[XCX] Further 1080, 1800 fixes... ongoing.

0x806 and sub 32x32 resolutions really don't work well.
This commit is contained in:
getdls 2018-11-05 01:18:47 +01:00
parent dd849f097a
commit b54dd4c4e3
2 changed files with 25 additions and 25 deletions

View File

@ -4,8 +4,8 @@
// shader af7acf7fb6dca1be
//cutscene shadow scaling
//to do - extra edge smooth pass,
const float resScaleDetail = intBitsToFloat($height)/intBitsToFloat($gameHeight);
const float resScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight);
const float resScaleDetail = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
const float resScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
//const float resScaleDetail = 2.0;
//const float resScale = 3.0;
const float shadowExposure = 0.85; //By truncating shadow, we decrease overall exposure during day only.

View File

@ -399,33 +399,33 @@ formats = 0x816 #0x820,0x816 #,0x035,0x034,0x033,0x032,0x031
overwriteWidth = ($width/$gameWidth) * (64*$internalRes)
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
[TextureRedefine] #
width = 32
height = 32
formats = 0x806 #001a breaks flashlight scene
overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
[TextureRedefine]
width = 32
height = 16
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
[TextureRedefine] #
width = 16
height = 8
###formats = 0x008,0x806,0x80e # ,0x431,0x031
formatsExcluded = 0x431,0x035,0x034,0x033,0x031
overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
#[TextureRedefine] #
#width = 32
#height = 32
#formatsExcluded = 0x806,0x01a #breaks flashlight scene
#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (32*$internalRes)
#
#[TextureRedefine]
#width = 32
#height = 16
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
#overwriteWidth = ($width/$gameWidth) * (32*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (16*$internalRes)
#
#[TextureRedefine] #
#width = 16
#height = 8
####formats = 0x008,0x80e # ,0x431,0x031
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (16*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
#[TextureRedefine] # breaks depth when scaling 1080
#width = 8
#height = 8
###formats = 0x806,0x81e,0x80e # ,0x431,0x031
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031
###formats = ,0x81e,0x80e # ,0x431,0x031
#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x806
#overwriteWidth = ($width/$gameWidth) * (8*$internalRes)
#overwriteHeight = ($height/$gameHeight) * (8*$internalRes)
#