[MK8] Bloom fix

This commit is contained in:
getdls 2018-01-28 19:42:56 +01:00
parent d4c4569d23
commit d47f5a6172
4 changed files with 663 additions and 50 deletions

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader a9bf96a840b38cc8
//Motion blur turbo
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[2];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 2) out vec4 passParameterSem2;
layout(location = 3) out vec4 passParameterSem3;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R125f.x = mul_nonIEEE(R1f.x, intBitsToFloat(uf_remappedVS[0].x));
PV0f.x = R125f.x;
R127f.y = intBitsToFloat(uf_remappedVS[1].w) * intBitsToFloat(0x3e124925)/resScale;
PV0f.y = R127f.y;
R1f.z = intBitsToFloat(uf_remappedVS[1].z);
R127f.w = mul_nonIEEE(R1f.y, intBitsToFloat(uf_remappedVS[0].y));
PV0f.w = R127f.w;
R1f.w = 1.0;
PS0f = R1f.w;
// 1
R126f.x = (intBitsToFloat(uf_remappedVS[1].y) * 0.5 + 0.5);
PV1f.x = R126f.x;
PV1f.y = PV0f.w;
PV1f.y *= 2.0;
PV1f.z = PV0f.x;
PV1f.z *= 2.0;
R123f.w = (mul_nonIEEE(PV0f.w,-(PV0f.y)) + PV0f.w);
PV1f.w = R123f.w;
R126f.y = (-(PV0f.y) * 2.0 + 1.0);
PS1f = R126f.y;
// 2
R1f.x = PV1f.z + intBitsToFloat(uf_remappedVS[1].x);
R1f.y = PV1f.y + intBitsToFloat(uf_remappedVS[1].y);
R126f.z = (-(R127f.y) * intBitsToFloat(0x40400000) + 1.0);
PV0f.z = R126f.z;
PV0f.w = PV1f.x + PV1f.w;
R127f.x = (mul_nonIEEE(R127f.w,PS1f) + PV1f.x);
PS0f = R127f.x;
// 3
R123f.x = (mul_nonIEEE(R127f.w,PV0f.z) + R126f.x);
PV1f.x = R123f.x;
R125f.y = (intBitsToFloat(uf_remappedVS[1].x) * 0.5 + 0.5);
PV1f.y = R125f.y;
R123f.z = (mul_nonIEEE(R125f.x,-(R127f.y)) + R125f.x);
PV1f.z = R123f.z;
R126f.w = (-(R127f.y) * 4.0 + 1.0);
PV1f.w = R126f.w;
R127f.z = PV0f.w;
PS1f = R127f.z;
// 4
backupReg0f = R127f.w;
PV0f.x = PV1f.x;
R127f.y = (mul_nonIEEE(R127f.w,PV1f.w) + R126f.x);
PV0f.z = R127f.x;
R127f.w = backupReg0f + R126f.x;
R2f.x = PV1f.y + PV1f.z;
PS0f = R2f.x;
// 5
backupReg0f = R126f.z;
R3f.x = (mul_nonIEEE(R125f.x,R126f.y) + R125f.y);
R126f.y = -(PV0f.z) + 1.0;
R126f.z = -(PV0f.x) + 1.0;
R125f.w = -(R127f.z) + 1.0;
PV1f.w = R125f.w;
R4f.x = (mul_nonIEEE(R125f.x,backupReg0f) + R125f.y);
PS1f = R4f.x;
// 6
backupReg0f = R125f.x;
backupReg0f = R125f.x;
R125f.x = R127f.y;
R0f.y = -(R127f.w) + 1.0;
R127f.z = (mul_nonIEEE(backupReg0f,R126f.w) + R125f.y);
R0f.w = PV1f.w;
R0f.x = backupReg0f + R125f.y;
PS0f = R0f.x;
// 7
R2f.y = R125f.w;
R0f.z = R2f.x;
R2f.w = R126f.y;
R2f.z = R3f.x;
PS1f = R2f.z;
// 8
R3f.yzw = vec3(R126f.y,R4f.x,R126f.z);
R4f.z = R127f.z;
PS0f = R4f.z;
// 9
R4f.y = R126f.z;
R4f.w = -(R125f.x) + 1.0;
// export
gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem2 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem3 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader e02d25abb7529b7f
//BFA
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R126f.x = (R1f.x > 0.0)?1.0:0.0;
R126f.x /= 2.0;
R127f.y = -(R1f.y);
PV0f.y = R127f.y;
R127f.z = (0.0 > R1f.x)?1.0:0.0;
R127f.z /= 2.0;
R127f.w = 1.0;
PV0f.w = R127f.w;
