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https://github.com/cemu-project/cemu_graphic_packs.git
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Add sample "Source code" and build script for Super Mario 3D World
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 4102408f48cb6b94
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// Used for: Vertical Blur 1
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// Calculated with BlurNinja with as parameters: --expand 4 --reduce 4 17 --linear
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uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
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uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 46575655811a12b7
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// Used for: Horizontal Blur
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// Weights and Offsets calculated with BlurNinja with these arguments: --expand 4 --reduce 4 17 --linear
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uniform float weight[] = float[](0.16122494, 0.26575540, 0.12180456, 0.02865990, 0.00316767);
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uniform float offset[] = float[](0.00000000, 1.44000000, 3.36000000, 5.28000000, 7.20000000);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 74b3539704b05bfd
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// Used for: Horizontal Blur 1
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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// Calculated with BlurNinja with as parameters: --expand 3 --reduce 3 13 --linear
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.w, passParameterSem0.x);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(offset[i], 0.0) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(offset[i], 0.0) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader f5190dd4ae552353
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// Used for: Vertical Blur 1
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const float blurFactor = 1.0; //Higher is less blur
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// Implementation of http://rastergrid.com/blog/2010/09/efficient-gaussian-blur-with-linear-sampling/
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layout(binding = 0) uniform sampler2D textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform float weight[] = float[](0.18571429, 0.28870130, 0.10363636, 0.01480519);
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uniform float offset[] = float[](0.00000000, 1.42105263, 3.31578947, 5.21052632);
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ivec2 inputRes = textureSize(textureUnitPS0, 0);
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vec2 outputRes = vec2(float(inputRes.x), float(inputRes.y));
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vec2 scale = outputRes * blurFactor;
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void main()
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{
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vec2 R0f = vec2(passParameterSem0.x, passParameterSem0.w);
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vec4 R1f = texture(textureUnitPS0, R0f) * weight[0];
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for (int i = 1; i<4; i++) {
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R1f += texture(textureUnitPS0, R0f + (vec2(0.0, offset[i]) / scale)) * weight[i];
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R1f += texture(textureUnitPS0, R0f - (vec2(0.0, offset[i]) / scale)) * weight[i];
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}
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passPixelColor0 = R1f;
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}
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45
Source/SuperMario3DWorld/patches.txt
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45
Source/SuperMario3DWorld/patches.txt
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<?
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$width = $argv[1];
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$height = $argv[2];
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$aspect = $width / (float)$height;
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if (round($aspect*100.0) == 178)
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exit(1);
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$aspect = number_format((float)$aspect, 3, '.', '');
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?>
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[RedCarpetAspectUW]
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moduleMatches = 0xBBAF1908, 0xD2308838, 0xEB70C731
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# rodata constants
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0x10363ED4 = .float <?=$aspect?>
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0x1036A688 = .float <?=$aspect?>
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_aspectAddr = 0x10363ED4
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# Aspect calculation
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0x0241D9B4 = lis r8, _aspectAddr@ha
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0x0241D9B8 = lfs f0, _aspectAddr@l(r8)
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[KinopioAspectUW]
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moduleMatches = 0x43781F76, 0xC64B0A12, 0xD80AD9B4
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#rodata constants
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0x100A0EE0 = .float <?=$aspect?>
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0x100BE2EC = .float <?=$aspect?>
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0x100D79B4 = .float <?=$aspect?>
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_aspectAddr = 0x100A0EE0
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#Aspect Calculation
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0x02368158 = lis r31, _aspectAddr@ha
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0x0236815c = lfs f13, _aspectAddr@l(r31)
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[KinopioAspectUWv16]
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moduleMatches = 0x9E0461E7, 0x1B377483, 0x0576A725
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#rodata constants
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0x0100A2D38 = .float <?=$aspect?>
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0x0100C0164 = .float <?=$aspect?>
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0x0100D982C = .float <?=$aspect?>
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_aspectAddr = 0x0100A2D38
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#Aspect Calculation
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0x02373530 = lis r31, _aspectAddr@ha
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0x02373534 = lfs f13, _aspectAddr@l(r31)
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Source/SuperMario3DWorld/rules.txt
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101
Source/SuperMario3DWorld/rules.txt
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<?
