diff --git a/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt b/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt index 620c7ef8..0f5ff748 100644 --- a/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt +++ b/Source/XenobladeX_Resolution/af7acf7fb6dca1be_0000000000079249_ps.txt @@ -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. diff --git a/Source/XenobladeX_Resolution/rules.txt b/Source/XenobladeX_Resolution/rules.txt index 0b1acc6b..bc307d31 100644 --- a/Source/XenobladeX_Resolution/rules.txt +++ b/Source/XenobladeX_Resolution/rules.txt @@ -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) #