R125f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x3fb13a93)/resScale;
PS0f = R125f.x;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R127f.x = (PV0f.y > 0.0)?1.0:0.0;
R127f.x /= 2.0;
PS1f = R127f.x;
// 2
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
PS0f = (0.0 > R127f.y)?1.0:0.0;
PS0f /= 2.0;
// 3
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R126f.z = R127f.x + -(PS0f);
PS1f = R126f.z;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.x + -(R127f.z);
// 5
R126f.x = intBitsToFloat(uf_remappedVS[0].w) * intBitsToFloat(0x404ec4f0)/resScale;
PV1f.x = R126f.x;
R127f.y = R126f.z + 0.5;
PV1f.y = R127f.y;
R2f.x = PS0f + 0.5;
PS1f = R2f.x;
// 6
R1f.x = PS1f;
R2f.y = PV1f.y + -(R125f.x);
R2f.z = PV1f.y + R125f.x;
R2f.w = PV1f.y;
R1f.y = PV1f.y + -(PV1f.x);
PS0f = R1f.y;
// 7
R1f.z = R127f.y + R126f.x;
R1f.w = R127f.y;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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<?php
include 'Source/functions.php';
$fullWidth = $argv[1];
$fullHeight = $argv[2];
$scaleFactorX = always_decimal_format($fullWidth / 1280.0);
$scaleFactorY = always_decimal_format($fullHeight / 720.0);
?>
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader e8266ec81590ed24
//BFb2
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 1) out vec4 passParameterSem1;
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
R127f.x = (0.0 > R1f.x)?1.0:0.0;
R127f.x /= 2.0;
R127f.y = (R1f.x > 0.0)?1.0:0.0;
R127f.y /= 2.0;
R127f.z = -(R1f.y);
PV0f.z = R127f.z;
R127f.w = 1.0;
PV0f.w = R127f.w;
R126f.y = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3fb13a93)/resScale;
PS0f = R126f.y;
// 1
R0f.x = dot(vec4(R1f.x,R1f.y,R1f.z,PV0f.w),vec4(intBitsToFloat(uf_remappedVS[1].x),intBitsToFloat(uf_remappedVS[1].y),intBitsToFloat(uf_remappedVS[1].z),intBitsToFloat(uf_remappedVS[1].w)));
PV1f.x = R0f.x;
PV1f.y = R0f.x;
PV1f.z = R0f.x;
PV1f.w = R0f.x;
R126f.w = (PV0f.z > 0.0)?1.0:0.0;
R126f.w /= 2.0;
PS1f = R126f.w;
// 2
backupReg0f = R127f.z;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[2].x),intBitsToFloat(uf_remappedVS[2].y),intBitsToFloat(uf_remappedVS[2].z),intBitsToFloat(uf_remappedVS[2].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.y = tempf.x;
R127f.z = (0.0 > backupReg0f)?1.0:0.0;
R127f.z /= 2.0;
PS0f = R127f.z;
// 3
backupReg0f = R127f.y;
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[3].x),intBitsToFloat(uf_remappedVS[3].y),intBitsToFloat(uf_remappedVS[3].z),intBitsToFloat(uf_remappedVS[3].w)));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R0f.z = tempf.x;
R127f.y = backupReg0f + -(R127f.x);
PS1f = R127f.y;
// 4
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,R127f.w),vec4(intBitsToFloat(uf_remappedVS[4].x),intBitsToFloat(uf_remappedVS[4].y),intBitsToFloat(uf_remappedVS[4].z),intBitsToFloat(uf_remappedVS[4].w)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R0f.w = tempf.x;
PS0f = R126f.w + -(R127f.z);
// 5
R127f.x = intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x404ec4f0)/resScale;
