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[ZU] Fix colour truncation, shadow detail scaling
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Source/ZombieU/d121b990e877579c_0000000000079249_ps.txt
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324
Source/ZombieU/d121b990e877579c_0000000000079249_ps.txt
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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 d121b990e877579c
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//shadow penumbra
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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uniform ivec4 uf_remappedPS[11];
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layout(binding = 11) uniform sampler2D textureUnitPS11;// Tex11 addr 0xf4001000 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler11 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 12) uniform sampler2DShadow textureUnitPS12;// Tex12 addr 0x28638000 res 512x512x1 dim 1 tm: 4 format 0005 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler12 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 13) uniform sampler2D textureUnitPS13;// Tex13 addr 0xf4385000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler13 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 14) uniform sampler2D textureUnitPS14;// Tex14 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler14 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 15) uniform sampler2D textureUnitPS15;// Tex15 addr 0x1407d800 res 1280x720x1 dim 1 tm: 4 format 080e compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler15 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 1) in vec4 passParameterSem131;
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layout(location = 2) in vec4 passParameterSem132;
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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 R7f = 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 = passParameterSem130;
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R1f = passParameterSem131;
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R2f = passParameterSem132;
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R3f.x = (texture(textureUnitPS15, R0f.xy).x);
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R4f.xyz = (texture(textureUnitPS11, R0f.xy).xyz);
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R7f.xy = (texture(textureUnitPS13, R0f.xy).xy);
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R0f.xyz = (texture(textureUnitPS14, R0f.xy).xyz);
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// 0
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PV0f.x = R2f.x;
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PV0f.x /= 2.0;
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PV0f.y = R2f.y;
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PV0f.y /= 2.0;
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PV0f.z = R3f.x + -(intBitsToFloat(uf_remappedPS[0].y));
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R127f.w = 1.0;
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R6f.x = (R4f.x * 2.0 + -(1.0));
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PS0f = R6f.x;
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// 1
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R5f.x = (R4f.y * 2.0 + -(1.0));
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R127f.y = fract(PV0f.y);
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PV1f.y = R127f.y;
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R127f.z = fract(PV0f.x);
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PV1f.z = R127f.z;
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R7f.w = (R4f.z * 2.0 + -(1.0));
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PS1f = 1.0 / PV0f.z;
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// 2
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R123f.x = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].y));
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PV0f.y = R123f.y;
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R5f.z = R0f.x;
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R126f.w = PS1f * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.w = R126f.w;
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R6f.w = 0.0;
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PS0f = R6f.w;
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// 3
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R123f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[1].z)/resXScale);
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PV1f.y = R123f.y;
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R2f.z = mul_nonIEEE(R1f.z, PV0f.w);
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PV1f.z = R2f.z;
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R124f.w = PV0f.x + 0.0;
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R0f.w = PV0f.y + 0.0;
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PS1f = R0f.w;
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// 4
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R127f.x = mul_nonIEEE(R1f.x, PV1f.z);
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PV0f.x = R127f.x;
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R127f.y = mul_nonIEEE(R1f.y, PV1f.z);
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PV0f.y = R127f.y;
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R127f.z = mul_nonIEEE(R1f.z, PV1f.z);
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PV0f.z = R127f.z;
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R125f.w = PV1f.x + 0.0;
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R126f.z = PV1f.y + 0.0;
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PS0f = R126f.z;
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// 5
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,R127f.w),vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(uf_remappedPS[2].z),intBitsToFloat(uf_remappedPS[2].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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R3f.x = mul_nonIEEE(R1f.x, R126f.w);
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PS1f = R3f.x;
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// 6
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tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),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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R126f.x = 1.0 / PV1f.x;
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PS0f = R126f.x;
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// 7
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tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),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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R126f.y = PV0f.x * PS0f;
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PS1f = R126f.y;
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// 8
