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Add Devil's Third resolution pack
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 161904c2816b059d
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// Used for: Horizontal & Vertical Bloom Blur Pass
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float resScale = ($width/$gameWidth);
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem8;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem129;
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layout(location = 1) out vec4 passParameterSem130;
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layout(location = 2) out vec4 passParameterSem131;
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layout(location = 3) out vec4 passParameterSem132;
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layout(location = 4) out vec4 passParameterSem133;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder = attrDataSem0;
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attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24));
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w)));
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attrDecoder.xy = attrDataSem8.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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R0f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[0].x),intBitsToFloat(uf_remappedVS[0].y),intBitsToFloat(uf_remappedVS[0].z));
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R0f.w = R1f.x + intBitsToFloat(uf_remappedVS[0].w)/resScale;
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// 1
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R3f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z));
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R3f.w = R1f.x + intBitsToFloat(uf_remappedVS[1].w)/resScale;
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// 2
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R4f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z));
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R4f.w = R1f.x + intBitsToFloat(uf_remappedVS[2].w)/resScale;
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// 3
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R5f.xyz = vec3(R1f.x,R1f.y,R1f.y) + vec3(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z));
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R5f.w = R1f.x + intBitsToFloat(uf_remappedVS[3].w)/resScale;
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// 4
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backupReg0f = R1f.x;
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backupReg1f = R1f.y;
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backupReg1f = R1f.y;
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backupReg0f = R1f.x;
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R1f.xyz = vec3(backupReg0f,backupReg1f,backupReg1f) + vec3(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z));
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R1f.w = backupReg0f + intBitsToFloat(uf_remappedVS[4].w)/resScale;
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// export
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gl_Position = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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// export
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passParameterSem129 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem130 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem131 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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// export
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passParameterSem132 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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// export
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passParameterSem133 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// 0
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 888e5d95da8037e2
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// Used for: Horizontal & Vertical Blur Pass
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float resScale = ($width/$gameWidth);
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uniform ivec4 uf_remappedPS[1];
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uniform vec2 uf_fragCoordScale;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x15c36000 res 320x180x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem129;
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layout(location = 0) out vec4 passPixelColor0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem129;
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R3f.xy = (texture(textureUnitPS0, R0f.xy).xy);
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// 0
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R1f.x = (-(intBitsToFloat(uf_remappedPS[0].z)/resScale) * 2.0 + R0f.x);
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R1f.y = (-(intBitsToFloat(uf_remappedPS[0].w)/resScale) * 2.0 + R0f.y);
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R0f.z = R0f.x + -(intBitsToFloat(uf_remappedPS[0].z)/resScale);
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R0f.w = R0f.y + -(intBitsToFloat(uf_remappedPS[0].w)/resScale);
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R2f.x = R0f.x + intBitsToFloat(uf_remappedPS[0].z)/resScale;
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PS0f = R2f.x;
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// 1
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R2f.y = R0f.y + intBitsToFloat(uf_remappedPS[0].w)/resScale;
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R4f.z = 0.0;
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R1f.w = R3f.y + -(R3f.y);
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R4f.y = R3f.y;
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PS1f = R4f.y;
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R0f.xy = (texture(textureUnitPS0, R1f.xy).xy);
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R1f.xy = (texture(textureUnitPS0, R0f.zw).xy);
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R2f.xy = (texture(textureUnitPS0, R2f.xy).xy);
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, R1f.w);
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PV0f.z = -(R3f.y) + R0f.y;
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PV0f.w = -(R3f.y) + R1f.y;
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// 1
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PV1f.x = -(R3f.y) + R2f.y;
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PV1f.y = mul_nonIEEE(PV0f.z, PV0f.z);
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PV1f.z = mul_nonIEEE(PV0f.w, PV0f.w);
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PV1f.w = PV0f.x * intBitsToFloat(0x38d1b717);
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PV1f.w = clamp(PV1f.w, 0.0, 1.0);
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// 2
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PV0f.x = PV1f.y * intBitsToFloat(0x38d1b717);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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PV0f.y = PV1f.z * intBitsToFloat(0x38d1b717);
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PV0f.y = clamp(PV0f.y, 0.0, 1.0);
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PV0f.z = mul_nonIEEE(PV1f.x, PV1f.x);
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PV0f.w = -(PV1f.w) + 1.0;
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// 3
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PV1f.x = -(PV0f.y) + 1.0;
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PV1f.y = PV0f.z * intBitsToFloat(0x38d1b717);
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PV1f.y = clamp(PV1f.y, 0.0, 1.0);
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R126f.z = PV0f.w + intBitsToFloat(0x3e4ccccd);
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PV1f.w = -(PV0f.x) + 1.0;
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// 4
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PV0f.x = -(PV1f.y) + 1.0;
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R127f.z = PV1f.w + intBitsToFloat(0x3e4ccccd);
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PV0f.z = R127f.z;
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PV0f.w = PV1f.x + intBitsToFloat(0x3e4ccccd);
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// 5
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R127f.x = PV0f.x + intBitsToFloat(0x3e4ccccd);
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PV1f.y = mul_nonIEEE(R1f.x, PV0f.w);
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PV1f.z = PV0f.z + PV0f.w;
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// 6
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R123f.x = (mul_nonIEEE(R0f.x,R127f.z) + PV1f.y);
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PV0f.x = R123f.x;
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PV0f.z = PV1f.z + R126f.z;
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// 7
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PV1f.x = PV0f.z + R127f.x;
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R123f.w = (mul_nonIEEE(R3f.x,R126f.z) + PV0f.x);
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PV1f.w = R123f.w;
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// 8
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R123f.y = (mul_nonIEEE(R2f.x,R127f.x) + PV1f.w);
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PV0f.y = R123f.y;
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PS0f = 1.0 / PV1f.x;
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// 9
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R4f.x = PV0f.y * PS0f;
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// export
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.z);
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}
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144
Resolutions/DevilsThird_Resolution/rules.txt
Normal file
144
Resolutions/DevilsThird_Resolution/rules.txt
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[Definition]
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titleIds = 0005000010177600,0005000010177700,0005000010197d00
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name = Resolution
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path = "Devil's Third/Graphics/Resolution"
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description = Changes the resolution of the game.
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version = 3
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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// Performance
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[Preset]
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name = 320x180
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$width = 320
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$height = 180
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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// Common HD Resolutions
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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[TextureRedefine]
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width = 1280
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height = 720
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formats = 0x011,0x820,0x01a,0x41a
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tileModesExcluded = 0x1
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine]
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width = 864
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height = 480
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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# Blur
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[TextureRedefine]
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width = 320
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height = 180
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formats = 0x810,0x820
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 320
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height = 192
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formats = 0x810
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 192
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# Bloom
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[TextureRedefine]
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width = 640
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height = 368
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 368
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[TextureRedefine]
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width = 640
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height = 360
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formats = 0x820
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tileModesExcluded = 0x1
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 360
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# Bloom looked broken from my testing (not using the tiled rendering fix or whatever it's called), but it might be a shader that didn't get upscaled correctly.
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[TextureRedefine]
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width = 352
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height = 192
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 352
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overwriteHeight = ($height/$gameHeight) * 192
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[TextureRedefine]
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width = 322
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height = 182
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formats = 0x820
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overwriteWidth = ($width/$gameWidth) * 322
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overwriteHeight = ($height/$gameHeight) * 182
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