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[TMS] Map fix, bloom scaling
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@ -55,9 +55,9 @@ attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
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R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y)/ resXScale,intBitsToFloat(uf_remappedVS[0].z)) + R2f.y);
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PV0f.x = R127f.x;
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R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
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R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x)/ resXScale,intBitsToFloat(uf_remappedVS[0].z)) + R2f.x);
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PV0f.y = R123f.y;
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R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y) / resYScale, intBitsToFloat(uf_remappedVS[0].w));
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PV0f.z = R127f.z;
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@ -205,6 +205,13 @@ height = 720
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overwriteWidth = ($width/$gameWidth) * 1014
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine]
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width = 896
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height = 480
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * 896
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] # Pad
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width = 864
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height = 480
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