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#version 450
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 949069c3567f349d
// color grading / chromatic aberration
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem130;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem130;
R1f.x = (texture(textureUnitPS1, R0f.xy).x);
// 0
backupReg0f = R1f.x;
R1f.x = backupReg0f;
R1f.x *= 4.0;
PV0f.z = R0f.x + -(0.5);
PV0f.w = R0f.y + -(0.5);
// 1
R0f.x = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].x)*$redHz) + 0.5); // red
R0f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].x)) + 0.5);
R0f.z = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[0].y)*$blueHz) + 0.5); // blur
R0f.w = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[0].y)) + 0.5);
R0f.y = (texture(textureUnitPS1, R0f.xy).y);
R0f.z = (texture(textureUnitPS1, R0f.zw).z);
// 0
R1f.y = R0f.y;
R1f.y *= 4.0;
R1f.z = R0f.z;
R1f.z *= 4.0;
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.z);
}

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[Definition]
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
name = Chromatic Aberration
path = "ZombiU/Enhancements/Chromatic Aberration"
description = Changes the intensity of horizontal chromatic aberration. (the red/green/blue edges)
#Credits: getdls
version = 6
[Default]
$redHz = 1.0
$blueHz = 1.0
[Preset]
name = CA Default
[Preset]
name = CA 0.75
$redHz = 1.00125
$blueHz = 1.0025
[Preset]
name = CA 0.5
$redHz = 1.0025
$blueHz = 1.005
[Preset]
name = CA Mostly Disabled
$redHz = 1.005
$blueHz = 1.01

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#version 450
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader ee4bd70a942d3687
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem130;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem130;
R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt;
R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt;
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = mul_nonIEEE(R1f.w, R0f.w);
PV0f.y = mul_nonIEEE(R1f.z, R0f.z);
PV0f.z = mul_nonIEEE(R1f.y, backupReg0f);
PV0f.w = mul_nonIEEE(R1f.x, backupReg1f);
// 1
R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x));
R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y));
R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z));
R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w));
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
name = Lens Dirt Adjustment
path = "ZombiU/Enhancements/Lens Dirt Adjustment"
description = Changes the intensity of the lens dirt effect.
#Credits: getdls
version = 6
[Default]
$dirt = 1.0
[Preset]
name = Lens Dirt Default
[Preset]
name = Lens Dirt 0.85
$dirt = 0.85
[Preset]
name = Lens Dirt 0.75
$dirt = 0.75
[Preset]
name = Lens Dirt 0.5
$dirt = 0.5
[Preset]
name = No Lens Dirt
$dirt = 0.01

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#version 450
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 9993b65e9eb6bb1d
// Anti-Aliasing
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[2];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[2];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem130;
