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[BotW] Fix ultrawide cutscenes properly and fix grass maybe
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@ -57,7 +57,13 @@ bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.xyzw = (texture(textureUnitPS0, (R0f.xy*vec2(reverseAspectRatio, 1.0))+vec2(-aspectRatio, 0.0)).xyzw);
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#if $ultrawideHUD == 1
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float uv_x = 0.5 + (R0f.x - 0.5) / aspectRatio;
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R0f.xyzw = (texture(textureUnitPS0, vec2(uv_x, R0f.y)).xyzw);
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#else
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R0f.xyzw = (texture(textureUnitPS0, vec2(R0f.xy)).xyzw);
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#endif
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// 0
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backupReg0f = R0f.x;
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tempResultf = max(0.0, backupReg0f);
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@ -90,8 +96,8 @@ R0f.z = PS1f;
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// export
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#if $ultrawideHUD == 1
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bool isOutsideEdges = (passParameterSem0.x > (aspectRatio/2.0f)*1.0f) && (passParameterSem0.x < ((aspectRatio/2.0f)*3.0f));
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passPixelColor0 = vec4(isOutsideEdges ? R0f.x : 0.0, isOutsideEdges ? R0f.y : 0.0, isOutsideEdges ? R0f.z : 0.0, isOutsideEdges ? R0f.w : 0.0);
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bool isBorder = uv_x < 0 || uv_x > 1.0;
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passPixelColor0 = isBorder ? vec4(0.0) : R0f.xyzw;
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#else
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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#endif
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@ -46,5 +46,5 @@ blr
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; Tree billboard draw distance
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; either one of these actually do stuff
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0x102E94D8 = .float $tree
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;0x102E94D8 = .float $tree ; messes with the grass LODs? Might be expandable.
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0x102BC438 = .float $tree
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