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https://github.com/cemu-project/cemu_graphic_packs.git
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Move shadow packs to main pack (#210)
* Move shadow packs to main pack As talked about in #143 * remove splatoon shader edit Same shader is also in the main pack... confusing * Add end-screen fix for shadow scaling Also added a label. Could mean that there's a need to scale a different shader like https://github.com/slashiee/cemu_graphic_packs/issues/149#issuecomment-379528843 suggests, although I'm not sure anymore.
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - High Resolution Shadows"
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version = 2
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[TextureRedefine]
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width = 360
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height = 360
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formats = 0x005
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overwriteWidth = 5760 #x16
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overwriteHeight = 5760 #x16
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[TextureRedefine]
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width = 720
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height = 720
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formats = 0x005
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overwriteWidth = 11520 #x16
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overwriteHeight = 11520 #x16
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# Found by Dario FF
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[Definition]
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titleIds = 0005000010180600,0005000010180700,0005000010180500
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name = "Captain Toad: Treasure Tracker - Higher Quality Shadows"
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version = 2
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[TextureRedefine]
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = 2048
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overwriteHeight = 2048
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[Definition]
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titleIds = 000500001017D800,000500001017D900,000500001017CD00
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name = "Hyrule Warriors - Higher Quality Shadows"
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version = 2
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[TextureRedefine]
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width = 1024
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height = 2048
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formats = 0x005
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overwriteWidth = 2048
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overwriteHeight = 4096
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# Found by StripTheSoul
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[Definition]
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titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
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name = "Mario Kart 8 - Higher Quality Shadows"
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version = 2
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[TextureRedefine]
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = 2048
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overwriteHeight = 2048
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@ -1,11 +0,0 @@
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[Definition]
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titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
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name = "New Super Mario Bros. U + New Super Luigi U - Higher Quality Shadows"
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version = 2
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[TextureRedefine]
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width = 1024
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height = 1024
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formats = 0x005 #0x034 static shadow texture, don't scale
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overwriteWidth = 2048
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overwriteHeight = 2048
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[Definition]
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titleIds = 0005000010101F00,0005000010102000,0005000010102100
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name = "Nintendo Land - Higher Quality Shadows"
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version = 2
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[TextureRedefine]
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width = 856
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height = 856
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formats = 0x005
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overwriteWidth = 1712
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overwriteHeight = 1712
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[TextureRedefine]
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width = 2048
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height = 2048
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formats = 0x005
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overwriteWidth = 4096
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overwriteHeight = 4096
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[Definition]
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titleIds = 00050000101DF400,00050002101DF401,00050000101DF500
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name = "Pokken Tournament - High Res Shadows"
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version = 2
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[TextureRedefine]
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width = 512
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height = 512
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formats = 0x005
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overwriteWidth = 1024
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overwriteHeight = 1024
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@ -1,229 +0,0 @@
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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 b4196905d6fff2bb