layout(location = 1) in vec4 passParameterSem134;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem130;
R1f = passParameterSem134;
R2f.xyz = (texture(textureUnitPS0, R0f.zy).xyz);
R5f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
R4f.xyz = (texture(textureUnitPS0, R0f.xw).xyz);
R3f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.zw).xyz);
// 0
tempf.x = dot(vec4(R2f.x,R2f.y,R2f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = 0.0;
PS0f = R127f.z;
// 1
tempf.x = dot(vec4(R3f.x,R3f.y,R3f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.z = tempf.x;
R127f.y = PV0f.x + intBitsToFloat(0x3b2aaab9);
PS1f = R127f.y;
// 2
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.w = tempf.x;
R125f.z = intBitsToFloat(uf_remappedPS[0].w);
PS0f = R125f.z;
// 3
tempf.x = dot(vec4(R5f.x,R5f.y,R5f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.w = tempf.x;
R2f.w = 1.0;
PS1f = R2f.w;
// 4
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),intBitsToFloat(0x3faaaa8f),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.y = R126f.z + -(PV1f.x);
PS0f = R126f.y;
// 5
PV1f.x = PV0f.x + -(R127f.w);
PV1f.y = -(R126f.w) + R127f.w;
PV1f.z = -(R127f.y) + R127f.w;
R127f.w = -(R127f.y) + PV0f.x;
PV1f.w = R127f.w;
// 6
tempf.x = dot(vec4(PV1f.x,R126f.y,R126f.y,-0.0),vec4(PV1f.z,PV1f.y,R127f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = PV1f.w + -(R126f.z);
// 7
PV1f.x = PV0f.x + -(intBitsToFloat(0xbdcccccd));
PV1f.y = R127f.w + R126f.z;
R126f.z = PS0f + R126f.w;
// 8
R126f.y = PV1f.y + -(R126f.w);
PV0f.y = R126f.y;
R126f.w = PV1f.x * intBitsToFloat(0x41200000);
R126f.w = clamp(R126f.w, 0.0, 1.0);
PV0f.w = R126f.w;
// 9
tempf.x = dot(vec4(R126f.z,PV0f.y,R125f.z,-0.0),vec4(R126f.z,PV0f.y,R125f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.z = mul_nonIEEE(PV0f.w, PV0f.w);
PS1f = R125f.z;
// 10
R123f.y = (-(2.0) * R126f.w + intBitsToFloat(0x40400000));
PV0f.y = R123f.y;
tempResultf = 1.0 / sqrt(PV1f.x);
PS0f = tempResultf;
// 11
backupReg0f = R126f.z;
PV1f.x = mul_nonIEEE(R125f.z, PV0f.y);
R126f.z = mul_nonIEEE(R126f.y, PS0f);
R126f.w = mul_nonIEEE(backupReg0f, PS0f);
// 12
PV0f.w = PV1f.x * intBitsToFloat(0x3f99999a);
// 13
R126f.y = mul_nonIEEE(R126f.z, PV0f.w);
PV1f.y = R126f.y;
R126f.z = mul_nonIEEE(R126f.w, PV0f.w);
PV1f.z = R126f.z;
// 14
PV0f.x = max(PV1f.z, -(PV1f.z));
PV0f.w = max(PV1f.y, -(PV1f.y));
// 15
PV1f.z = min(PV0f.x, PV0f.w);
// 16
PV0f.y = PV1f.z + -(0.0);
// 17
PV1f.x = PV0f.y * intBitsToFloat(0x3fb6db6e)/resXScale;
PV1f.x = clamp(PV1f.x, 0.0, 1.0);
// 18
R123f.z = (-(2.0) * PV1f.x + intBitsToFloat(0x40400000));
PV0f.z = R123f.z;
PV0f.w = mul_nonIEEE(PV1f.x, PV1f.x);
// 19
R123f.y = (mul_nonIEEE(-(PV0f.w),PV0f.z) + intBitsToFloat(0x3f99999a)/resXScale);
PV1f.y = R123f.y;
// 20
PV0f.x = mul_nonIEEE(R126f.z, PV1f.y);
PV0f.w = mul_nonIEEE(R126f.y, PV1f.y);
// 21
PV1f.z = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].x));
PV1f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].y));
// 22
R127f.x = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].w));
