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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-11 09:19:07 +01:00
YoshisWW - issue fixes
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@ -2,15 +2,25 @@
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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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// shader b5082db8c1a44514
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// Used for vertical blur DoF
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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//BGblur vert
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const float dither = $dither ;
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uniform ivec4 uf_uniformRegisterPS[256];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e14800 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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@ -19,7 +29,7 @@ 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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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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@ -45,6 +55,7 @@ activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
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if( activeMaskStackC[1] == true ) {
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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}
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@ -82,8 +93,8 @@ 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 = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale,-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
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R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)/resYScale));
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R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
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R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)));
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}
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if( activeMaskStackC[1] == true ) {
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R2i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw);
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@ -2,15 +2,28 @@
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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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// shader f1f99f18ae69719b
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// Used for horizontal blur DoF
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const float resXScale = ($width/$gameWidth);
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const float resYScale = ($height/$gameHeight);
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//Bg horizontal
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const float dither = $dither ;
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uniform ivec4 uf_uniformRegisterPS[256];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59d2000 res 640x360x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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//- (lineRand(R0i.xy )*0.415)
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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@ -19,7 +32,7 @@ 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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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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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@ -45,6 +58,9 @@ activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R0i.xy = floatBitsToInt(passParameterSem0.xy- (lineRand(gl_FragCoord.xy)*0.001*dither)).xy;
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//R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
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if( activeMaskStackC[1] == true ) {
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R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
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}
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@ -82,7 +98,7 @@ 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 = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale,intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x)/resXScale)));
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R1i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.x)) + vec3(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x),intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y),-(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].x))));
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R1i.w = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(uf_uniformRegisterPS[ARi.x+0].y)));
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}
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if( activeMaskStackC[1] == true ) {
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@ -1,32 +1,17 @@
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[Definition]
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titleIds = 0005000010131F00,0005000010184E00,0005000010184D00
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name = Resolution
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path = "Yoshi's Woolly World/Graphics/Resolution"
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path = "Yoshis Woolly World/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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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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$gameHeight = 720
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// Performance
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[Preset]
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name = 256x144
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$width = 256
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$height = 144
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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name = 427x240
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$width = 427
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$height = 240
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.1
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[Preset]
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name = 640x360
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@ -34,6 +19,7 @@ $width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.1
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[Preset]
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name = 854x480
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@ -41,6 +27,7 @@ $width = 854
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$height = 480
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.1
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[Preset]
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name = 960x540
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@ -48,8 +35,7 @@ $width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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// Quality
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$dither = 0.1
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[Preset]
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name = 1600x900
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@ -57,6 +43,7 @@ $width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.1
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[Preset]
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name = 1920x1080
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@ -64,6 +51,7 @@ $width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.1
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[Preset]
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name = 2560x1440
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@ -71,6 +59,7 @@ $width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.5
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[Preset]
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name = 2732x1536
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@ -78,6 +67,7 @@ $width = 2732
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$height = 1536
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.5
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[Preset]
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name = 3200x1800
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@ -85,6 +75,7 @@ $width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.75
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[Preset]
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name = 3840x2160
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@ -92,6 +83,7 @@ $width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 0.85
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[Preset]
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name = 5120x2880
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@ -99,8 +91,7 @@ $width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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// Enthusiast
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$dither = 1.0
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[Preset]
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name = 7680x4320
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@ -108,6 +99,7 @@ $width = 7680
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$height = 4320
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 1.25
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[Preset]
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name = 10240x5760
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@ -115,22 +107,72 @@ $width = 10240
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$height = 5760
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$gameWidth = 1280
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$gameHeight = 720
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$dither = 1.25
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[TextureRedefine] # Game Resolution
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[TextureRedefine]
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width = 1280
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height = 720
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#formats = 0x033,0x007,0x01a
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formatsExcluded = 0x033
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] # Depth of Field Pass
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[TextureRedefine] #
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width = 1024
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height = 1024
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#formatsExcluded = 0x431,0x005,0x433,0x431,0x235,0x035,0x034,0x033,0x031,0x005,0x01a
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formats = 0x005
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overwriteWidth = ($width/$gameWidth) * 1024
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overwriteHeight = ($height/$gameHeight) * 1024
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[TextureRedefine]
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width = 854
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height = 480
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#formats = 0x034
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 640
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height = 368
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#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 368
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[TextureRedefine] # Depth of Field Pass
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[TextureRedefine]
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width = 640
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height = 360
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#formats = 0x816,0x820,0x816,0x80e,0x019,0x001,0x01a
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tileModesExcluded = 0x001
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overwriteWidth = ($width/$gameWidth) * 640
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overwriteHeight = ($height/$gameHeight) * 360
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[TextureRedefine]
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width = 320
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height = 180
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#formats = 0x816,0x019,0x01a,0x001
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overwriteWidth = ($width/$gameWidth) * 320
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overwriteHeight = ($height/$gameHeight) * 180
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[TextureRedefine]
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width = 160
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height = 90
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#formats = 0x806,0x007,0x01a
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overwriteWidth = ($width/$gameWidth) * 160
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overwriteHeight = ($height/$gameHeight) * 90
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[TextureRedefine]
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width = 80
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height = 45
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#formats = 0x806,0x01a
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overwriteWidth = ($width/$gameWidth) * 80
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overwriteHeight = ($height/$gameHeight) * 45
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[TextureRedefine]
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width = 40
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height = 22
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#formats = 0x01a
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overwriteWidth = ($width/$gameWidth) * 40
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overwriteHeight = ($height/$gameHeight) * 22
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