diff --git a/src/ZombiU/Enhancements/ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt b/src/ZombiU/Enhancements/ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt new file mode 100644 index 00000000..c725147c --- /dev/null +++ b/src/ZombiU/Enhancements/ChromaticAberration/949069c3567f349d_0000000000000079_ps.txt @@ -0,0 +1,82 @@ +#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); +} diff --git a/src/ZombiU/Enhancements/ChromaticAberration/rules.txt b/src/ZombiU/Enhancements/ChromaticAberration/rules.txt new file mode 100644 index 00000000..359ccf90 --- /dev/null +++ b/src/ZombiU/Enhancements/ChromaticAberration/rules.txt @@ -0,0 +1,29 @@ +[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 diff --git a/src/ZombiU/Enhancements/LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt b/src/ZombiU/Enhancements/LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt new file mode 100644 index 00000000..1d849d0f --- /dev/null +++ b/src/ZombiU/Enhancements/LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt @@ -0,0 +1,77 @@ +#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); +} diff --git a/src/ZombiU/Enhancements/LessLensDirt/rules.txt b/src/ZombiU/Enhancements/LessLensDirt/rules.txt new file mode 100644 index 00000000..3e9a87f7 --- /dev/null +++ b/src/ZombiU/Enhancements/LessLensDirt/rules.txt @@ -0,0 +1,29 @@ +[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 +$dirt = 0.01 diff --git a/src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt b/src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt new file mode 100644 index 00000000..009e6dec --- /dev/null +++ b/src/ZombiU/Graphics/9993b65e9eb6bb1d_0000000000000079_ps.txt @@ -0,0 +1,244 @@ +#version 450 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0 +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#define gl_VertexID gl_VertexIndex +#define gl_InstanceID gl_InstanceIndex +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define SET_POSITION(_v) gl_Position = _v +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL. + +// shader 9993b65e9eb6bb1d +// Anti-Aliasing +const float resXScale = float($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); +} diff --git a/src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt b/src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt new file mode 100644 index 00000000..4888c58a --- /dev/null +++ b/src/ZombiU/Graphics/d121b990e877579c_0000000000079249_ps.txt @@ -0,0 +1,350 @@ +#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); +} diff --git a/src/ZombiU/Graphics/rules.txt b/src/ZombiU/Graphics/rules.txt new file mode 100644 index 00000000..b8b44455 --- /dev/null +++ b/src/ZombiU/Graphics/rules.txt @@ -0,0 +1,286 @@ +[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 diff --git a/src/ZombiU/Mods/FOVSetting/patch_fov.asm b/src/ZombiU/Mods/FOVSetting/patch_fov.asm new file mode 100644 index 00000000..253a0071 --- /dev/null +++ b/src/ZombiU/Mods/FOVSetting/patch_fov.asm @@ -0,0 +1,15 @@ +[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 $fov ;1.0 is default, 0.75 wider FOV diff --git a/src/ZombiU/Mods/FOVSetting/rules.txt b/src/ZombiU/Mods/FOVSetting/rules.txt new file mode 100644 index 00000000..bae54f61 --- /dev/null +++ b/src/ZombiU/Mods/FOVSetting/rules.txt @@ -0,0 +1,41 @@ +[Definition] +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,000500021010DD01,000500021010EF01,0005000210112301 +name = Field of View +path = "ZombiU/Mods/Field of View" +description = Changes the field of view (FOV). Fixes edge framing for 21:9 cinematics and other FOV tweaks. +#Credits: getdls +version = 6 + +[Default] +$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