PV0f.x = R127f.x;
R126f.y = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].w));
PV0f.y = R126f.y;
PV0f.z = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[1].y));
R126f.w = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].y));
PV0f.w = R126f.w;
// 23
R4f.xyz = vec3(R1f.x,R1f.y,R1f.x) + vec3(PV0f.z,PV0f.w,PV0f.x);
R4f.w = R1f.y + PV0f.y;
R0f.x = R1f.x + -(PV0f.z);
PS1f = R0f.x;
// 24
backupReg0f = R1f.x;
R1f.x = backupReg0f + -(R127f.x);
R0f.y = R1f.y + -(R126f.w);
R1f.z = R1f.y + -(R126f.y);
R3f.xyz = (texture(textureUnitPS0, R4f.xy).xyz);
R4f.xyz = (texture(textureUnitPS0, R4f.zw).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz = (texture(textureUnitPS0, R1f.xz).xyz);
// 0
PV0f.x = R3f.z + R4f.z;
PV0f.y = R3f.y + R4f.y;
PV0f.z = R3f.x + R4f.x;
// 1
backupReg0f = R0f.y;
PV1f.y = R0f.z + PV0f.x;
PV1f.z = backupReg0f + PV0f.y;
PV1f.w = R0f.x + PV0f.z;
// 2
PV0f.x = R1f.x + PV1f.w;
PV0f.z = R1f.z + PV1f.y;
PV0f.w = R1f.y + PV1f.z;
// 3
PV1f.x = R5f.y + PV0f.w;
PV1f.y = R5f.x + PV0f.x;
PV1f.w = R5f.z + PV0f.z;
// 4
PV0f.x = PV1f.w * intBitsToFloat(0x3f4ccccd);
PV0f.y = PV1f.x * intBitsToFloat(0x3f4ccccd);
PV0f.z = PV1f.y * intBitsToFloat(0x3f4ccccd);
// 5
R2f.x = PV0f.z * 0.25;
R2f.y = PV0f.y * 0.25;
R2f.z = PV0f.x * 0.25;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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#version 460
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader d121b990e877579c
//shadow penumbra
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 5) uniform ufBlock
{
uniform ivec4 uf_remappedPS[11];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[11];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(11, 1, 0) uniform sampler2D textureUnitPS11;
TEXTURE_LAYOUT(12, 1, 1) uniform sampler2DShadow textureUnitPS12;
TEXTURE_LAYOUT(13, 1, 2) uniform sampler2D textureUnitPS13;
TEXTURE_LAYOUT(14, 1, 3) uniform sampler2D textureUnitPS14;
TEXTURE_LAYOUT(15, 1, 4) uniform sampler2D textureUnitPS15;
layout(location = 0) in vec4 passParameterSem130;
layout(location = 1) in vec4 passParameterSem131;
layout(location = 2) in vec4 passParameterSem132;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem130;
R1f = passParameterSem131;
R2f = passParameterSem132;
R3f.x = (texture(textureUnitPS15, R0f.xy).x);
R4f.xyz = (texture(textureUnitPS11, R0f.xy).xyz);
R7f.xy = (texture(textureUnitPS13, R0f.xy).xy);
R0f.xyz = (texture(textureUnitPS14, R0f.xy).xyz);
// 0
PV0f.x = R2f.x;
PV0f.x /= 2.0;
PV0f.y = R2f.y;
PV0f.y /= 2.0;
PV0f.z = R3f.x + -(intBitsToFloat(uf_remappedPS[0].y));
R127f.w = 1.0;
R6f.x = (R4f.x * 2.0 + -(1.0));
PS0f = R6f.x;
// 1
R5f.x = (R4f.y * 2.0 + -(1.0));
R127f.y = fract(PV0f.y);
PV1f.y = R127f.y;
R127f.z = fract(PV0f.x);
PV1f.z = R127f.z;
R7f.w = (R4f.z * 2.0 + -(1.0));
PS1f = 1.0 / PV0f.z;
// 2
R123f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
PV0f.y = R123f.y;
R5f.z = R0f.x;
R126f.w = PS1f * intBitsToFloat(uf_remappedPS[0].x);
PV0f.w = R126f.w;
R6f.w = 0.0;
PS0f = R6f.w;
// 3
R123f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
PV1f.y = R123f.y;
