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https://github.com/cemu-project/cemu_graphic_packs.git
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1080 scaling fixes
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@ -4,8 +4,8 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 5c1761d13feccdff
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// shader 5c1761d13feccdff
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//Bloom fix heat haze
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//Bloom fix heat haze
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const float resXScale = ($width/$gameWidth);
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = ($height/$gameHeight);
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 6f5412f28bd716e8
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// shader 6f5412f28bd716e8
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// Used for: Horizontal blur
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// Used for: Horizontal blur
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const float resXScale = ($width/$gameWidth);
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = ($height/$gameHeight);
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader a0bda935c83e6f2a
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// shader a0bda935c83e6f2a
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// Used for: Vertical blur
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// Used for: Vertical blur
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const float resXScale = ($width/$gameWidth);
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = ($height/$gameHeight);
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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uniform ivec4 uf_remappedVS[1];
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 315d61ad21f97614
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// shader 315d61ad21f97614
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// Used for: Vertical blur pass end screen background
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// Used for: Vertical blur pass end screen background
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const float resXScale = ($width/$gameWidth);
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = ($height/$gameHeight);
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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uniform ivec4 uf_remappedVS[5];
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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@ -3,8 +3,8 @@
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#extension GL_ARB_shading_language_packing : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 4b92e636153d6b54
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// shader 4b92e636153d6b54
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// Used for: Horizontal blur pass end screen background
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// Used for: Horizontal blur pass end screen background
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const float resXScale = ($width/$gameWidth);
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const float resXScale = (intBitsToFloat($width)/intBitsToFloat($gameWidth));
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const float resYScale = ($height/$gameHeight);
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const float resYScale = (intBitsToFloat($height)/intBitsToFloat($gameHeight));
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uniform ivec4 uf_remappedVS[5];
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uniform ivec4 uf_remappedVS[5];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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