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.
This commit is contained in:
Michael 2018-04-08 02:33:29 -07:00 committed by GitHub
parent 38d4c00f6d
commit b969a61b7b
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
23 changed files with 75 additions and 414 deletions

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@ -1,18 +0,0 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - High Resolution Shadows"
version = 2
[TextureRedefine]
width = 360
height = 360
formats = 0x005
overwriteWidth = 5760 #x16
overwriteHeight = 5760 #x16
[TextureRedefine]
width = 720
height = 720
formats = 0x005
overwriteWidth = 11520 #x16
overwriteHeight = 11520 #x16

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@ -1,12 +0,0 @@
# Found by Dario FF
[Definition]
titleIds = 0005000010180600,0005000010180700,0005000010180500
name = "Captain Toad: Treasure Tracker - Higher Quality Shadows"
version = 2
[TextureRedefine]
width = 1024
height = 1024
formats = 0x005
overwriteWidth = 2048
overwriteHeight = 2048

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@ -1,11 +0,0 @@
[Definition]
titleIds = 000500001017D800,000500001017D900,000500001017CD00
name = "Hyrule Warriors - Higher Quality Shadows"
version = 2
[TextureRedefine]
width = 1024
height = 2048
formats = 0x005
overwriteWidth = 2048
overwriteHeight = 4096

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@ -1,12 +0,0 @@
# Found by StripTheSoul
[Definition]
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
name = "Mario Kart 8 - Higher Quality Shadows"
version = 2
[TextureRedefine]
width = 1024
height = 1024
formats = 0x005
overwriteWidth = 2048
overwriteHeight = 2048

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@ -1,11 +0,0 @@
[Definition]
titleIds = 0005000010101D00,0005000010101E00,000500001014B700,000500001014B800,0005000010101C00,0005000010142300,0005000010142400,0005000010142200
name = "New Super Mario Bros. U + New Super Luigi U - Higher Quality Shadows"
version = 2
[TextureRedefine]
width = 1024
height = 1024
formats = 0x005 #0x034 static shadow texture, don't scale
overwriteWidth = 2048
overwriteHeight = 2048

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@ -1,18 +0,0 @@
[Definition]
titleIds = 0005000010101F00,0005000010102000,0005000010102100
name = "Nintendo Land - Higher Quality Shadows"
version = 2
[TextureRedefine]
width = 856
height = 856
formats = 0x005
overwriteWidth = 1712
overwriteHeight = 1712
[TextureRedefine]
width = 2048
height = 2048
formats = 0x005
overwriteWidth = 4096
overwriteHeight = 4096

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@ -1,11 +0,0 @@
[Definition]
titleIds = 00050000101DF400,00050002101DF401,00050000101DF500
name = "Pokken Tournament - High Res Shadows"
version = 2
[TextureRedefine]
width = 512
height = 512
formats = 0x005
overwriteWidth = 1024
overwriteHeight = 1024

