mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-11 09:19:07 +01:00
Splitted SM3DW and CTTT. Added partial DoF and Bloom fix.
Splitted Super Mario 3D World and Captain Toad: Treasure Tracker as both are getting their own shaders. Both are partial due to mips which are hard to scale and due to the rarity of some of the bloom shaders (only in the latest world. Might fix them later but they're awfully long and weird)
This commit is contained in:
parent
12ddaa5768
commit
908ab8acdc
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
99
Enthusiast/CaptainToadTreasureTracker_2880p/rules.txt
Normal file
99
Enthusiast/CaptainToadTreasureTracker_2880p/rules.txt
Normal file
@ -0,0 +1,99 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 5120x2880"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
width = 854
|
||||
height = 480
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res (gamepad)
|
||||
width = 427
|
||||
height = 240
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # q-res (gamepad)
|
||||
width = 214
|
||||
height = 120
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
99
Enthusiast/CaptainToadTreasureTracker_4320p/rules.txt
Normal file
99
Enthusiast/CaptainToadTreasureTracker_4320p/rules.txt
Normal file
@ -0,0 +1,99 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 7680x4320"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 7680
|
||||
overwriteHeight = 4320
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 7680
|
||||
overwriteHeight = 4320
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 7680
|
||||
overwriteHeight = 4320
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 7680
|
||||
overwriteHeight = 4320
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
width = 854
|
||||
height = 480
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res (gamepad)
|
||||
width = 427
|
||||
height = 240
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # q-res (gamepad)
|
||||
width = 214
|
||||
height = 120
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
99
Enthusiast/CaptainToadTreasureTracker_5760p/rules.txt
Normal file
99
Enthusiast/CaptainToadTreasureTracker_5760p/rules.txt
Normal file
@ -0,0 +1,99 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 10240x5760"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 10240
|
||||
overwriteHeight = 5760
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 10240
|
||||
overwriteHeight = 5760
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 10240
|
||||
overwriteHeight = 5760
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 10240
|
||||
overwriteHeight = 5760
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 5120
|
||||
overwriteHeight = 2880
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
width = 854
|
||||
height = 480
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res (gamepad)
|
||||
width = 427
|
||||
height = 240
|
||||
formatsExcluded = 0x41A # exclude obvious textures1
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # q-res (gamepad)
|
||||
width = 214
|
||||
height = 120
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 5120x2880"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 5120x2880"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 7680x4320"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 7680x4320"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 10240x5760"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 10240x5760"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 640x360"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 640x360"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 960x540"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 960x540"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
@ -1,7 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
86
Quality/CaptainToadTreasureTracker_1080p/rules.txt
Normal file
86
Quality/CaptainToadTreasureTracker_1080p/rules.txt
Normal file
@ -0,0 +1,86 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 1920x1080"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 480
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
|
||||
width = 854
|
||||
height = 480
|
||||
#overwriteWidth = 1920
|
||||
#overwriteHeight = 1080
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
34
Quality/CaptainToadTreasureTracker_1080pUW/patches.txt
Normal file
34
Quality/CaptainToadTreasureTracker_1080pUW/patches.txt
Normal file
@ -0,0 +1,34 @@
|
||||
[RedCarpetAspectUW]
|
||||
moduleMatches = 0xBBAF1908, 0xD2308838, 0xEB70C731
|
||||
# rodata constants
|
||||
0x10363ED4 = .float 2.370
|
||||
0x1036A688 = .float 2.370
|
||||
_aspectAddr = 0x10363ED4
|
||||
|
||||
# Aspect calculation
|
||||
0x0241D9B4 = lis r8, _aspectAddr@ha
|
||||
0x0241D9B8 = lfs f0, _aspectAddr@l(r8)
|
||||
|
||||
[KinopioAspectUW]
|
||||
moduleMatches = 0x43781F76, 0xC64B0A12, 0xD80AD9B4
|
||||
#rodata constants
|
||||
0x100A0EE0 = .float 2.370
|
||||
0x100BE2EC = .float 2.370
|
||||
0x100D79B4 = .float 2.370
|
||||
_aspectAddr = 0x100A0EE0
|
||||
|
||||
#Aspect Calculation
|
||||
0x02368158 = lis r31, _aspectAddr@ha
|
||||
0x0236815c = lfs f13, _aspectAddr@l(r31)
|
||||
|
||||
[KinopioAspectUWv16]
|
||||
moduleMatches = 0x9E0461E7, 0x1B377483, 0x0576A725
|
||||
#rodata constants
|
||||
0x0100A2D38 = .float 2.370
|
||||
0x0100C0164 = .float 2.370
|
||||
0x0100D982C = .float 2.370
|
||||
_aspectAddr = 0x0100A2D38
|
||||
|
||||
#Aspect Calculation
|
||||
0x02373530 = lis r31, _aspectAddr@ha
|
||||
0x02373534 = lfs f13, _aspectAddr@l(r31)
|
79
Quality/CaptainToadTreasureTracker_1080pUW/rules.txt
Normal file
79
Quality/CaptainToadTreasureTracker_1080pUW/rules.txt
Normal file
@ -0,0 +1,79 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 2560x1080 (21:9)"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 270
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
86
Quality/CaptainToadTreasureTracker_1440p/rules.txt
Normal file
86
Quality/CaptainToadTreasureTracker_1440p/rules.txt
Normal file
@ -0,0 +1,86 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 2560x1440"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 2560
