diff --git a/Source/CaptainToad/5c1761d13feccdff_0000000000000000_vs.txt b/Source/CaptainToad/5c1761d13feccdff_0000000000000000_vs.txt index a74fbc43..9db69a34 100644 --- a/Source/CaptainToad/5c1761d13feccdff_0000000000000000_vs.txt +++ b/Source/CaptainToad/5c1761d13feccdff_0000000000000000_vs.txt @@ -4,8 +4,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 5c1761d13feccdff //Bloom fix heat haze -const float resXScale = ($width/$gameWidth); -const float resYScale = ($height/$gameHeight); +const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt b/Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt index 30ab0fa2..6fd83bd8 100644 --- a/Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt +++ b/Source/CaptainToad/6f5412f28bd716e8_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 6f5412f28bd716e8 // Used for: Horizontal blur -const float resXScale = ($width/$gameWidth); -const float resYScale = ($height/$gameHeight); +const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt b/Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt index 183147b6..4d118c46 100644 --- a/Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt +++ b/Source/CaptainToad/a0bda935c83e6f2a_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader a0bda935c83e6f2a // Used for: Vertical blur -const float resXScale = ($width/$gameWidth); -const float resYScale = ($height/$gameHeight); +const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); uniform ivec4 uf_remappedVS[1]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperSmashBros/315d61ad21f97614_0000000000000000_vs.txt b/Source/SuperSmashBros/315d61ad21f97614_0000000000000000_vs.txt index cb5e6def..96df524c 100644 --- a/Source/SuperSmashBros/315d61ad21f97614_0000000000000000_vs.txt +++ b/Source/SuperSmashBros/315d61ad21f97614_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 315d61ad21f97614 // Used for: Vertical blur pass end screen background -const float resXScale = ($width/$gameWidth); -const float resYScale = ($height/$gameHeight); +const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform; diff --git a/Source/SuperSmashBros/4b92e636153d6b54_0000000000000000_vs.txt b/Source/SuperSmashBros/4b92e636153d6b54_0000000000000000_vs.txt index 3b739987..f18403d1 100644 --- a/Source/SuperSmashBros/4b92e636153d6b54_0000000000000000_vs.txt +++ b/Source/SuperSmashBros/4b92e636153d6b54_0000000000000000_vs.txt @@ -3,8 +3,8 @@ #extension GL_ARB_shading_language_packing : enable // shader 4b92e636153d6b54 // Used for: Horizontal blur pass end screen background -const float resXScale = ($width/$gameWidth); -const float resYScale = ($height/$gameHeight); +const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth)); +const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight)); uniform ivec4 uf_remappedVS[5]; uniform vec2 uf_windowSpaceToClipSpaceTransform;