1080 scaling fixes

This commit is contained in:
getdls 2018-11-03 14:55:57 +01:00
parent b68512267b
commit d8cea413b7
5 changed files with 10 additions and 10 deletions

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@ -4,8 +4,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 5c1761d13feccdff // shader 5c1761d13feccdff
//Bloom fix heat haze //Bloom fix heat haze
const float resXScale = ($width/$gameWidth); const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
const float resYScale = ($height/$gameHeight); const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 6f5412f28bd716e8 // shader 6f5412f28bd716e8
// Used for: Horizontal blur // Used for: Horizontal blur
const float resXScale = ($width/$gameWidth); const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
const float resYScale = ($height/$gameHeight); const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader a0bda935c83e6f2a // shader a0bda935c83e6f2a
// Used for: Vertical blur // Used for: Vertical blur
const float resXScale = ($width/$gameWidth); const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
const float resYScale = ($height/$gameHeight); const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
uniform ivec4 uf_remappedVS[1]; uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 315d61ad21f97614 // shader 315d61ad21f97614
// Used for: Vertical blur pass end screen background // Used for: Vertical blur pass end screen background
const float resXScale = ($width/$gameWidth); const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
const float resYScale = ($height/$gameHeight); const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;

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@ -3,8 +3,8 @@
#extension GL_ARB_shading_language_packing : enable #extension GL_ARB_shading_language_packing : enable
// shader 4b92e636153d6b54 // shader 4b92e636153d6b54
// Used for: Horizontal blur pass end screen background // Used for: Horizontal blur pass end screen background
const float resXScale = ($width/$gameWidth); const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
const float resYScale = ($height/$gameHeight); const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
uniform ivec4 uf_remappedVS[5]; uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform; uniform vec2 uf_windowSpaceToClipSpaceTransform;