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// Used for: Hack to fix an issue with shadows on the (campaign) end screen (Github link: https://github.com/slashiee/cemu_graphic_packs/issues/149)
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uniform ivec4 uf_remappedPS[12];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x177b5000 res 4x4x1 dim 1 tm: 2 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) noperspective in vec4 passParameterSem0;
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layout(location = 1) noperspective in vec4 passParameterSem4;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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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vec4 R6f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = 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 = passParameterSem0;
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R1f = passParameterSem4;
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R0f.w = (texture(textureUnitPS0, R1f.xy).x);
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// 0
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R125f.x = 1.0;
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PV0f.y = 0.0; // = fix
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PV0f.y /= 2.0;
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PV0f.z = intBitsToFloat(uf_remappedPS[0].z);
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PV0f.z /= 2.0;
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R123f.w = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[1].y)) + 1.0);
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PV0f.w = R123f.w;
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R127f.x = -(intBitsToFloat(uf_remappedPS[0].z));
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R127f.x /= 2.0;
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PS0f = R127f.x;
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// 1
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R126f.x = 0.0;
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R127f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV0f.y);
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R126f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV0f.z);
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PV1f.w = -(intBitsToFloat(uf_remappedPS[0].w));
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PV1f.w /= 2.0;
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PS1f = 1.0 / PV0f.w;
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// 2
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backupReg0f = R127f.x;
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R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), backupReg0f);
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PV0f.y = -(intBitsToFloat(uf_remappedPS[1].x)) * PS1f;
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R1f.z = roundEven(0.0);
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PV0f.z = R1f.z;
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R126f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV1f.w);
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// 3
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R5f.x = mul_nonIEEE(R0f.x, PV0f.y);
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PV1f.x = R5f.x;
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R5f.y = mul_nonIEEE(R0f.y, PV0f.y);
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PV1f.y = R5f.y;
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R124f.z = PV0f.y;
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PV1f.z = R124f.z;
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R125f.w = -(PV0f.y) + -(intBitsToFloat(uf_remappedPS[2].x));
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R2f.z = PV0f.z;
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PS1f = R2f.z;
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// 4
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tempf.x = dot(vec4(PV1f.x,PV1f.y,PV1f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),intBitsToFloat(uf_remappedPS[3].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R3f.z = R1f.z;
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PS0f = R3f.z;
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// 5
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tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),intBitsToFloat(uf_remappedPS[4].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R125f.z = 1.0 / PV0f.x;
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PS1f = R125f.z;
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// 6
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tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),intBitsToFloat(uf_remappedPS[5].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R127f.z = 1.0 / PV1f.x;
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PS0f = R127f.z;
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// 7
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tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(uf_remappedPS[6].z),intBitsToFloat(uf_remappedPS[6].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R127f.w = PV0f.x * R125f.z;
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PS1f = R127f.w;
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// 8
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tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[7].x),intBitsToFloat(uf_remappedPS[7].y),intBitsToFloat(uf_remappedPS[7].z),intBitsToFloat(uf_remappedPS[7].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R0f.x = mul_nonIEEE(PV1f.x, R127f.z);
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PS0f = R0f.x;
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// 9
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backupReg0f = R127f.x;
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R127f.x = mul_nonIEEE(R127f.w, R127f.y);
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PV1f.x = R127f.x;
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R0f.y = mul_nonIEEE(PV0f.x, R127f.z);
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R127f.z = R127f.w + R126f.x;
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R124f.w = mul_nonIEEE(R127f.w, R126f.z);
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R126f.x = mul_nonIEEE(R127f.w, backupReg0f);
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PS1f = R126f.x;
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// 10
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tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[8].x),intBitsToFloat(uf_remappedPS[8].y),intBitsToFloat(uf_remappedPS[8].z),intBitsToFloat(uf_remappedPS[8].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R126f.z = PV1f.x;
