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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-22 16:11:47 +01:00
Fix non-integer resolutions for certain packs
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 00fed4f92a49e851
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//cut scen blur pass 2 a
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x462bd800 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem133;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 43a2239f07af804e
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//horizontal blur
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[3];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf53f9800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem133;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 73ac09c3fff4b657
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//cut scene vert blur //redundant?
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x462fa000 res 320x180x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem133;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 75387173950c1793
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//vert blur
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf536f000 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem133;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 8a0efcdc3f556942
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//halfres, pyarmid start
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[2];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf451b000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem133;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader e5870717602e2f55 //layer blur
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[8];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 117889891fd19c30
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//menu
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[1];
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uniform float uf_alphaTestRef;
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
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@ -2,7 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 212e4514290f2693
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e48800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
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layout(location = 0) in vec4 passParameterSem128;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 51f398ee2e3e18a6
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//blur vert
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4e11800 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
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layout(location = 0) in vec4 passParameterSem128;
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 6e828da50daedc79
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// cut scene blur
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[3];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5195800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4709800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader 9d1d7119cc2a1bc5
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//film simulation blur
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const float resScale = ($height/$gameHeight) ;
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[3];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5195800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4709800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
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#extension GL_ARB_separate_shader_objects : enable
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// shader f015876e4c8e82f9
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//menu 2d blur
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const float resScale = ($height/$gameHeight);
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const float resScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[1];
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uniform float uf_alphaTestRef;
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 0 border: 0
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@ -2,8 +2,8 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 37a4ec1a7dbc7391 //AA fix
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x159db800 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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#extension GL_ARB_shading_language_packing : enable
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// shader 6f5412f28bd716e8
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// Used for: Horizontal blur
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_texture_gather : enable
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// shader 83f42767ee584d5a
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// Used for: Third glitter bloom pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4fb1000 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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#extension GL_ARB_shading_language_packing : enable
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// shader a0bda935c83e6f2a
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// Used for: Vertical blur
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const float resXScale = (float($width)/float($gameWidth));
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const float resYScale = (float($height)/float($gameHeight));
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_texture_gather : enable
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// shader cc5b29e8cb801fb8
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// Used for: First glitter bloom pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e0c000 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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#extension GL_ARB_texture_gather : enable
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// shader d6228044a83341ca
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// Used for: Second glitter bloom pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[8];
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layout(binding = 1) uniform sampler2DArray textureUnitPS1;// Tex1 addr 0xf4e48800 res 320x180x6 dim 5 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x6) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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#extension GL_ARB_shading_language_packing : enable
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// shader 2258c1c082f929aa
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// Used for: Stage Background Blur, Clay Texture Blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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#extension GL_ARB_shading_language_packing : enable
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// shader 5ce4bcf08c2aa688
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// Used for: Bloom
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[6];
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#extension GL_ARB_shading_language_packing : enable
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// shader 263a134082e695a0
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// Used for: Scaling Horizontal Bloom Pass
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const float resXScale = ($width/$gameWidth);
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const float resXScale = float($width)/float($gameWidth);
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uniform ivec4 uf_remappedVS[1];
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#extension GL_ARB_shading_language_packing : enable
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// shader 4313ad4062c8d8f6
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// Used for: Scaling Vertical Bloom Pass
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const float resYScale = ($height/$gameHeight);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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#extension GL_ARB_shading_language_packing : enable
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// shader ec4a85d51e778437
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// Used for: Scaling Blur Pass
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedVS[1];
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#extension GL_ARB_separate_shader_objects : enable
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// shader b2fecd8319ee0096
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// Used for: DoF In-game
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const float resXScale = ($width*($gameWidth/$renderWidth)/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)*(float($gameWidth)/float($renderWidth))/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4603800 res 960x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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#extension GL_ARB_separate_shader_objects : enable
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// shader fe05aca8e186a5fd
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// Used for: DoF backgrounds
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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layout(binding = 38, std140) uniform uniformBlockPS6
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{
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// shader 2fc311c50a4dab95
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// text shader 1
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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// shader 384f98693cb9d036
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// ui shader 2
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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// shader 384f98696d1a1236
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// ui shader 1
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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// shader 3952c3a52c87ad30
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// video shader
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;
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// shader 419dbf0c732a4fe2
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// ui shader 3
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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// shader 419dbf0c732a51e2
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// text shader 3
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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// shader 419dbf0c732a91e2
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// text shader 2
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float origRatio = (float(1280)/float(720));
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float newRatio = (float($width)/float($height));
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const float origRatio = float($gameWidth)/float($gameHeight);
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const float newRatio = float($width)/float($height);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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||||
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||||
// shader 419dbf0ca38a91e2
|
||||
// ui shader 4
|
||||
float origRatio = (float(1280)/float(720));
|
||||
float newRatio = (float($width)/float($height));
|
||||
const float origRatio = float($gameWidth)/float($gameHeight);
|
||||
const float newRatio = float($width)/float($height);
|
||||
#ifdef VULKAN
|
||||
layout(set = 0, binding = 0) uniform ufBlock
|
||||
{
|
||||
|
@ -19,8 +19,8 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 58cf1eb8946f4b3c
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
|
@ -19,8 +19,8 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 79183302695ea935
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
|
@ -19,8 +19,8 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader 92e5b6dffd1d9b9b
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
|
@ -19,8 +19,8 @@
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader a455fc196032912c
|
||||
const float resXScale = ($width/$gameWidth);
|
||||
const float resYScale = ($height/$gameHeight);
|
||||
const float resXScale = float($width)/float($gameWidth);
|
||||
const float resYScale = float($height)/float($gameHeight);
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 1) uniform ufBlock
|
||||
{
|
||||
|
@ -1,6 +1,6 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
||||
// shader ae5bf21625f134f3
|
||||
// Used for: Squid Sisters TV
|
||||
const float origRatio = float($gameWidth)/float($gameHeight);
|
||||
|
Loading…
Reference in New Issue
Block a user