R2f.z = mul_nonIEEE(R1f.z, PV0f.w);
PV1f.z = R2f.z;
R124f.w = PV0f.x + 0.0;
R0f.w = PV0f.y + 0.0;
PS1f = R0f.w;
// 4
R127f.x = mul_nonIEEE(R1f.x, PV1f.z);
PV0f.x = R127f.x;
R127f.y = mul_nonIEEE(R1f.y, PV1f.z);
PV0f.y = R127f.y;
R127f.z = mul_nonIEEE(R1f.z, PV1f.z);
PV0f.z = R127f.z;
R125f.w = PV1f.x + 0.0;
R126f.z = PV1f.y + 0.0;
PS0f = R126f.z;
// 5
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R3f.x = mul_nonIEEE(R1f.x, R126f.w);
PS1f = R3f.x;
// 6
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),intBitsToFloat(uf_remappedPS[3].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.x = 1.0 / PV1f.x;
PS0f = R126f.x;
// 7
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),intBitsToFloat(uf_remappedPS[4].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.y = PV0f.x * PS0f;
PS1f = R126f.y;
// 8
tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),intBitsToFloat(uf_remappedPS[5].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.w = PV1f.x * R126f.x;
PS0f = R127f.w;
// 9
backupReg0f = R126f.x;
R126f.x = R126f.y;
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV1f.x = R126f.x;
R4f.y = mul_nonIEEE(R1f.y, R126f.w);
R127f.z = PV0f.x * backupReg0f;
PV1f.z = R127f.z;
R5f.w = -(R3f.x) + intBitsToFloat(uf_remappedPS[6].x);
R1f.x = PS0f + R125f.w;
PS1f = R1f.x;
// 10
R4f.x = R127f.w + R125f.w;
R1f.y = PV1f.z + R126f.z;
R4f.z = PV1f.z + R0f.w;
R1f.w = PV1f.x;
R2f.y = PV1f.z + R126f.z;
PS0f = R2f.y;
// 11
R2f.x = R127f.w + R124f.w;
R3f.y = R127f.z + R0f.w;
R3f.z = R127f.w + R124f.w;
R4f.w = R126f.x;
R2f.w = R126f.x;
PS1f = R2f.w;
// 12
backupReg0f = R0f.z;
R0f.x = R0f.y;
R0f.y = -(R4f.y) + intBitsToFloat(uf_remappedPS[6].y)/3;
R0f.z = -(R2f.z) + intBitsToFloat(uf_remappedPS[6].z)/3;
R3f.w = R126f.x;
R1f.z = backupReg0f;
PS0f = R1f.z;
R1f.x = (texture(textureUnitPS12, vec3(R1f.xy, R1f.w)));
R1f.y = (texture(textureUnitPS12, vec3(R4f.xz, R4f.w)));
R4f.z = (texture(textureUnitPS12, vec3(R2f.xy, R2f.w)));
R3f.w = (texture(textureUnitPS12, vec3(R3f.zy, R3f.w)));
// 0
tempf.x = dot(vec4(R3f.x,R4f.y,R2f.z,-0.0),vec4(R3f.x,R4f.y,R2f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.x = intBitsToFloat(uf_remappedPS[7].x);
PS0f = R126f.x;
// 1
backupReg0f = R0f.y;
backupReg0f = R0f.y;
backupReg1f = R0f.z;
backupReg1f = R0f.z;
tempf.x = dot(vec4(R5f.w,backupReg0f,backupReg1f,-0.0),vec4(R5f.w,backupReg0f,backupReg1f,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
tempResultf = 1.0 / sqrt(PV0f.x);
PS1f = tempResultf;
// 2
R127f.x = mul_nonIEEE(R3f.x, PS1f);
PV0f.x = R127f.x;
R126f.y = mul_nonIEEE(R4f.y, PS1f);
PV0f.y = R126f.y;
R127f.z = mul_nonIEEE(R2f.z, PS1f);
PV0f.z = R127f.z;
R127f.w = intBitsToFloat(uf_remappedPS[7].y);
R127f.y = sqrt(PV1f.x);
PS0f = R127f.y;
// 3
tempf.x = dot(vec4(R6f.x,R5f.x,R7f.w,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = 1.0 / PS0f;
// 4
R125f.x = R5f.w * PS1f;
PV0f.x = R125f.x;
R125f.y = R0f.y * PS1f;
PV0f.y = R125f.y;
R126f.z = R0f.z * PS1f;
PV0f.z = R126f.z;
R124f.w = PV1f.x + PV1f.x;
PV0f.w = R124f.w;
PS0f = intBitsToFloat(uf_remappedPS[7].z);
// 5
backupReg0f = R127f.x;