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PS0f = R126f.z;
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// 11
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tempf.x = dot(vec4(R5f.x,R5f.y,R124f.z,R125f.x),vec4(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(uf_remappedPS[9].z),intBitsToFloat(uf_remappedPS[9].w)));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R127f.y = PV0f.x * R125f.z;
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PS1f = R127f.y;
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// 12
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R124f.x = PV1f.x * R125f.z;
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PV0f.x = R124f.x;
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R126f.y = mul_nonIEEE(R127f.w, R126f.w);
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R4f.z = R1f.z;
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R127f.w = R127f.z;
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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PV0f.w = R127f.w;
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R1f.x = PS1f + R124f.w;
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PS0f = R1f.x;
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// 13
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R2f.x = R127f.y + R126f.x;
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R1f.y = PV0f.x + R126f.z;
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R5f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R125f.w);
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R5f.z = clamp(R5f.z, 0.0, 1.0);
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R1f.w = PV0f.w;
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R2f.y = PV0f.x + R127f.x;
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PS1f = R2f.y;
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// 14
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R3f.x = R127f.y + R124f.w;
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R3f.y = R124f.x + R126f.y;
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PV0f.z = mul_nonIEEE(R125f.x, intBitsToFloat(uf_remappedPS[10].w));
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R2f.w = R127f.w;
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R3f.w = R127f.w;
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PS0f = R3f.w;
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// 15
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R4f.x = R127f.y + R126f.x;
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R4f.y = R124f.x + R126f.y;
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R0f.z = (mul_nonIEEE(R124f.z,intBitsToFloat(uf_remappedPS[10].z)) + PV0f.z);
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R4f.w = R127f.w;
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R6f.x = intBitsToFloat(uf_remappedPS[11].x);
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PS1f = R6f.x;
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R0f.xy = (texture(textureUnitPS2, R0f.xy).xy);
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R1f.z = (texture(textureUnitPS1, vec4(R1f.x,R1f.y,R1f.z,R1f.w)));
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R2f.y = (texture(textureUnitPS1, vec4(R2f.x,R2f.y,R2f.z,R2f.w)));
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R3f.x = (texture(textureUnitPS1, vec4(R3f.x,R3f.y,R3f.z,R3f.w)));
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R4f.w = (texture(textureUnitPS1, vec4(R4f.x,R4f.y,R4f.z,R4f.w)));
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// 0
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backupReg0f = R0f.z;
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backupReg1f = R0f.x;
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backupReg1f = R0f.x;
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backupReg2f = R0f.y;
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tempf.x = dot(vec4(R5f.x,R5f.y,backupReg0f,0.0),vec4(intBitsToFloat(uf_remappedPS[10].x),intBitsToFloat(uf_remappedPS[10].y),1.0,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R127f.w = (mul_nonIEEE(-(backupReg1f),backupReg1f) + backupReg2f);
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PS0f = R127f.w;
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// 1
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PV1f.z = R1f.z + R2f.y;
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PV1f.z /= 2.0;
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PV1f.w = min(PV0f.x, 1.0);
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R6f.w = intBitsToFloat(uf_remappedPS[11].w);
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PS1f = R6f.w;
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// 2
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R123f.y = (R3f.x * 0.5 + PV1f.z);
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PV0f.y = R123f.y;
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PV0f.z = PV1f.w + -(R0f.x);
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// 3
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R123f.x = (R4f.w * 0.5 + PV0f.y)/2.0;
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(PV0f.z,PV0f.z) + R127f.w);
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PV1f.y = R123f.y;
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R124f.z = (0.0 >= PV0f.z)?1.0:0.0;
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// 4
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R6f.y = R5f.z + PV1f.x;
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PS0f = 1.0 / PV1f.y;
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// 5
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PV1f.w = R127f.w * PS0f;
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// 6
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PV0f.y = max(PV1f.w, R124f.z);
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// 7
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PV1f.x = min(PV0f.y, 1.0);
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// 8
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R6f.z = R5f.z + PV1f.x;
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// export
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passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
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}
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@ -1,18 +0,0 @@
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[Definition]
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titleIds = 0005000010176900,0005000010176A00,0005000010162B00
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name = "Splatoon - Higher Quality Shadows"