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@ -1,229 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader b4196905d6fff2bb
// 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)
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
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
layout(location = 0) noperspective in vec4 passParameterSem0;
layout(location = 1) noperspective in vec4 passParameterSem4;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem4;
R0f.w = (texture(textureUnitPS0, R1f.xy).x);
// 0
R125f.x = 1.0;
PV0f.y = 0.0; // = fix
PV0f.y /= 2.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z);
PV0f.z /= 2.0;
R123f.w = (mul_nonIEEE(-(R0f.w),intBitsToFloat(uf_remappedPS[1].y)) + 1.0);
PV0f.w = R123f.w;
R127f.x = -(intBitsToFloat(uf_remappedPS[0].z));
R127f.x /= 2.0;
PS0f = R127f.x;
// 1
R126f.x = 0.0;
R127f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV0f.y);
R126f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV0f.z);
PV1f.w = -(intBitsToFloat(uf_remappedPS[0].w));
PV1f.w /= 2.0;
PS1f = 1.0 / PV0f.w;
// 2
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), backupReg0f);
PV0f.y = -(intBitsToFloat(uf_remappedPS[1].x)) * PS1f;
R1f.z = roundEven(0.0);
PV0f.z = R1f.z;
R126f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].x), PV1f.w);
// 3
R5f.x = mul_nonIEEE(R0f.x, PV0f.y);
PV1f.x = R5f.x;
R5f.y = mul_nonIEEE(R0f.y, PV0f.y);
PV1f.y = R5f.y;
R124f.z = PV0f.y;
PV1f.z = R124f.z;
R125f.w = -(PV0f.y) + -(intBitsToFloat(uf_remappedPS[2].x));
R2f.z = PV0f.z;
PS1f = R2f.z;
// 4
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)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R3f.z = R1f.z;
PS0f = R3f.z;
// 5
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)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.z = 1.0 / PV0f.x;
PS1f = R125f.z;
// 6
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)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = 1.0 / PV1f.x;
PS0f = R127f.z;
// 7
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)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.w = PV0f.x * R125f.z;
PS1f = R127f.w;
// 8
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)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.x = mul_nonIEEE(PV1f.x, R127f.z);
PS0f = R0f.x;
// 9
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(R127f.w, R127f.y);
PV1f.x = R127f.x;
R0f.y = mul_nonIEEE(PV0f.x, R127f.z);
R127f.z = R127f.w + R126f.x;
R124f.w = mul_nonIEEE(R127f.w, R126f.z);
R126f.x = mul_nonIEEE(R127f.w, backupReg0f);
PS1f = R126f.x;
// 10
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)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.z = PV1f.x;
PS0f = R126f.z;
// 11
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)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R127f.y = PV0f.x * R125f.z;
PS1f = R127f.y;
// 12
R124f.x = PV1f.x * R125f.z;
PV0f.x = R124f.x;
R126f.y = mul_nonIEEE(R127f.w, R126f.w);
R4f.z = R1f.z;
R127f.w = R127f.z;
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R1f.x = PS1f + R124f.w;
PS0f = R1f.x;
// 13
R2f.x = R127f.y + R126f.x;
R1f.y = PV0f.x + R126f.z;
R5f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R125f.w);
R5f.z = clamp(R5f.z, 0.0, 1.0);
R1f.w = PV0f.w;
R2f.y = PV0f.x + R127f.x;
PS1f = R2f.y;
// 14
R3f.x = R127f.y + R124f.w;
R3f.y = R124f.x + R126f.y;
PV0f.z = mul_nonIEEE(R125f.x, intBitsToFloat(uf_remappedPS[10].w));
R2f.w = R127f.w;
R3f.w = R127f.w;
PS0f = R3f.w;
// 15
R4f.x = R127f.y + R126f.x;
R4f.y = R124f.x + R126f.y;
R0f.z = (mul_nonIEEE(R124f.z,intBitsToFloat(uf_remappedPS[10].z)) + PV0f.z);
R4f.w = R127f.w;
R6f.x = intBitsToFloat(uf_remappedPS[11].x);
PS1f = R6f.x;
R0f.xy = (texture(textureUnitPS2, R0f.xy).xy);
R1f.z = (texture(textureUnitPS1, vec4(R1f.x,R1f.y,R1f.z,R1f.w)));
R2f.y = (texture(textureUnitPS1, vec4(R2f.x,R2f.y,R2f.z,R2f.w)));
R3f.x = (texture(textureUnitPS1, vec4(R3f.x,R3f.y,R3f.z,R3f.w)));
R4f.w = (texture(textureUnitPS1, vec4(R4f.x,R4f.y,R4f.z,R4f.w)));
// 0
backupReg0f = R0f.z;
backupReg1f = R0f.x;
backupReg1f = R0f.x;
backupReg2f = R0f.y;
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));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.w = (mul_nonIEEE(-(backupReg1f),backupReg1f) + backupReg2f);
PS0f = R127f.w;
// 1
PV1f.z = R1f.z + R2f.y;
PV1f.z /= 2.0;
PV1f.w = min(PV0f.x, 1.0);
R6f.w = intBitsToFloat(uf_remappedPS[11].w);
PS1f = R6f.w;
// 2
R123f.y = (R3f.x * 0.5 + PV1f.z);
PV0f.y = R123f.y;
PV0f.z = PV1f.w + -(R0f.x);
// 3
R123f.x = (R4f.w * 0.5 + PV0f.y)/2.0;
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(PV0f.z,PV0f.z) + R127f.w);
PV1f.y = R123f.y;
R124f.z = (0.0 >= PV0f.z)?1.0:0.0;
// 4
R6f.y = R5f.z + PV1f.x;
PS0f = 1.0 / PV1f.y;
// 5
PV1f.w = R127f.w * PS0f;
// 6
PV0f.y = max(PV1f.w, R124f.z);
// 7
PV1f.x = min(PV0f.y, 1.0);
// 8
R6f.z = R5f.z + PV1f.x;
// export
passPixelColor0 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
}