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tempf.x = dot(vec4(R127f.x,R127f.y,R127f.z,R127f.w),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.w = PV1f.x * R126f.x;
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PS0f = R127f.w;
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// 9
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backupReg0f = R126f.x;
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R126f.x = R126f.y;
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV1f.x = R126f.x;
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R4f.y = mul_nonIEEE(R1f.y, R126f.w);
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R127f.z = PV0f.x * backupReg0f;
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PV1f.z = R127f.z;
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R5f.w = -(R3f.x) + intBitsToFloat(uf_remappedPS[6].x);
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R1f.x = PS0f + R125f.w;
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PS1f = R1f.x;
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// 10
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R4f.x = R127f.w + R125f.w;
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R1f.y = PV1f.z + R126f.z;
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R4f.z = PV1f.z + R0f.w;
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R1f.w = PV1f.x;
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R2f.y = PV1f.z + R126f.z;
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PS0f = R2f.y;
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// 11
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R2f.x = R127f.w + R124f.w;
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R3f.y = R127f.z + R0f.w;
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R3f.z = R127f.w + R124f.w;
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R4f.w = R126f.x;
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R2f.w = R126f.x;
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PS1f = R2f.w;
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// 12
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backupReg0f = R0f.z;
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R0f.x = R0f.y;
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R0f.y = -(R4f.y) + intBitsToFloat(uf_remappedPS[6].y)/3;
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R0f.z = -(R2f.z) + intBitsToFloat(uf_remappedPS[6].z)/3;
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R3f.w = R126f.x;
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R1f.z = backupReg0f;
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PS0f = R1f.z;
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R1f.x = (texture(textureUnitPS12, vec3(R1f.xy, R1f.w)));
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R1f.y = (texture(textureUnitPS12, vec3(R4f.xz, R4f.w)));
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R4f.z = (texture(textureUnitPS12, vec3(R2f.xy, R2f.w)));
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R3f.w = (texture(textureUnitPS12, vec3(R3f.zy, R3f.w)));
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// 0
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tempf.x = dot(vec4(R3f.x,R4f.y,R2f.z,-0.0),vec4(R3f.x,R4f.y,R2f.z,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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R126f.x = intBitsToFloat(uf_remappedPS[7].x);
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PS0f = R126f.x;
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// 1
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backupReg0f = R0f.y;
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backupReg0f = R0f.y;
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backupReg1f = R0f.z;
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backupReg1f = R0f.z;
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tempf.x = dot(vec4(R5f.w,backupReg0f,backupReg1f,-0.0),vec4(R5f.w,backupReg0f,backupReg1f,0.0));
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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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tempResultf = 1.0 / sqrt(PV0f.x);
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PS1f = tempResultf;
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// 2
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R127f.x = mul_nonIEEE(R3f.x, PS1f);
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PV0f.x = R127f.x;
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R126f.y = mul_nonIEEE(R4f.y, PS1f);
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PV0f.y = R126f.y;
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R127f.z = mul_nonIEEE(R2f.z, PS1f);
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PV0f.z = R127f.z;
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R127f.w = intBitsToFloat(uf_remappedPS[7].y);
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R127f.y = sqrt(PV1f.x);
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PS0f = R127f.y;
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// 3
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tempf.x = dot(vec4(R6f.x,R5f.x,R7f.w,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
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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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PS1f = 1.0 / PS0f;
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// 4
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R125f.x = R5f.w * PS1f;
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PV0f.x = R125f.x;
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R125f.y = R0f.y * PS1f;
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PV0f.y = R125f.y;
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R126f.z = R0f.z * PS1f;
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PV0f.z = R126f.z;
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R124f.w = PV1f.x + PV1f.x;
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PV0f.w = R124f.w;
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PS0f = intBitsToFloat(uf_remappedPS[7].z);
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// 5
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backupReg0f = R127f.x;
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tempf.x = dot(vec4(-(R126f.x),-(R127f.w),-(PS0f),-(R6f.w)),vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.z));
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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.x = (mul_nonIEEE(-(PV0f.w),R6f.x) + backupReg0f);
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PS1f = R127f.x;
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// 6
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backupReg0f = R127f.z;
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backupReg1f = R127f.y;
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R123f.x = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[8].z)) + intBitsToFloat(uf_remappedPS[8].w));
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R123f.x = clamp(R123f.x, 0.0, 1.0);