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version = 2
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[TextureRedefine]
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = 2048
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overwriteHeight = 2048
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[TextureRedefine]
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width = 2048
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height = 2048
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formats = 0x005
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overwriteWidth = 4096
|
||||
overwriteHeight = 4096
|
@ -1,12 +0,0 @@
|
||||
# Found by Dario FF
|
||||
[Definition]
|
||||
titleIds = 0005000010145D00,0005000010145C00,0005000010106100
|
||||
name = "Super Mario 3D World - Higher Quality Shadows"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = 2048
|
||||
overwriteHeight = 2048
|
@ -1,18 +0,0 @@
|
||||
[Definition]
|
||||
titleIds = 0005000010110E00,0005000010145000,0005000010144F00
|
||||
name = "Super Smash Bros. for Wii U - Higher Quality Shadows"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine]
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x00f,0x00b
|
||||
overwriteWidth = 1024
|
||||
overwriteHeight = 1024
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = 2048
|
||||
overwriteHeight = 2048
|
@ -1,11 +0,0 @@
|
||||
# Found by Esppiral
|
||||
[Definition]
|
||||
titleIds = 000500001019C800,000500001019E600,000500001019E500,0005000E1019C800
|
||||
name = "The Legend of Zelda: Twilight Princess HD - Higher Quality Shadows"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine]
|
||||
width = 384
|
||||
height = 384
|
||||
overwriteWidth = 768
|
||||
overwriteHeight = 768
|
@ -1,12 +0,0 @@
|
||||
# Found by jediyoshi, Shadow format found by SunBroDave
|
||||
[Definition]
|
||||
titleIds = 0005000010143400,0005000010143600,0005000010143500
|
||||
name = "The Legend of Zelda: The Wind Waker HD - Higher Quality Shadows"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = 2048
|
||||
overwriteHeight = 2048
|
@ -1,19 +0,0 @@
|
||||
# Found by sunbroDave
|
||||
[Definition]
|
||||
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
|
||||
name = "Xenoblade Chronicles X - Higher Quality Shadows"
|
||||
version = 2
|
||||
|
||||
[TextureRedefine] #XCX shadow
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = 2048
|
||||
overwriteHeight = 2048
|
||||
|
||||
[TextureRedefine] #XCX Medium distance shadow
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
overwriteWidth = 1024
|
||||
overwriteHeight = 1024
|
@ -106,3 +106,10 @@ height = 120
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = <?=round($scaleFactorX*320)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*180)?>
|
||||
|
||||
[TextureRedefine] # shadows
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
|
@ -98,3 +98,10 @@ height = 1
|
||||
formats = 0x005
|
||||
#overwriteWidth = <?=round($scaleFactorX*1)?>
|
||||
#overwriteHeight = <?=round($scaleFactorY*1)?>
|
||||
|
||||
[TextureRedefine] # shadows
|
||||
width = 1024
|
||||
height = 2048
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*2048)?>
|
||||
|
@ -314,4 +314,11 @@ width = 240
|
||||
height = 134
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = <?=round($scaleFactorX*240)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*134)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*134)?>
|
||||
|
||||
[TextureRedefine] #shadows
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
|
@ -43,3 +43,17 @@ height = 240
|
||||
formatsExcluded = 0x41A,0x431 # exclude obvious textures
|
||||
overwriteWidth = <?=round($scaleFactorX*640)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*360)?>
|
||||
|
||||
[TextureRedefine] #shadows
|
||||
width = 856
|
||||
height = 856
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*856)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*856)?>
|
||||
|
||||
[TextureRedefine] #shadows
|
||||
width = 2048
|
||||
height = 2048
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*2048)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*2048)?>
|
||||
|
@ -57,3 +57,10 @@ width = 854
|
||||
height = 480
|
||||
overwriteWidth = <?=round($scaleFactorX*1280)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*720)?>
|
||||
|
||||
[TextureRedefine] #shadows
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*512)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*512)?>
|
||||
|
@ -9,7 +9,10 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader b4196905d6fff2bb
|
||||
// Used for: Fixing high-res shadows on models at end-screen of campaign/matches
|
||||
const float resScale = <?=$scaleFactorX?>;
|
||||
|
||||
|
||||
uniform ivec4 uf_remappedPS[12];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||||
layout(binding = 1) uniform sampler2DArrayShadow textureUnitPS1;// Tex1 addr 0xf494a800 res 2048x2048x1 dim 5 tm: 4 format 0005 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 6 6 6 border: 2
|
||||
@ -56,7 +59,7 @@ R1f = passParameterSem4;
|
||||
R0f.w = (texture(textureUnitPS0, R1f.xy).x);
|
||||
// 0
|
||||
R125f.x = 1.0;
|
||||
PV0f.y = intBitsToFloat(uf_remappedPS[0].w);
|
||||
PV0f.y = 0.0; // = "fix"
|
||||
PV0f.y /= 2.0;
|
||||
PV0f.z = intBitsToFloat(uf_remappedPS[0].z);
|
||||
PV0f.z /= 2.0;
|
||||
|
@ -112,3 +112,10 @@ height = 120
|
||||
formatsExcluded = 0x41A # exclude obvious textures
|
||||
overwriteWidth = <?=round($scaleFactorX*320)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*180)?>
|
||||
|
||||
[TextureRedefine] # shadows
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
|
@ -113,3 +113,17 @@ width = 854
|
||||
height = 480
|
||||
#overwriteWidth = <?=round($scaleFactorX*1920)?>
|
||||
#overwriteHeight = <?=round($scaleFactorY*1080)?>
|
||||
|
||||
[TextureRedefine] # shadows
|
||||
width = 512
|
||||
height = 512
|
||||
formats = 0x00f,0x00b
|
||||
overwriteWidth = <?=round($scaleFactorY*512)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*512)?>
|
||||
|
||||
[TextureRedefine] # shadows
|
||||
width = 1024
|
||||
height = 1024
|
||||
formats = 0x005
|
||||
overwriteWidth = <?=round($scaleFactorY*1024)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*1024)?>
|
||||
|
@ -38,3 +38,10 @@ width = 854
|
||||
height = 480
|
||||
#overwriteWidth = <?=round($scaleFactorX*1920)?>
|
||||
#overwriteHeight = <?=round($scaleFactorY*1080)?>
|
||||
|
||||
[TextureRedefine] # shadows
|
||||
width = 384
|
||||
height = 384
|
||||
#formats = 0x5 # find the format
|
||||
overwriteWidth = <?=round($scaleFactorY*384)?>
|
||||
overwriteHeight = <?=round($scaleFactorY*384)?>
|
||||
|
Loading…
Reference in New Issue
Block a user