.w = max(R1f.z, R1f.x);
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PS0f = max(R1f.w, R1f.y);
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// 3
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PV1f.x = min(PV0f.z, PV0f.y);
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R123f.y = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.z);
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PV1f.y = R123f.y;
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PV1f.z = min(R127f.w, R126f.w);
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R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w)*resScale);
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PV1f.w = R123f.w;
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PS1f = max(PV0f.w, PS0f);
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// 4
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PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].x));
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PV0f.y = max(PV1f.y, PS1f);
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PV0f.z = min(PV1f.y, PV1f.z);
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PV0f.w = max(PV1f.w, PV1f.x);
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// 5
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R3f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[2].y));
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R3f.y = -(PV0f.z) + PV0f.y;
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PS1f = 1.0 / PV0f.w;
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// 6
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PV0f.x = mul_nonIEEE(R127f.x, PS1f);
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PV0f.y = mul_nonIEEE(R126f.y, PS1f);
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// 7
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PV1f.z = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[0].y)));
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PV1f.w = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[0].y)));
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// 8
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R1f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[0].y));
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R1f.y = min(PV1f.z, intBitsToFloat(uf_remappedPS[0].y));
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// 9
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predResult = (R3f.y > R3f.x);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z)*resScale)) + R0f.x);
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R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w)*resScale)) + R0f.y);
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R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x)) + R0f.x);
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R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y)) + R0f.y);
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R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].z)) + R0f.x);
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PS0f = R3f.z;
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// 1
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R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x)*resScale)) + R0f.x);
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R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)*resScale)) + R0f.y);
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R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].w)) + R0f.y);
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}
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if( activeMaskStackC[2] == true ) {
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R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
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R0f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
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R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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// 1
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PV1f.x = R2f.w + R3f.w;
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PV1f.x /= 2.0;
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PV1f.y = R2f.z + R3f.z;
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PV1f.y /= 2.0;
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PV1f.z = R2f.y + R3f.y;
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PV1f.z /= 2.0;
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PV1f.w = R2f.x + R3f.x;
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PV1f.w /= 2.0;
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// 2
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R2f.x = R127f.w + PV1f.w;
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R2f.x /= 2.0;
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R2f.y = R127f.z + PV1f.z;
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R2f.y /= 2.0;
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R2f.z = R127f.y + PV1f.y;
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R2f.z /= 2.0;
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R2f.w = R127f.x + PV1f.x;
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R2f.w /= 2.0;
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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@ -239,6 +239,24 @@ height = 360
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formats = 0x816
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overwriteFormat = 0x820
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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x019
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 320
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height = 192
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formats = 0x019
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overwriteFormat = 0x01f
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[TextureRedefine]
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width = 320
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height = 180
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formats = 0x019
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overwriteFormat = 0x01f
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# Full Res
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[TextureRedefine]
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width = 1280
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@ -302,6 +320,20 @@ formats = 0x80e,0x01a,0x806,0x816,0x801,0x019,0x001
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 320
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[TextureRedefine] # depth applied
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width = 448
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height = 240
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formats = 0x1a,0x816
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overwriteWidth = ($width/$gameWidth) * 448
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overwriteHeight = ($height/$gameHeight) * 240
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[TextureRedefine] # depth applied
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width = 427
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height = 240
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formats = 0x1a,0x816
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overwriteWidth = ($width/$gameWidth) * 427
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overwriteHeight = ($height/$gameHeight) * 240
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[TextureRedefine] # MP Selection Menu - Depth Map
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width = 768
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height = 768
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@ -354,6 +386,13 @@ formats = 0x019
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]#Depth
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width = 256
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height = 256
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formats = 0x80e
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 256
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[TextureRedefine]
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width = 256
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height = 128
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@ -361,6 +400,13 @@ formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 128
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[TextureRedefine]#Depth
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width = 160
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height = 160
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formats = 0x80e
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 160
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[TextureRedefine]
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width = 160
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height = 90
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@ -375,6 +421,13 @@ formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 96
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[TextureRedefine]#Depth
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width = 148
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height = 148
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formats = 0x80e