tempf.x = dot(vec4(-(R126f.x),-(R127f.w),-(PS0f),-(R6f.w)),vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.z));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.x = (mul_nonIEEE(-(PV0f.w),R6f.x) + backupReg0f);
PS1f = R127f.x;
// 6
backupReg0f = R127f.z;
backupReg1f = R127f.y;
R123f.x = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[8].z)) + intBitsToFloat(uf_remappedPS[8].w));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R127f.y = (mul_nonIEEE(-(R124f.w),R5f.x) + R126f.y);
R127f.z = (mul_nonIEEE(-(R124f.w),R7f.w) + backupReg0f);
R123f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[8].x)) + intBitsToFloat(uf_remappedPS[8].y));
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R2f.w = 0.0;
PS0f = R2f.w;
// 7
tempf.x = dot(vec4(R1f.x,R1f.y,R4f.z,R3f.w),vec4(0.25,0.25,0.25,0.25));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.x = mul_nonIEEE(PV0f.w, PV0f.x);
PS1f = R126f.x;
// 8
tempf.x = dot(vec4(R125f.x,R125f.y,R126f.z,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.x = PV1f.x + -(1.0);
PS0f = R127f.x;
// 9
backupReg0f = R126f.z;
R124f.x = mul_nonIEEE(R7f.y, intBitsToFloat(uf_remappedPS[9].y));
R127f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].x));
R126f.z = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].y));
PV1f.w = max(PV0f.x, -(PV0f.x));
PS1f = mul_nonIEEE(R7f.w, backupReg0f);
// 10
R123f.x = (mul_nonIEEE(R5f.x,R125f.y) + PS1f);
PV0f.x = R123f.x;
PV0f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].z));
R123f.w = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
PV0f.w = R123f.w;
tempResultf = log2(PV1f.w);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 11
backupReg0f = R126f.z;
R123f.x = (mul_nonIEEE(R6f.x,R125f.x) + PV0f.x);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(R124f.x, PS0f);
R126f.z = mul_nonIEEE(R127f.y, PV0f.w);
PV1f.z = R126f.z;
R124f.w = mul_nonIEEE(backupReg0f, PV0f.w);
PV1f.w = R124f.w;
R124f.x = mul_nonIEEE(PV0f.y, PV0f.w);
PS1f = R124f.x;
// 12
PV0f.x = mul_nonIEEE(PV1f.x, PV1f.z);
PV0f.x *= 2.0;
PV0f.z = mul_nonIEEE(PV1f.x, PS1f);
PV0f.z *= 2.0;
PV0f.w = mul_nonIEEE(PV1f.x, PV1f.w);
PV0f.w *= 2.0;
R125f.x = exp2(PV1f.y);
PS0f = R125f.x;
// 13
backupReg0f = R0f.x;
backupReg1f = R124f.w;
PV1f.x = mul_nonIEEE(backupReg0f, PV0f.w);
PV1f.y = mul_nonIEEE(R5f.z, PV0f.x);
PV1f.z = mul_nonIEEE(PS0f, R126f.z);
R124f.w = mul_nonIEEE(R1f.z, PV0f.z);
PS1f = mul_nonIEEE(PS0f, backupReg1f);
// 14
R123f.x = (mul_nonIEEE(R7f.x,PS1f) + PV1f.x);
PV0f.x = R123f.x;
PV0f.y = mul_nonIEEE(R125f.x, R124f.x);
R123f.z = (mul_nonIEEE(R7f.x,PV1f.z) + PV1f.y);
PV0f.z = R123f.z;
// 15
R123f.x = (mul_nonIEEE(R7f.x,PV0f.y) + R124f.w);
PV1f.x = R123f.x;
R2f.y = PV0f.x * 0.25;
R2f.x = PV0f.z * 0.25;
PS1f = R2f.x;
// 16
R2f.z = PV1f.x * 0.25;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

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[Definition]
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
name = Graphics Settings
path = "ZombiU/Graphics"
description = Changes the TV resolution and Gamepad resolution of the game. You can also change the quality of the shadows.|Made by getdls and M&&M.
