diff --git a/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt index c0354185..fc15b1cd 100644 --- a/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/00fed4f92a49e851_0000000000000079_ps.txt @@ -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; diff --git a/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt index 3d5938b5..a5799a85 100644 --- a/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/43a2239f07af804e_0000000000000079_ps.txt @@ -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; diff --git a/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt index e72d9a7f..964426e4 100644 --- a/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/73ac09c3fff4b657_0000000000000079_ps.txt @@ -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; diff --git a/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt index 37cd5ec3..af571c90 100644 --- a/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/75387173950c1793_0000000000000079_ps.txt @@ -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; diff --git a/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt b/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt index 85fda717..3abbbae8 100644 --- a/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta2_Resolution/8a0efcdc3f556942_0000000000000079_ps.txt @@ -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; diff --git a/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt b/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt index 542b6060..16258f5e 100644 --- a/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt +++ b/Resolutions/Bayonetta2_Resolution/e5870717602e2f55_0000000000000000_vs.txt @@ -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; diff --git a/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt b/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt index b7d0d514..1b3dbd63 100644 --- a/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt +++ b/Resolutions/Bayonetta_Resolution/117889891fd19c30_000000000000001e_ps.txt @@ -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 diff --git a/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt b/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt index 4dd6ffe2..0a3242a1 100644 --- a/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta_Resolution/212e4514290f2693_0000000000000079_ps.txt @@ -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; diff --git a/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt b/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt index b1229af0..68eb6e60 100644 --- a/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt +++ b/Resolutions/Bayonetta_Resolution/51f398ee2e3e18a6_0000000000000079_ps.txt @@ -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; diff --git a/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt b/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt index c761caec..88a67008 100644 --- a/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt +++ b/Resolutions/Bayonetta_Resolution/6e828da50daedc79_00000000000003c9_ps.txt @@ -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 diff --git a/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt b/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt index 87610210..28cecc89 100644 --- a/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt +++ b/Resolutions/Bayonetta_Resolution/9d1d7119cc2a1bc5_00000000000003c9_ps.txt @@ -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 diff --git a/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt b/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt index 35e2cfb1..8dbfb7c5 100644 --- a/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt +++ b/Resolutions/Bayonetta_Resolution/f015876e4c8e82f9_000000000000001e_ps.txt @@ -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 diff --git a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt b/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt index af78a53a..ef6eaa75 100644 --- a/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt +++ b/Resolutions/CaptainToad_Resolution/37a4ec1a7dbc7391_00000000000003c9_ps.txt @@ -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 diff --git a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt index 569467aa..9940abff 100644 --- a/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/6f5412f28bd716e8_0000000000000000_vs.txt @@ -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; diff --git a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt b/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt index 2e1f446d..f25fd933 100644 --- a/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt +++ b/Resolutions/CaptainToad_Resolution/83f42767ee584d5a_000000000007fffd_ps.txt @@ -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 diff --git a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt b/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt index c4e7c1c2..6d2f4f15 100644 --- a/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/Resolutions/CaptainToad_Resolution/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -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; diff --git a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt b/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt index 6cdaed49..067cb568 100644 --- a/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt +++ b/Resolutions/CaptainToad_Resolution/cc5b29e8cb801fb8_000000000007fff9_ps.txt @@ -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 diff --git a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt b/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt index 6c0bcf41..17511d4b 100644 --- a/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt +++ b/Resolutions/CaptainToad_Resolution/d6228044a83341ca_000000000007fffd_ps.txt @@ -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 diff --git a/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt b/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt index 1e4cf0d7..1968ced0 100644 --- a/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt +++ b/Resolutions/KirbyRainbow_Resolution/2258c1c082f929aa_0000000000000000_vs.txt @@ -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; diff --git a/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt b/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt index 1de6a9fa..2e9dc8ac 100644 --- a/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt +++ b/Resolutions/MarioParty10_Resolution/5ce4bcf08c2aa688_0000000000000000_vs.txt @@ -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]; diff --git a/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt index b46a4448..f153ad58 100644 --- a/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt +++ b/Resolutions/Pikmin3_Resolution/263a134082e695a0_0000000000000000_vs.txt @@ -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]; diff --git a/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt index da7242be..05a710e8 100644 --- a/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt +++ b/Resolutions/Pikmin3_Resolution/4313ad4062c8d8f6_0000000000000000_vs.txt @@ -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]; diff --git a/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt b/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt index a1033cde..15492bc0 100644 --- a/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt +++ b/Resolutions/Pikmin3_Resolution/ec4a85d51e778437_0000000000000000_vs.txt @@ -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]; diff --git a/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt b/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt index 426f2c27..50d2570b 100644 --- a/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt +++ b/Resolutions/PokkenTournament_Resolution/b2fecd8319ee0096_0000000000079249_ps.txt @@ -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 diff --git a/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt b/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt index c1f21720..e6483d1a 100644 --- a/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt +++ b/Resolutions/PokkenTournament_Resolution/fe05aca8e186a5fd_0000000000000079_ps.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt index cd2941fc..6b773a9e 100644 --- a/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/2fc311c50a4dab95_0000000000000000_vs.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt index e3881865..2a3e4f13 100644 --- a/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/384f98693cb9d036_0000000000000000_vs.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt index 2da60842..8b022689 100644 --- a/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/384f98696d1a1236_0000000000000000_vs.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt index 61293dc7..f17b1b57 100644 --- a/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/3952c3a52c87ad30_0000000000000000_vs.txt @@ -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; diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt index 4fae98b1..05f271bf 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a4fe2_0000000000000000_vs.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt index 93fb8ed9..13bafa26 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a51e2_0000000000000000_vs.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt index e255a769..1f6afaad 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0c732a91e2_0000000000000000_vs.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt b/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt index 181ca813..5f64e008 100644 --- a/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt +++ b/Resolutions/SonicLostWorld_Resolution/419dbf0ca38a91e2_0000000000000000_vs.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt index c009c8e3..bbaa7c18 100644 --- a/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/58cf1eb8946f4b3c_0000000000000079_ps.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt index a6fdd9f9..11ed02fb 100644 --- a/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/79183302695ea935_0000000000000079_ps.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt index da0843f4..d2a14fa4 100644 --- a/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/92e5b6dffd1d9b9b_0000000000000079_ps.txt @@ -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 { diff --git a/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt b/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt index aa98714c..dcfbeed7 100644 --- a/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt +++ b/Resolutions/SonicLostWorld_Resolution/a455fc196032912c_0000000000000079_ps.txt @@ -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 { diff --git a/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt b/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt index c5533744..cf37e223 100644 --- a/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt +++ b/Resolutions/Splatoon_Resolution/ae5bf21625f134f3_0000000000000000_vs.txt @@ -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);