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@ -1,18 +0,0 @@
[Definition]
titleIds = 0005000010176900,0005000010176A00,0005000010162B00
name = "Splatoon - Higher Quality Shadows"
version = 2
[TextureRedefine]
width = 1024
height = 1024
formats = 0x005
overwriteWidth = 2048
overwriteHeight = 2048
[TextureRedefine]
width = 2048
height = 2048
formats = 0x005
overwriteWidth = 4096
overwriteHeight = 4096

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@ -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

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@ -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

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@ -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

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@ -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

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@ -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

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@ -106,3 +106,10 @@ height = 120
formatsExcluded = 0x41A # exclude obvious textures formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*320)?> overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?> overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine] # shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = <?=round($scaleFactorY*1024)?>
overwriteHeight = <?=round($scaleFactorY*1024)?>

View File

@ -98,3 +98,10 @@ height = 1
formats = 0x005 formats = 0x005
#overwriteWidth = <?=round($scaleFactorX*1)?> #overwriteWidth = <?=round($scaleFactorX*1)?>
#overwriteHeight = <?=round($scaleFactorY*1)?> #overwriteHeight = <?=round($scaleFactorY*1)?>
[TextureRedefine] # shadows
width = 1024
height = 2048
formats = 0x005
overwriteWidth = <?=round($scaleFactorY*1024)?>
overwriteHeight = <?=round($scaleFactorY*2048)?>

View File

@ -314,4 +314,11 @@ width = 240
height = 134 height = 134
formatsExcluded = 0x41A # exclude obvious textures formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*240)?> overwriteWidth = <?=round($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)?>

View File

@ -43,3 +43,17 @@ height = 240
formatsExcluded = 0x41A,0x431 # exclude obvious textures formatsExcluded = 0x41A,0x431 # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*640)?> overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?> overwriteHeight = <?=round($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)?>

View File

@ -57,3 +57,10 @@ width = 854
height = 480 height = 480
overwriteWidth = <?=round($scaleFactorX*1280)?> overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?> overwriteHeight = <?=round($scaleFactorY*720)?>
[TextureRedefine] #shadows
width = 512
height = 512
formats = 0x005
overwriteWidth = <?=round($scaleFactorY*512)?>
overwriteHeight = <?=round($scaleFactorY*512)?>

View File

@ -9,7 +9,10 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader b4196905d6fff2bb // shader b4196905d6fff2bb
// Used for: Fixing high-res shadows on models at end-screen of campaign/matches
const float resScale = <?=$scaleFactorX?>; const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedPS[12]; 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 = 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 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); R0f.w = (texture(textureUnitPS0, R1f.xy).x);
// 0 // 0
R125f.x = 1.0; R125f.x = 1.0;
PV0f.y = intBitsToFloat(uf_remappedPS[0].w); PV0f.y = 0.0; // = "fix"
PV0f.y /= 2.0; PV0f.y /= 2.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z); PV0f.z = intBitsToFloat(uf_remappedPS[0].z);
PV0f.z /= 2.0; PV0f.z /= 2.0;

View File

@ -112,3 +112,10 @@ height = 120
formatsExcluded = 0x41A # exclude obvious textures formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*320)?> overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?> overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine] # shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = <?=round($scaleFactorY*1024)?>
overwriteHeight = <?=round($scaleFactorY*1024)?>

View File

@ -113,3 +113,17 @@ width = 854
height = 480 height = 480
#overwriteWidth = <?=round($scaleFactorX*1920)?> #overwriteWidth = <?=round($scaleFactorX*1920)?>
#overwriteHeight = <?=round($scaleFactorY*1080)?> #overwriteHeight = <?=round($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)?>

View File

@ -38,3 +38,10 @@ width = 854
height = 480 height = 480
#overwriteWidth = <?=round($scaleFactorX*1920)?> #overwriteWidth = <?=round($scaleFactorX*1920)?>
#overwriteHeight = <?=round($scaleFactorY*1080)?> #overwriteHeight = <?=round($scaleFactorY*1080)?>
[TextureRedefine] # shadows
width = 384
height = 384
#formats = 0x5 # find the format
overwriteWidth = <?=round($scaleFactorY*384)?>
overwriteHeight = <?=round($scaleFactorY*384)?>