#Credits: getdls, M&&M
version = 6
[Default]
$width = 1280
$height = 720
$padWidth = 854
$padHeight = 480
$gameWidth = 1280
$gameHeight = 720
$gamePadWidth = 854
$gamePadHeight = 480
$shadowRes = 1
# TV Resolution
[Preset]
category = TV Resolution
name = 640x360
$width = 640
$height = 360
[Preset]
category = TV Resolution
name = 960x540
$width = 960
$height = 540
[Preset]
category = TV Resolution
name = 1280x720 (Default)
default = 1
[Preset]
category = TV Resolution
name = 1600x900
$width = 1600
$height = 900
[Preset]
category = TV Resolution
name = 1920x1080
$width = 1920
$height = 1080
[Preset]
category = TV Resolution
name = 2560x1440
$width = 2560
$height = 1440
[Preset]
category = TV Resolution
name = 3200x1800
$width = 3200
$height = 1800
[Preset]
category = TV Resolution
name = 3840x2160
$width = 3840
$height = 2160
[Preset]
category = TV Resolution
name = 5120x2880
$width = 5120
$height = 2880
[Preset]
category = TV Resolution
name = 7680x4320
$width = 7680
$height = 4320
# Gamepad Resolution
[Preset]
category = Gamepad Resolution
name = 640x360
$padWidth = 640
$padHeight = 360
[Preset]
category = Gamepad Resolution
name = 854x480 (Default)
default = 1
[Preset]
category = Gamepad Resolution
name = 960x540
$padWidth = 960
$padHeight = 540
[Preset]
category = Gamepad Resolution
name = 1600x900
$padWidth = 1600
$padHeight = 900
[Preset]
category = Gamepad Resolution
name = 1920x1080
$padWidth = 1920
$padHeight = 1080
[Preset]
category = Gamepad Resolution
name = 2560x1440
$padWidth = 2560
$padHeight = 1440
[Preset]
category = Gamepad Resolution
name = 3200x1800
$padWidth = 3200
$padHeight = 1800
[Preset]
category = Gamepad Resolution
name = 3840x2160
$padWidth = 3840
$padHeight = 2160
[Preset]
category = Gamepad Resolution
name = 5120x2880
$padWidth = 5120
$padHeight = 2880
[Preset]
category = Gamepad Resolution
name = 7680x4320
$padWidth = 7680
$padHeight = 4320
# Shadow Quality
[Preset]
category = Shadow Quality
name = Low (50%)
$shadowRes = 0.5
[Preset]
category = Shadow Quality
name = Medium (100%, Default)
default = 1
[Preset]
category = Shadow Quality
name = High (200%)
$shadowRes = 2
[Preset]
category = Shadow Quality
name = Ultra (300%)
$shadowRes = 3
[Preset]
category = Shadow Quality
name = Extreme (400%, Unstable)
$shadowRes = 4
# Texture Redefines
[TextureRedefine]
width = 1280
height = 720
#formats = 0x80e,0x019,0x001,0x01a
formatsExcluded = 0x034,0x031 # Exclude Lens Dirt
tileModesExcluded = 0x1 # For Video Playback
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine]
width = 640
height = 368
#formatsExcluded = 0x431
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 368
[TextureRedefine]
width = 640
height = 360
#formats = 0x01a,0x001
tileModesExcluded = 0x1 # For Video Playback
overwriteWidth = ($width/$gameWidth) * 640
overwriteHeight = ($height/$gameHeight) * 360