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PV0f.x = R123f.x;
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R127f.y = (mul_nonIEEE(-(R124f.w),R5f.x) + R126f.y);
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R127f.z = (mul_nonIEEE(-(R124f.w),R7f.w) + backupReg0f);
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R123f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[8].x)) + intBitsToFloat(uf_remappedPS[8].y));
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R123f.w = clamp(R123f.w, 0.0, 1.0);
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PV0f.w = R123f.w;
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R2f.w = 0.0;
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PS0f = R2f.w;
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// 7
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tempf.x = dot(vec4(R1f.x,R1f.y,R4f.z,R3f.w),vec4(0.25,0.25,0.25,0.25));
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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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R126f.x = mul_nonIEEE(PV0f.w, PV0f.x);
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PS1f = R126f.x;
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// 8
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tempf.x = dot(vec4(R125f.x,R125f.y,R126f.z,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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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.x = PV1f.x + -(1.0);
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PS0f = R127f.x;
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// 9
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backupReg0f = R126f.z;
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R124f.x = mul_nonIEEE(R7f.y, intBitsToFloat(uf_remappedPS[9].y));
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R127f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].x));
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R126f.z = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].y));
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PV1f.w = max(PV0f.x, -(PV0f.x));
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PS1f = mul_nonIEEE(R7f.w, backupReg0f);
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// 10
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R123f.x = (mul_nonIEEE(R5f.x,R125f.y) + PS1f);
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PV0f.x = R123f.x;
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PV0f.y = mul_nonIEEE(R126f.x, intBitsToFloat(uf_remappedPS[10].z));
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R123f.w = (mul_nonIEEE(R127f.x,intBitsToFloat(uf_remappedPS[10].w)) + 1.0);
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PV0f.w = R123f.w;
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tempResultf = log2(PV1f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 11
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backupReg0f = R126f.z;
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R123f.x = (mul_nonIEEE(R6f.x,R125f.x) + PV0f.x);
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R123f.x = clamp(R123f.x, 0.0, 1.0);
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PV1f.x = R123f.x;
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PV1f.y = mul_nonIEEE(R124f.x, PS0f);
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R126f.z = mul_nonIEEE(R127f.y, PV0f.w);
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PV1f.z = R126f.z;
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R124f.w = mul_nonIEEE(backupReg0f, PV0f.w);
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PV1f.w = R124f.w;
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R124f.x = mul_nonIEEE(PV0f.y, PV0f.w);
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PS1f = R124f.x;
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// 12
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PV0f.x = mul_nonIEEE(PV1f.x, PV1f.z);
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PV0f.x *= 2.0;
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PV0f.z = mul_nonIEEE(PV1f.x, PS1f);
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PV0f.z *= 2.0;
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PV0f.w = mul_nonIEEE(PV1f.x, PV1f.w);
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PV0f.w *= 2.0;
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R125f.x = exp2(PV1f.y);
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PS0f = R125f.x;
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// 13
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backupReg0f = R0f.x;
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backupReg1f = R124f.w;
|
||||
PV1f.x = mul_nonIEEE(backupReg0f, PV0f.w);
|
||||
PV1f.y = mul_nonIEEE(R5f.z, PV0f.x);
|
||||
PV1f.z = mul_nonIEEE(PS0f, R126f.z);
|
||||
R124f.w = mul_nonIEEE(R1f.z, PV0f.z);
|
||||
PS1f = mul_nonIEEE(PS0f, backupReg1f);
|
||||
// 14
|
||||
R123f.x = (mul_nonIEEE(R7f.x,PS1f) + PV1f.x);
|
||||
PV0f.x = R123f.x;
|
||||
PV0f.y = mul_nonIEEE(R125f.x, R124f.x);
|
||||
R123f.z = (mul_nonIEEE(R7f.x,PV1f.z) + PV1f.y);
|
||||
PV0f.z = R123f.z;
|
||||
// 15
|
||||
R123f.x = (mul_nonIEEE(R7f.x,PV0f.y) + R124f.w);
|
||||
PV1f.x = R123f.x;
|
||||
R2f.y = PV0f.x * 0.25;
|
||||
R2f.x = PV0f.z * 0.25;
|
||||
PS1f = R2f.x;
|
||||
// 16
|
||||
R2f.z = PV1f.x * 0.25;
|
||||
// export
|
||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||||
}
|
@ -42,7 +42,6 @@ $gameHeight = 720
|
||||
$internalRes = 1.0
|
||||
$scaleShader = 1.0
|
||||
|
||||
|
||||
// Common HD Resolutions
|
||||
|
||||
[Preset]
|
||||
@ -192,6 +191,12 @@ $scaleShader = (1440.0/1080.0)
|
||||
#overwriteWidth = ($width/$gameWidth) * 4095
|
||||
#overwriteHeight = ($height/$gameHeight) * 4095
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
formats = 0x019,0x01a
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1280
|
||||
height = 720
|
||||
@ -209,7 +214,6 @@ formats = 0x005 # Ye ol shadow map
|
||||
overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
|
||||
|
||||
|
||||
# Gamepad - background
|
||||
[TextureRedefine]
|
||||
width = 864
|
||||
@ -225,6 +229,18 @@ height = 480
|
||||
overwriteWidth = ($width/$gameWidth) * 854
|
||||
overwriteHeight = ($height/$gameHeight) * 480
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
formats = 0x01a,0x019
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 360
|
||||
formats = 0x01a,0x019
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
[TextureRedefine]
|
||||
width = 640
|
||||
height = 368
|
||||
@ -248,6 +264,19 @@ formats = 0x005 # ye ol dynamic shadow map
|
||||
overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes)
|
||||
overwriteHeight = ($height/$gameHeight) * (512*$scaleShader*$internalRes)
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
formats = 0x01a,0x019
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 180
|
||||
formats = 0x01a,0x019
|
||||
overwriteFormat = 0x01f
|
||||
|
||||
[TextureRedefine]
|
||||
width = 320
|
||||
height = 192
|
||||
|
Loading…
Reference in New Issue
Block a user