diff --git a/Enhancements/ZombieU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt b/Enhancements/ZombieU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt new file mode 100644 index 00000000..31e40a66 --- /dev/null +++ b/Enhancements/ZombieU_LessLensDirt/ee4bd70a942d3687_00000000000003c9_ps.txt @@ -0,0 +1,51 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader ee4bd70a942d3687 +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f5f4000 res 256x256x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x1 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2a7f1000 res 1280x720x1 dim 1 tm: 4 format 0031 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0 +layout(location = 0) in vec4 passParameterSem130; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem130; +R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt; +R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt; +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = mul_nonIEEE(R1f.w, R0f.w); +PV0f.y = mul_nonIEEE(R1f.z, R0f.z); +PV0f.z = mul_nonIEEE(R1f.y, backupReg0f); +PV0f.w = mul_nonIEEE(R1f.x, backupReg1f); +// 1 +R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x)); +R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y)); +R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z)); +R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w)); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancements/ZombieU_LessLensDirt/rules.txt b/Enhancements/ZombieU_LessLensDirt/rules.txt new file mode 100644 index 00000000..355e822a --- /dev/null +++ b/Enhancements/ZombieU_LessLensDirt/rules.txt @@ -0,0 +1,25 @@ +[Definition] +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 +path = "ZombieU/Enhancements/Lens dirt setting" +description = Changes the intensity of lens dirt effect +version = 3 + +[Preset] +name = Lens dirt Default +$dirt = 1.0 + +[Preset] +name = Lens dirt 0.85 +$dirt = 0.85 + +[Preset] +name = Lens dirt 0.75 +$dirt = 0.75 + +[Preset] +name = Lens dirt 0.5 +$dirt = 0.5 + +[Preset] +name = No Lens dirt +$dirt = 0.01 diff --git a/Source/ZombieU/rules.txt b/Source/ZombieU/rules.txt new file mode 100644 index 00000000..b1314e27 --- /dev/null +++ b/Source/ZombieU/rules.txt @@ -0,0 +1,271 @@ +[Definition] +titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300 +path = "ZombieU/Graphics/Resolution" +description = Changes the resolution of the game. +version = 3 + +[Preset] +name = 1280x720 (Default) +$width = 1280 +$height = 720 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + +// Performance + +[Preset] +name = 320x180 +$width = 320 +$height = 180 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + +[Preset] +name = 640x360 +$width = 640 +$height = 360 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + +[Preset] +name = 960x540 +$width = 960 +$height = 540 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = 1.0 + + +// Common HD Resolutions + +[Preset] +name = 1920x1080 +$width = 1920 +$height = 1080 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 1.0 +$scaleShader = (1440.0/1080.0) + +[Preset] +name = 2560x1440 +$width = 2560 +$height = 1440 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.75 +$scaleShader = (1440.0/1080.0) + +[Preset] +name = 3200x1800 +$width = 3200 +$height = 1800 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 2.0 +$scaleShader = (1440.0/1800.0) + +[Preset] +name = 3840x2160 +$width = 3840 +$height = 2160 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.5 +$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0 + +[Preset] +name = 5120x2880 +$width = 5120 +$height = 2880 +$gameWidth = 1280 +$gameHeight = 720 +$internalRes = 0.375 +$scaleShader = (1440.0/1080.0) + +#Common Ultrawide Resolutions +#Disabled, no patch +# +#[Preset] +#name = 2560x1080 ("21:9") +#$width = 2560 +#$height = 1080 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 3440x1440 ("21:9") +#$width = 3440 +#$height = 1440 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 3840x1600 ("21:9") +#$width = 3840 +#$height = 1600 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#// Common 16:10 Resolutions +# +#[Preset] +#name = 1440x900 (16:10) +#$width = 1440 +#$height = 900 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 1680x1050 (16:10) +#$width = 1680 +#$height = 1050 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 1920x1200 (16:10) +#$width = 1920 +#$height = 1200 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 2560x1600 (16:10) +#$width = 2560 +#$height = 1600 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 2880x1800 (16:10) +#$width = 2880 +#$height = 1800 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 3840x2400 (16:10) +#$width = 3840 +#$height = 2400 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 +# +#[Preset] +#name = 5120x3200 (16:10) +#$width = 5120 +#$height = 3200 +#$gameWidth = 1280 +#$gameHeight = 720 +#$internalRes = 1.0 +#$scaleShader = 1.0 + +#[TextureRedefine] # +#width = 4095 +#height = 4095 +#formatsExcluded = +#overwriteWidth = ($width/$gameWidth) * 4095 +#overwriteHeight = ($height/$gameHeight) * 4095 + +[TextureRedefine] +width = 1280 +height = 720 +#formats = 0x80e,0x034,0x031,0x019,0x001,0x01a +formatsExcluded = 0x034,0x031 # lens dirt +tileModesExcluded = 0x001 # For Video Playback +overwriteWidth = ($width/$gameWidth) * 1280 +overwriteHeight = ($height/$gameHeight) * 720 + +[TextureRedefine] # +width = 1024 +height = 1024 +formatsExcluded = 0x033,0x031 +formats = 0x005 # Ye ol shadow map +overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader*$internalRes) +overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes) + + +# Gamepad - background +[TextureRedefine] +width = 864 +height = 480 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth)* 864 +overwriteHeight = ($height/$gameHeight)* 480 + +[TextureRedefine] +width = 854 +height = 480 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth) * 854 +overwriteHeight = ($height/$gameHeight) * 480 + +[TextureRedefine] +width = 640 +height = 368 +#formatsExcluded = 0x431 +overwriteWidth = ($width/$gameWidth)* (640*$internalRes) +overwriteHeight = ($height/$gameHeight)* (368*$internalRes) + +[TextureRedefine] +width = 640 +height = 360 +#formats = 0x01a,0x001 +tileModesExcluded = 0x001 # For Video Playback +overwriteWidth = ($width/$gameWidth) * (640*$internalRes) +overwriteHeight = ($height/$gameHeight) * (360*$internalRes) + +[TextureRedefine] # +width = 512 +height = 512 +#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x005 +formats = 0x005 # ye ol dynamic shadow map +overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes) +overwriteHeight = ($height/$gameHeight) * (512*$scaleShader*$internalRes) + +[TextureRedefine] +width = 320 +height = 192 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth)* (320*$internalRes) +overwriteHeight = ($height/$gameHeight)* (192*$internalRes) + +[TextureRedefine] +width = 320 +height = 180 +#formats = 0x019,0x01a +overwriteWidth = ($width/$gameWidth) * (320*$internalRes) +overwriteHeight = ($height/$gameHeight) * (180*$internalRes) + +[TextureRedefine] # +width = 256 +height = 256 +formats = 0x005 # ye ol dynamic shadows +#formatsExcluded = 0x431,0x035,0x034,0x033,0x031, +overwriteWidth = ($width/$gameWidth) * (256*$scaleShader*$internalRes) +overwriteHeight = ($height/$gameHeight) * (256*$scaleShader*$internalRes)