[TextureRedefine]
width = 320
height = 192
#formats = 0x019,0x01a
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 192
[TextureRedefine]
width = 320
height = 180
#formats = 0x019,0x01a
overwriteWidth = ($width/$gameWidth) * 320
overwriteHeight = ($height/$gameHeight) * 180
# Dynamic Shadows
[TextureRedefine]
width = 1024
height = 1024
formats = 0x005
#formatsExcluded = 0x033,0x031
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024
[TextureRedefine]
width = 512
height = 512
formats = 0x005
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 512
[TextureRedefine]
width = 256
height = 256
formats = 0x005
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = $shadowRes * 256
overwriteHeight = $shadowRes * 256
# Gamepad
[TextureRedefine]
width = 864
height = 480
#formats = 0x019,0x01a
overwriteWidth = ($padWidth/$gamePadWidth) * 864
overwriteHeight = ($padHeight/$gamePadHeight) * 480
[TextureRedefine]
width = 854
height = 480
#formats = 0x019,0x01a
overwriteWidth = ($padWidth/$gamePadWidth) * 854
overwriteHeight = ($padHeight/$gamePadHeight) * 480
# Use more accurate texture formats to reduce banding
[TextureRedefine]
width = 1280
height = 720
formats = 0x01a
overwriteFormat = 0x01f
[TextureRedefine]
width = 320
height = 192
formats = 0x01a,0x019
overwriteFormat = 0x01f
[TextureRedefine]
width = 320
height = 180
formats = 0x01a,0x019
overwriteFormat = 0x01f
#[TextureRedefine]
#width = 640
#height = 368
#formats = 0x019
#overwriteFormat = 0x01f
#
#[TextureRedefine]
#width = 640
#height = 360
#formats = 0x019
#overwriteFormat = 0x01f

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[ZombiU_FOV_v32]
moduleMatches = 0xC7039B04 ; v32(EU/NA/JP)
0x100902A8 = .float $fov ;1.0 is default, 0.75 wider FOV
[ZombiU_FOV_v0]
moduleMatches = 0xA4959FE1 ; v0(EU/NA)
0x1008FA68 = .float $fov ;1.0 is default, 0.75 wider FOV
[ZombiU_FOV_JPv0]
moduleMatches = 0x89CEBCD5 ; v0(JP)
0x1008FDC8 = .float $fov ;1.0 is default, 0.75 wider FOV
[ZombiU_FOV_vDemo]
moduleMatches = 0x85FB745A ; demo(EU/NA/JP)
0x1008FEE8 = .float $fov ;1.0 is default, 0.75 wider FOV

View File

@ -0,0 +1,41 @@
[Definition]
titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301
name = Field of View
path = "ZombiU/Mods/Field of View"
description = Changes the field of view (FOV). Fixes edge framing for 21:9 cinematics and other FOV tweaks.
#Credits: getdls
version = 6
[Default]
$fov = 1.0
[Preset]
name = Default FOV
[Preset]
name = Match 16:9 horizontal FOV to 21:9 (1.3125)
$fov = 1.3125
[Preset]
name = Balance 48:9 (1.45)
$fov = 1.45
[Preset]
name = Slight FOV increase without breaking framing (0.925)
$fov = 0.925
[Preset]
name = Match 16:10 horizontal FOV to 16:9 (0.9)
$fov = 0.9
[Preset]
name = PC style wide FOV (0.825)
$fov = 0.825
[Preset]
name = Match 21:9 horizontal FOV to 16:9 (0.7442)
$fov = 0.7442
[Preset]
name = Fish eye (0.5)
$fov = 0.5