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Add Kirby and the Rainbow Curse/Paintbrush res pack
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parent
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commit
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 2258c1c082f929aa
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// Used for: Stage Background Blur, Clay Texture Blur
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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uniform ivec4 uf_uniformRegisterVS[256];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 2) out vec4 passParameterSem0;
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layout(location = 1) out vec4 passParameterSem1;
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layout(location = 0) out vec4 passParameterSem2;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R3i = ivec4(0);
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ivec4 R127i = ivec4(0);
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uvec4 attrDecoder;
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
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attrDecoder.x = attrDataSem0.x;
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attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
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attrDecoder.y = 0;
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R1i = ivec4(int(attrDecoder.x), 0, 0, 1);
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// 0
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R1i.w = 0x3f800000;
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R127i.z = floatBitsToInt(float(R1i.x));
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PS0i = R127i.z;
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// 1
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tempResultf = intBitsToFloat(PS0i);
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tempResultf = floor(tempResultf);
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tempResultf = clamp(tempResultf, -256.0, 255.0);
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ARi.x = int(tempResultf);
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PV1i.x = floatBitsToInt(tempResultf);
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// 2
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R1i.xyz = ivec3(uf_uniformRegisterVS[ARi.x+0].x,uf_uniformRegisterVS[ARi.x+0].y,uf_uniformRegisterVS[ARi.x+0].z);
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// 3
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R0i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[4].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
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R0i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[4].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
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// 4
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R2i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[5].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
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R2i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[5].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
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// 5
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R3i.x = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].x)/resXScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].x));
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R3i.y = floatBitsToInt(intBitsToFloat(uf_uniformRegisterVS[6].y)/resYScale + intBitsToFloat(uf_uniformRegisterVS[ARi.x+7].y));
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// export
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gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
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// export
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passParameterSem0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.z));
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// export
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passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.z));
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// export
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passParameterSem2 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z));
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}
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299
Resolutions/KirbyRainbow_Resolution/rules.txt
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299
Resolutions/KirbyRainbow_Resolution/rules.txt
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[Definition]
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titleIds = 00050000101ABC00,00050000101B5100
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name = Resolution
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path = "Kirby and the Rainbow Curse & Paintbrush/Graphics/Resolution"
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description = Changes the resolution of the game.
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version = 3
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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// Performance
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[Preset]
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name = 320x180
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$width = 320
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$height = 180
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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// Common HD Resolutions
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[Preset]
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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[TextureRedefine] # TV Resolution
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width = 1280
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height = 720
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] # Gamepad resolution
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width = 854
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height = 480
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formats = 0x011,0x816,0810,0x005,0x21a
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine] # Stage rendering resolution
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width = 1024
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height = 576
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formats = 0x011,0x816,0x21a,0x810
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overwriteWidth = ($width/$gameWidth) * 1024
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overwriteHeight = ($height/$gameHeight) * 576
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[TextureRedefine]
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width = 1056
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height = 592
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formats = 0x41a
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overwriteWidth = ($width/$gameWidth) * 1056
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overwriteHeight = ($height/$gameHeight) * 592
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[TextureRedefine]
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width = 1025
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height = 577
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formats = 0x41a
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overwriteWidth = ($width/$gameWidth) * 1025
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overwriteHeight = ($height/$gameHeight) * 577
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[TextureRedefine] # Stage rendering resolution for gamepad
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width = 864
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height = 480
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formats = 0x011,0x816,0x21a,0x810
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 864
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height = 496
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formats = 0x41a
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overwriteWidth = ($width/$gameWidth) * 864
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overwriteHeight = ($height/$gameHeight) * 496
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[TextureRedefine]
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width = 855
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height = 481
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formats = 0x41a
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overwriteWidth = ($width/$gameWidth) * 855
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overwriteHeight = ($height/$gameHeight) * 481
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[TextureRedefine] # Depth buffer
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width = 896
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height = 480
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formats = 0x005
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overwriteWidth = ($width/$gameWidth) * 896
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overwriteHeight = ($height/$gameHeight) * 480
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# Stage depth
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[TextureRedefine]
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width = 640
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height = 608
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formats = 0x005
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 608
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[TextureRedefine]
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width = 600
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height = 600
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formats = 0x005
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overwriteWidth = ($width/$gameWidth) * 600
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overwriteHeight = ($height/$gameHeight) * 600
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# Background Stage Blur
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[TextureRedefine] # Shared with clay texture blur
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width = 512
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height = 288
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 512
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overwriteHeight = ($height/$gameHeight) * 288
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[TextureRedefine]
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width = 256
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height = 144
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 256
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overwriteHeight = ($height/$gameHeight) * 144
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[TextureRedefine] # Gamepad stage background blur, also shared with clay texture blur
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width = 448
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height = 240
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 448
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overwriteHeight = ($height/$gameHeight) * 240
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[TextureRedefine]
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width = 427
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height = 240
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 427
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overwriteHeight = ($height/$gameHeight) * 240
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[TextureRedefine]
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width = 224
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height = 128
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 224
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overwriteHeight = ($height/$gameHeight) * 128
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[TextureRedefine]
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width = 213
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height = 120
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 213
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overwriteHeight = ($height/$gameHeight) * 120
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# Clay texture blur
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[TextureRedefine]
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width = 128
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height = 80
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 80
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[TextureRedefine]
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width = 128
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height = 72
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 72
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[TextureRedefine]
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width = 106
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height = 60
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 106
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overwriteHeight = ($height/$gameHeight) * 60
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[TextureRedefine]
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width = 64
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height = 48
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 64
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overwriteHeight = ($height/$gameHeight) * 48
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[TextureRedefine]
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width = 64
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height = 36
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 64
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overwriteHeight = ($height/$gameHeight) * 36
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[TextureRedefine]
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width = 53
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height = 30
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 53
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overwriteHeight = ($height/$gameHeight) * 30
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[TextureRedefine] # Gamepad clay texture blur
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width = 128
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height = 64
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 128
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overwriteHeight = ($height/$gameHeight) * 80
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[TextureRedefine]
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width = 64
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height = 32
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formats = 0x816
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overwriteWidth = ($width/$gameWidth) * 64
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overwriteHeight = ($height/$gameHeight) * 48
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# Fxaa (?)
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[TextureRedefine]
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width = 1152
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height = 592
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * 1152
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overwriteHeight = ($height/$gameHeight) * 592
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[TextureRedefine]
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width = 1025
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height = 577
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * 1025
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overwriteHeight = ($height/$gameHeight) * 577
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[TextureRedefine] # Gamepad variant
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width = 896
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height = 480
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * 896
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 896
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height = 496
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * 896
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overwriteHeight = ($height/$gameHeight) * 496
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[TextureRedefine]
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width = 855
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height = 481
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formats = 0x001
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overwriteWidth = ($width/$gameWidth) * 855
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overwriteHeight = ($height/$gameHeight) * 481
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@ -141,7 +141,7 @@
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"Kirby and the Rainbow Curse":
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nativeRes: 720
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compatLink: "http://compat.cemu.info/wiki/Kirby_and_the_Rainbow_Curse"
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version: 2
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version: 3
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"Kung Fu Panda: Showdown of Legendary Legends":
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nativeRes: 720
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compatLink: "http://compat.cemu.info/wiki/Kung_Fu_Panda:_Showdown_of_Legendary_Legends"
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