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$fullWidth = $argv[1];
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$fullHeight = $argv[2];
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$halfWidth = $fullWidth / 2;
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$halfHeight = $fullHeight / 2;
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$quarterWidth = $fullWidth / 4;
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$quarterHeight = $fullHeight / 4;
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$title = $fullWidth . "x" . $fullHeight;
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$aspect = $fullWidth / (float)$fullHeight;
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if (round($aspect*10) == 23 || round($aspect*10) == 24)
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$title = $title . " (21:9)";
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?>
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[Definition]
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titleIds = 0005000010145d00,0005000010145c00,0005000010106100
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name = "Super Mario 3D World - <?=$title?>"
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version = 2
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[TextureRedefine] # tv
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width = 1280
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height = 720
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formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures
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overwriteWidth = <?=$fullWidth?>
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overwriteHeight = <?=$fullHeight?>
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[TextureRedefine] # zoomed in
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width = 1128
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height = 720
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overwriteWidth = <?=$fullWidth?>
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overwriteHeight = <?=$fullHeight?>
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[TextureRedefine] # zoom transition
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width = 1000
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height = 600
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overwriteWidth = <?=$fullWidth?>
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overwriteHeight = <?=$fullHeight?>
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[TextureRedefine] # zoom transition 2
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width = 1000
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height = 720
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overwriteWidth = <?=$fullWidth?>
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overwriteHeight = <?=$fullHeight?>
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[TextureRedefine] # half-res alpha
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width = 640
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height = 360
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formatsExcluded = 0x41A # exclude obvious textures
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overwriteWidth = <?=$halfWidth?>
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overwriteHeight = <?=$halfHeight?>
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[TextureRedefine] # half-res (zoomed in)
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width = 564
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height = 360
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overwriteWidth = <?=$halfWidth?>
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overwriteHeight = <?=$halfHeight?>
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[TextureRedefine] # half-res (zoom transition)
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width = 500
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height = 300
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overwriteWidth = <?=$halfWidth?>
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overwriteHeight = <?=$halfHeight?>
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[TextureRedefine] # half-res (zoom transition 2)
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width = 500
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height = 360
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overwriteWidth = <?=$halfWidth?>
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overwriteHeight = <?=$halfHeight?>
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[TextureRedefine] # quarter-res alpha
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width = 320
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height = 180
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formatsExcluded = 0x41A # exclude obvious textures
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overwriteWidth = <?=$quarterWidth?>
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overwriteHeight = <?=$quarterHeight?>
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[TextureRedefine] # q-res (zoomed in)
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width = 282
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height = 180
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overwriteWidth = <?=$quarterWidth?>
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overwriteHeight = <?=$quarterHeight?>
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[TextureRedefine] # q-res (zoom transition)
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width = 250
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height = 150
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overwriteWidth = <?=$quarterWidth?>
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overwriteHeight = <?=$quarterHeight?>
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[TextureRedefine] # q-res (zoom transition 2)
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width = 250
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height = 180
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overwriteWidth = <?=$quarterWidth?>
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overwriteHeight = <?=$quarterHeight?>
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[TextureRedefine] # gamepad
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width = 854
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height = 480
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#overwriteWidth = <?=$fullWidth?>
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#overwriteHeight = <?=$fullHeight?>
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44
build.sh
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44
build.sh
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#!/bin/bash
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baseOutDir=$1
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if [ -n "$baseOutDir" ]; then
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if [ ! -d "$baseOutDir" ]; then
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echo "Making base output directory $baseOutDir"
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mkdir "$baseOutDir"
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fi
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fi
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build_dir () {
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srcDir=$1
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dstDir=$2
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if [ -n "$baseOutDir" ]; then
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dstDir="$baseOutDir/$dstDir"
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fi
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params=( "$@" )
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rest=( "${params[@]:2}" )
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if [ ! -d "$dstDir" ]; then
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echo "Making output directory $dstDir"
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mkdir -p "$dstDir"
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else
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rm "$dstDir"/*.txt
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fi
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for f in "$srcDir"/*.txt
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do
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filename=`basename $f`
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outName="$dstDir/$filename"
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echo "Building $f to $outName with params ${rest[@]}"
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php5 "$f" ${rest[*]} > "$outName"
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if [ $? -ne 0 ]; then
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rm "$outName"
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fi
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done
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}
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build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1080p" 1920 1080
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build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1080pUW" 2560 1080
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build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1440p" 2560 1440
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build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_1800p" 3200 1800
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build_dir "Source/SuperMario3DWorld" "Quality/SuperMario3DWorld_2160p" 3840 2160
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