mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-11 09:19:07 +01:00
...copy-paste error
fuzzy head ps: 1.33333333 is actually the original offset is this shader, divide by it then left with whatever you need maybe could also change vertex shader tho
This commit is contained in:
parent
5fb6f76021
commit
94870ed334
@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float h = data / 1.38461538 * uf_fragCoordScale.y;
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float h = data / 1.33333333 * uf_fragCoordScale.y;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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@ -7,7 +7,7 @@ layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float data = passParameterSem0.z - passParameterSem0.w;
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float w = data / 1.38461538 * uf_fragCoordScale.x;
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float w = data / 1.33333333 * uf_fragCoordScale.x;
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uniform float o_weight[] = float[]( 0.29411765, 0.35294118 );
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uniform float o_offset[] = float[]( 0.00000000, 1.33333333 );
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Block a user