[TMS] Typo fix , double define

This commit is contained in:
getdls 2018-07-31 10:21:02 +02:00
parent 6b6ab31bba
commit c7a9a030b3
8 changed files with 0 additions and 8 deletions

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader 4717e201697a3299 // shader 4717e201697a3299
uniform ivec4 uf_remappedPS[23]; uniform ivec4 uf_remappedPS[23];
uniform float uf_alphaTestRef; uniform float uf_alphaTestRef;

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader 4717e201697a3299 // shader 4717e201697a3299
uniform ivec4 uf_remappedPS[23]; uniform ivec4 uf_remappedPS[23];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1dfa4000 res 128x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1dfa4000 res 128x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader 658c0585bb7b4b1f // shader 658c0585bb7b4b1f
uniform ivec4 uf_remappedPS[31]; uniform ivec4 uf_remappedPS[31];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1f82c000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1f82c000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader 7709da01f43c145b // shader 7709da01f43c145b
uniform ivec4 uf_remappedPS[27]; uniform ivec4 uf_remappedPS[27];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1bf56000 res 64x64x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1bf56000 res 64x64x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader 93a9c110b64f2c4a // shader 93a9c110b64f2c4a
uniform ivec4 uf_remappedPS[33]; uniform ivec4 uf_remappedPS[33];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a216000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a216000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader b5b078876f8aea16 // shader b5b078876f8aea16
uniform ivec4 uf_remappedPS[25]; uniform ivec4 uf_remappedPS[25];
uniform float uf_alphaTestRef; uniform float uf_alphaTestRef;

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader b5b078876f8aea16 // shader b5b078876f8aea16
uniform ivec4 uf_remappedPS[25]; uniform ivec4 uf_remappedPS[25];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a68e000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a68e000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0

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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($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
const float resScale = <?=$scaleFactorX?>; //self shading//shadows const float resScale = <?=$scaleFactorX?>; //self shading//shadows
const float resScale = <?=$scaleFactorX?>; //self shading//shadows
// shader e6594de142bd3d05 // shader e6594de142bd3d05
uniform ivec4 uf_remappedPS[27]; uniform ivec4 uf_remappedPS[27];
uniform float uf_alphaTestRef; uniform float uf_alphaTestRef;