Fix non-integer resolutions for certain packs

This commit is contained in:
Michele 2020-01-01 12:03:05 -08:00
parent 4bfe35cd13
commit 9bc2df3fff
38 changed files with 61 additions and 61 deletions

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 00fed4f92a49e851
//cut scen blur pass 2 a
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[2];
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
layout(location = 0) in vec4 passParameterSem133;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 43a2239f07af804e
//horizontal blur
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[3];
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
layout(location = 0) in vec4 passParameterSem133;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 73ac09c3fff4b657
//cut scene vert blur //redundant?
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[2];
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
layout(location = 0) in vec4 passParameterSem133;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 75387173950c1793
//vert blur
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[1];
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
layout(location = 0) in vec4 passParameterSem133;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 8a0efcdc3f556942
//halfres, pyarmid start
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[2];
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
layout(location = 0) in vec4 passParameterSem133;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader e5870717602e2f55 //layer blur
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[8];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 117889891fd19c30
//menu
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[1];
uniform float uf_alphaTestRef;
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 @@
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 212e4514290f2693
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[1];
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
layout(location = 0) in vec4 passParameterSem128;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 51f398ee2e3e18a6
//blur vert
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[1];
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
layout(location = 0) in vec4 passParameterSem128;

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 6e828da50daedc79
// cut scene blur
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[3];
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
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 @@
#extension GL_ARB_separate_shader_objects : enable
// shader 9d1d7119cc2a1bc5
//film simulation blur
const float resScale = ($height/$gameHeight) ;
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[3];
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
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 @@
#extension GL_ARB_separate_shader_objects : enable
// shader f015876e4c8e82f9
//menu 2d blur
const float resScale = ($height/$gameHeight);
const float resScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[1];
uniform float uf_alphaTestRef;
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 @@
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 37a4ec1a7dbc7391 //AA fix
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[4];
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
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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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable
// shader 6f5412f28bd716e8
// Used for: Horizontal blur
const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (float($height)/float($gameHeight));
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -2,8 +2,8 @@
#extension GL_ARB_texture_gather : enable
// shader 83f42767ee584d5a
// Used for: Third glitter bloom pass
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[5];
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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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable
// shader a0bda935c83e6f2a
// Used for: Vertical blur
const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (float($height)/float($gameHeight));
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -2,8 +2,8 @@
#extension GL_ARB_texture_gather : enable
// shader cc5b29e8cb801fb8
// Used for: First glitter bloom pass
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[5];
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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@ -2,8 +2,8 @@
#extension GL_ARB_texture_gather : enable
// shader d6228044a83341ca
// Used for: Second glitter bloom pass
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[8];
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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@ -4,8 +4,8 @@
#extension GL_ARB_shading_language_packing : enable
// shader 2258c1c082f929aa
// Used for: Stage Background Blur, Clay Texture Blur
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_uniformRegisterVS[256];
uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -4,8 +4,8 @@
#extension GL_ARB_shading_language_packing : enable
// shader 5ce4bcf08c2aa688
// Used for: Bloom
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[6];

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@ -4,7 +4,7 @@
#extension GL_ARB_shading_language_packing : enable
// shader 263a134082e695a0
// Used for: Scaling Horizontal Bloom Pass
const float resXScale = ($width/$gameWidth);
const float resXScale = float($width)/float($gameWidth);
uniform ivec4 uf_remappedVS[1];

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@ -4,7 +4,7 @@
#extension GL_ARB_shading_language_packing : enable
// shader 4313ad4062c8d8f6
// Used for: Scaling Vertical Bloom Pass
const float resYScale = ($height/$gameHeight);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1];

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@ -4,8 +4,8 @@
#extension GL_ARB_shading_language_packing : enable
// shader ec4a85d51e778437
// Used for: Scaling Blur Pass
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedVS[1];

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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable
// shader b2fecd8319ee0096
// Used for: DoF In-game
const float resXScale = ($width*($gameWidth/$renderWidth)/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)*(float($gameWidth)/float($renderWidth))/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
uniform ivec4 uf_remappedPS[4];
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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@ -3,8 +3,8 @@
#extension GL_ARB_separate_shader_objects : enable
// shader fe05aca8e186a5fd
// Used for: DoF backgrounds
const float resXScale = ($width/$gameWidth);
const float resYScale = ($height/$gameHeight);
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
layout(binding = 38, std140) uniform uniformBlockPS6
{

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@ -20,8 +20,8 @@
// shader 2fc311c50a4dab95
// text shader 1
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
{

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@ -20,8 +20,8 @@
// shader 384f98693cb9d036
// ui shader 2
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
{

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@ -20,8 +20,8 @@
// shader 384f98696d1a1236
// ui shader 1
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
{

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@ -20,8 +20,8 @@
// shader 3952c3a52c87ad30
// video shader
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);
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem8;

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@ -20,8 +20,8 @@
// shader 419dbf0c732a4fe2
// ui shader 3
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
{

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@ -20,8 +20,8 @@
// shader 419dbf0c732a51e2
// text shader 3
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
{

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@ -20,8 +20,8 @@
// shader 419dbf0c732a91e2
// text shader 2
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
{

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@ -20,8 +20,8 @@
// 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
{

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@ -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
{

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@ -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
{

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@ -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
{

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@ -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
{

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@ -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);