PV1f.z = PS0f + 0.5;
R127f.w = R127f.y + 0.5;
PV1f.w = R127f.w;
// 6
R2f.x = PV1f.z;
PV0f.x = R2f.x;
R2f.y = PV1f.w + -(R126f.y);
R2f.z = PV1f.w + R126f.y;
R2f.w = PV1f.w;
// 7
R1f.x = PV0f.x;
R1f.y = R127f.w + -(R127f.x);
R1f.z = R127f.w + R127f.x;
R1f.w = R127f.w;
// export
gl_Position = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
// export
passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// 0
}

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@ -12,71 +12,277 @@ titleIds = 000500001010EC00,000500001010ED00,000500001010EB00
name = "Mario Kart 8 - <?=$title?>"
version = 2
# Main Screen Resolution
##don't scale any compressed format
#[TextureRedefine] #Mshadow check
#width = 2048
#height = 2048
#overwriteWidth = <?=round($scaleFactorX*2048)?>
#overwriteHeight = <?=round($scaleFactorY*2048)?>
#[TextureRedefine] #depth??
#width = 1536
#height = 1536
#formatsExcluded = 0x01a
#overwriteWidth = <?=round($scaleFactorX*1536)?>
#overwriteHeight = <?=round($scaleFactorY*1536)?>
[TextureRedefine]
width = 1280
height = 720
formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background
formatsExcluded = 0x41A,0x431 # exclude the intro background texture, race end background
overwriteWidth = <?=round($scaleFactorX*1280)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
# Half Res Alpha (and DOF)
[TextureRedefine]
width = 640
height = 360
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine] #MShadows
width = 1024
height = 1024
formats = 0x005 #shadows 2 lod slices
overwriteWidth = <?=round($scaleFactorX*1024)?>
overwriteHeight = <?=round($scaleFactorY*1024)?>
# Quarter Res Alpha (motion blur effect around edges of screen)
# also, bloom first mip
[TextureRedefine]
width = 320
height = 180
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
#[TextureRedefine] ##gloss, reflections, don't scale
#width = 768
#width = 768
# bloom 2nd mip
[TextureRedefine]
width = 160
height = 90
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
# bloom 3rd mip
[TextureRedefine]
width = 80
height = 45
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
# Multiplayer-Mode Resolution (2p)
[TextureRedefine]
[TextureRedefine] # Multiplayer-Mode Resolution (2p)
width = 640
height = 720
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*720)?>
# Multiplayer-Mode Half Res Alpha (2p)
[TextureRedefine]
width = 640
height = 360
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine]
width = 640
height = 320
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*320)?>
#[TextureRedefine] #selection fmv don't scale
#width = 512
#height = 608
#formatsExcluded = 0x001 #selection fmt
#[TextureRedefine] #shadows multiplayer?
#width = 512
#height = 512
#formats = 0x005 # verify later
#overwriteWidth = <?=round($scaleFactorX*512)?>
#overwriteHeight = <?=round($scaleFactorY*512)?>
[TextureRedefine]
width = 427
height = 240
overwriteWidth = <?=round($scaleFactorX*427)?>
overwriteHeight = <?=round($scaleFactorY*240)?>
[TextureRedefine] #4P?