|
||||
overwriteHeight = 1440
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 1280
|
||||
overwriteHeight = 720
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 640
|
||||
overwriteHeight = 360
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
|
||||
width = 854
|
||||
height = 480
|
||||
#overwriteWidth = 1920
|
||||
#overwriteHeight = 1080
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
86
Quality/CaptainToadTreasureTracker_1800p/rules.txt
Normal file
86
Quality/CaptainToadTreasureTracker_1800p/rules.txt
Normal file
@ -0,0 +1,86 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 3200x1800"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 3200
|
||||
overwriteHeight = 1800
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 3200
|
||||
overwriteHeight = 1800
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 3200
|
||||
overwriteHeight = 1800
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 3200
|
||||
overwriteHeight = 1800
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1600
|
||||
overwriteHeight = 900
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 1600
|
||||
overwriteHeight = 900
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 1600
|
||||
overwriteHeight = 900
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 1600
|
||||
overwriteHeight = 900
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 800
|
||||
overwriteHeight = 450
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
|
||||
width = 854
|
||||
height = 480
|
||||
#overwriteWidth = 1920
|
||||
#overwriteHeight = 1080
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Bloom
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
86
Quality/CaptainToadTreasureTracker_2160p/rules.txt
Normal file
86
Quality/CaptainToadTreasureTracker_2160p/rules.txt
Normal file
@ -0,0 +1,86 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Captain Toad Treasure Tracker - 3840x2160"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
width = 1280
|
||||
height = 720
|
||||
formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # zoomed in
|
||||
width = 1128
|
||||
height = 720
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # zoom transition
|
||||
width = 1000
|
||||
height = 600
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # zoom transition 2
|
||||
width = 1000
|
||||
height = 720
|
||||
overwriteWidth = 3840
|
||||
overwriteHeight = 2160
|
||||
|
||||
[TextureRedefine] # half-res alpha
|
||||
width = 640
|
||||
height = 360
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res (zoomed in)
|
||||
width = 564
|
||||
height = 360
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition)
|
||||
width = 500
|
||||
height = 300
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # half-res (zoom transition 2)
|
||||
width = 500
|
||||
height = 360
|
||||
overwriteWidth = 1920
|
||||
overwriteHeight = 1080
|
||||
|
||||
[TextureRedefine] # quarter-res alpha
|
||||
width = 320
|
||||
height = 180
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # q-res (zoomed in)
|
||||
width = 282
|
||||
height = 180
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition)
|
||||
width = 250
|
||||
height = 150
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # q-res (zoom transition 2)
|
||||
width = 250
|
||||
height = 180
|
||||
overwriteWidth = 960
|
||||
overwriteHeight = 540
|
||||
|
||||
[TextureRedefine] # gamepad
|
||||
|
||||
width = 854
|
||||
height = 480
|
||||
#overwriteWidth = 1920
|
||||
#overwriteHeight = 1080
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 1920x1080"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 1920x1080"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 2560x1080 (21:9)"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 2560x1080 (21:9)"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 2560x1440"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 2560x1440"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 3200x1800"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 3200x1800"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 0457fe3efc9a772f
|
||||
// Used for: Horizontal Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 4102408f48cb6b94
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 46575655811a12b7
|
||||
// Used for: Horizontal Blur
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
|
||||
uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
|
||||
uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,28 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 74b3539704b05bfd
|
||||
// Used for: Horizontal Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,27 +0,0 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 9fad3b3505a6d831
|
||||
// Used for: Vertical Blur (Captain Toad Treasure Tracker)
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -0,0 +1,27 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader f5190dd4ae552353
|
||||
// Used for: Vertical Blur 1
|
||||
const float blurFactor = 1.0; //Higher is less blur
|
||||
|
||||
// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
|
||||
uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
|
||||
uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
|
||||
|
||||
ivec2 inputRes = textureSize(textureUnitPS0, 0);
|
||||
vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
|
||||
vec2 scale = outputRes * blurFactor;
|
||||
void main()
|
||||
{
|
||||
vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
|
||||
vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
|
||||
for (int i = 1; i<4; i++) {
|
||||
R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
|
||||
}
|
||||
passPixelColor0 = R1f;
|
||||
}
|
@ -1,6 +1,6 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100,0005000010180600,0005000010180700,0005000010180500
|
||||
name = "Super Mario 3D World + Captain Toad: Treasure Tracker - 3840x2160"
|
||||
titleIds = 0005000010145d00,0005000010145c00,0005000010106100
|
||||
name = "Super Mario 3D World - 3840x2160"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] # tv
|
||||
|
Loading…
x
Reference in New Issue
Block a user