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overwriteWidth = ($width/$gameWidth) * 148
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overwriteHeight = ($height/$gameHeight) * 148
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[TextureRedefine]
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width = 128
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height = 64
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@ -410,6 +463,28 @@ formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 96
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overwriteHeight = ($height/$gameHeight) * 48
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[TextureRedefine] #4p bloom
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width = 32
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height = 16
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 32
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overwriteHeight = ($height/$gameHeight) * 16
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[TextureRedefine] #4p bloom
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width = 24
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height = 16
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 24
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overwriteHeight = ($height/$gameHeight) * 16
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[TextureRedefine]#4p bloom
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width = 20
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height = 11
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 20
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overwriteHeight = ($height/$gameHeight) * 11
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# Underwater effect
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[TextureRedefine] # 1P
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width = 640
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@ -439,3 +514,175 @@ formats = 0x19,0x1a,0x806,0x816
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 360
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[TextureRedefine] #Cup win board
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width = 560
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height = 64
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#formats = 0x019 #,0x01a,0x806,0x816
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overwriteWidth = ($width/$gameWidth) * 560
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overwriteHeight = ($height/$gameHeight) * 64
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[TextureRedefine] #Cup win board
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width = 160
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height = 16
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#formats = 0x019 #,0x01a,0x806,0x816
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 16
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[TextureRedefine] #Cup win board
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width = 140
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height = 16
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#formats = 0x019 #,0x01a,0x806,0x816
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overwriteWidth = ($width/$gameWidth) * 140
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overwriteHeight = ($height/$gameHeight) * 16
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[TextureRedefine]#MKtv depth, normals
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width = 960
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height = 544
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formats = 0x80e,0x019,0x816
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight = ($height/$gameHeight) * 544
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[TextureRedefine]#MKtv depth, normals
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width = 960
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height = 540
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formats = 0x80e,0x019,0x816
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight = ($height/$gameHeight) * 540
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[TextureRedefine]#MKtv depth, normals
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width = 960
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height = 536
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formats = 0x80e,0x019,0x816
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overwriteWidth = ($width/$gameWidth) * 960
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overwriteHeight = ($height/$gameHeight) * 536
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[TextureRedefine]#MKtv
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width = 480
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height = 272
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formats = 0x816,0x01a
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overwriteWidth = ($width/$gameWidth) * 480
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overwriteHeight = ($height/$gameHeight) * 272
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[TextureRedefine]#MKtv
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width = 480
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height = 268
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formats = 0x816,0x01a
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overwriteWidth = ($width/$gameWidth) * 480
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overwriteHeight = ($height/$gameHeight) * 268
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[TextureRedefine]#MKtv
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width = 256
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height = 256
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 256
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[TextureRedefine]#MKtv
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width = 256
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height = 144
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 144
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[TextureRedefine]#MKtv bloom / blur
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width = 240
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height = 134
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 240
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overwriteHeight = ($height/$gameHeight) * 134
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[TextureRedefine]#MKtv bloom / blur
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width = 128
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height = 128
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formats = 0x816
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depth = 1
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 128
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[TextureRedefine]#MKtv bloom / blur
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width = 128
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height = 80
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 80
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[TextureRedefine]#MKtv bloom / blur
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width = 120
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height = 67
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 120
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overwriteHeight = ($height/$gameHeight) * 67
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[TextureRedefine]#MKtv bloom / blur
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||||
width = 64
|
||||
height = 64
|
||||
formats = 0x816
|
||||
depth = 1
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 64
|
||||
height = 48
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 48
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 60
|
||||
height = 33
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 60
|
||||
overwriteHeight = ($height/$gameHeight) * 33
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 60
|
||||
height = 33
|
||||
formats = 0x816
|
||||
overwriteWidth = ($width/$gameWidth) * 60
|
||||
overwriteHeight = ($height/$gameHeight) * 33
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 32
|
||||
height = 16
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 32
|
||||
overwriteHeight = ($height/$gameHeight) * 16
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 30
|
||||
height = 16
|
||||
formats = 0x019
|
||||
overwriteWidth = ($width/$gameWidth) * 30
|
||||
overwriteHeight = ($height/$gameHeight) * 16
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 64
|
||||
height = 64
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * 64
|
||||
overwriteHeight = ($height/$gameHeight) * 64
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 60
|
||||
height = 60
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * 60
|
||||
overwriteHeight = ($height/$gameHeight) * 60
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 52
|
||||
height = 52
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * 52
|
||||
overwriteHeight = ($height/$gameHeight) * 52
|
||||
|
||||
[TextureRedefine]#MKtv bloom / blur
|
||||
width = 32
|
||||
height = 32
|
||||
formats = 0x005
|
||||
overwriteWidth = ($width/$gameWidth) * 32
|
||||
overwriteHeight = ($height/$gameHeight) * 32
|
||||
|
||||
|
||||
#32x32, 16x16 cube slices - dont scale, should not be sharp
|
||||
|
Loading…
Reference in New Issue
Block a user