width = 320
height = 360
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*640)?>
overwriteHeight = <?=round($scaleFactorY*360)?>
[TextureRedefine] #Dof,Bloom 0x816
width = 320
height = 180
overwriteWidth = <?=round($scaleFactorX*320)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine] #
width = 256
height = 256
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235 #
overwriteWidth = <?=round($scaleFactorX*256)?>
overwriteHeight = <?=round($scaleFactorY*256)?>
[TextureRedefine]
width = 199
height = 116
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*199)?>
overwriteHeight = <?=round($scaleFactorY*116)?>
# Multiplayer-Mode Quarter Res Alpha (2p)
[TextureRedefine]
width = 160
height = 180
formatsExcluded = 0x41A # exclude obvious textures
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*180)?>
[TextureRedefine] #Dof,Bloom 1p 0x816
width = 160
height = 90
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine]
width = 160
height = 80
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*160)?>
overwriteHeight = <?=round($scaleFactorY*80)?>
[TextureRedefine] #
width = 148
height = 148
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a,0x234,0x235
overwriteWidth = <?=round($scaleFactorX*148)?>
overwriteHeight = <?=round($scaleFactorY*148)?>
[TextureRedefine]
width = 133
height = 77
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*133)?>
overwriteHeight = <?=round($scaleFactorY*77)?>
[TextureRedefine]
width = 128
height = 256
#formatsExcluded =
overwriteWidth = <?=round($scaleFactorX*128)?>
overwriteHeight = <?=round($scaleFactorY*256)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 128
#height = 128
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*128)?>
#overwriteHeight = <?=round($scaleFactorY*128)?>
[TextureRedefine]
width = 80
height = 90
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*90)?>
[TextureRedefine] # bloom
width = 80
height = 45
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
[TextureRedefine]
width = 80
height = 40
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*80)?>
overwriteHeight = <?=round($scaleFactorY*40)?>
[TextureRedefine]
width = 64
height = 128
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*64)?>
overwriteHeight = <?=round($scaleFactorY*128)?>
#[TextureRedefine] # glossmap breaks x64 cube?
#width = 64
#height = 64
#[TextureRedefine] #check later
#width = 52
#height = 52
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
#overwriteWidth = 156
#overwriteHeight = 156
[TextureRedefine]
width = 49
height = 29
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*49)?>
overwriteHeight = <?=round($scaleFactorY*29)?>
[TextureRedefine]
width = 40
height = 45
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*40)?>
overwriteHeight = <?=round($scaleFactorY*45)?>
[TextureRedefine] #bloom
width = 40
height = 22
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*40)?>
overwriteHeight = <?=round($scaleFactorY*22)?>
[TextureRedefine]
width = 40
height = 20
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*40)?>
overwriteHeight = <?=round($scaleFactorY*20)?>
[TextureRedefine]
width = 33
height = 19
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*33)?>
overwriteHeight = <?=round($scaleFactorY*19)?>
[TextureRedefine]
width = 32
height = 64
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*32)?>
overwriteHeight = <?=round($scaleFactorY*64)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 32
#height = 32
#formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x816,0x01a #0x816 exclude cube
#overwriteWidth = 96
#overwriteHeight = 96
[TextureRedefine]
width = 20
height = 22
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*20)?>
overwriteHeight = <?=round($scaleFactorY*22)?>
[TextureRedefine]
width = 20
height = 10
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
verwriteWidth = <?=round($scaleFactorX*20)?>
overwriteHeight = <?=round($scaleFactorY*11)?>
[TextureRedefine]
width = 16
height = 32
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*16)?>
overwriteHeight = <?=round($scaleFactorY*32)?>
#[TextureRedefine] #May unintentionally scale textures, check formatsExcluded
#width = 16
#height = 16
#formatsExcluded =
#overwriteWidth = <?=round($scaleFactorX*16)?>
#overwriteHeight = <?=round($scaleFactorY*16)?>
[TextureRedefine]
width = 8
height = 16
formatsExcluded = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435,0x01a
overwriteWidth = <?=round($scaleFactorX*8)?>
overwriteHeight = <?=round($scaleFactorY*16)?>
###MKTV###
# MKTV screen
[TextureRedefine]
width = 960
@ -108,11 +314,3 @@ height = 134
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*240)?>
overwriteHeight = <?=round($scaleFactorY*134)?>
# Multiplayer kart preview
[TextureRedefine]
width = 640
height = 320
formatsExcluded = 0x41A # exclude obvious textures
overwriteWidth = <?=round($scaleFactorX*640)?>
overwriteHeight = <?=round($scaleFactorY*320)?>