mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 17:49:17 +01:00
[ZU] Res + lens dirt tweak
This commit is contained in:
parent
3168e6cd60
commit
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@ -0,0 +1,51 @@
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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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// shader ee4bd70a942d3687
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uniform ivec4 uf_remappedPS[1];
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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
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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
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layout(location = 0) in vec4 passParameterSem130;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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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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R0f = passParameterSem130;
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R1f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*$dirt;
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R0f.xyzw = (texture(textureUnitPS1, R0f.zw).xyzw)*$dirt;
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = mul_nonIEEE(R1f.w, R0f.w);
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PV0f.y = mul_nonIEEE(R1f.z, R0f.z);
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PV0f.z = mul_nonIEEE(R1f.y, backupReg0f);
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PV0f.w = mul_nonIEEE(R1f.x, backupReg1f);
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// 1
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R0f.x = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x));
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R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y));
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R0f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].z));
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R0f.w = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].w));
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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25
Enhancements/ZombieU_LessLensDirt/rules.txt
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25
Enhancements/ZombieU_LessLensDirt/rules.txt
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[Definition]
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titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300
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path = "ZombieU/Enhancements/Lens dirt setting"
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description = Changes the intensity of lens dirt effect
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version = 3
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[Preset]
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name = Lens dirt Default
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$dirt = 1.0
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[Preset]
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name = Lens dirt 0.85
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$dirt = 0.85
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[Preset]
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name = Lens dirt 0.75
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$dirt = 0.75
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[Preset]
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name = Lens dirt 0.5
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$dirt = 0.5
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[Preset]
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name = No Lens dirt
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$dirt = 0.01
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271
Source/ZombieU/rules.txt
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271
Source/ZombieU/rules.txt
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[Definition]
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titleIds = 000500001010DD00,000500001010EF00,0005000010112300,000500001011A700,0005000E1010DD00,0005000E10112300
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path = "ZombieU/Graphics/Resolution"
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description = Changes the resolution of the game.
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version = 3
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[Preset]
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name = 1280x720 (Default)
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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// Performance
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[Preset]
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name = 320x180
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$width = 320
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$height = 180
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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[Preset]
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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[Preset]
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = 1.0
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// Common HD Resolutions
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[Preset]
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 1.0
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$scaleShader = (1440.0/1080.0)
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[Preset]
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.75
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$scaleShader = (1440.0/1080.0)
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[Preset]
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 2.0
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$scaleShader = (1440.0/1800.0)
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[Preset]
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.5
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$scaleShader = (1440.0/1080.0) #round 1.5 shadow to 2.0
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[Preset]
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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$internalRes = 0.375
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$scaleShader = (1440.0/1080.0)
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#Common Ultrawide Resolutions
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#Disabled, no patch
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#
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#[Preset]
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#name = 2560x1080 ("21:9")
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#$width = 2560
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#$height = 1080
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 3440x1440 ("21:9")
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#$width = 3440
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#$height = 1440
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 3840x1600 ("21:9")
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#$width = 3840
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#$height = 1600
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#// Common 16:10 Resolutions
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#
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#[Preset]
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#name = 1440x900 (16:10)
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#$width = 1440
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#$height = 900
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 1680x1050 (16:10)
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#$width = 1680
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#$height = 1050
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 1920x1200 (16:10)
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#$width = 1920
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#$height = 1200
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 2560x1600 (16:10)
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#$width = 2560
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#$height = 1600
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 2880x1800 (16:10)
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#$width = 2880
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#$height = 1800
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 3840x2400 (16:10)
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#$width = 3840
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#$height = 2400
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#
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#[Preset]
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#name = 5120x3200 (16:10)
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#$width = 5120
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#$height = 3200
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#$gameWidth = 1280
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#$gameHeight = 720
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#$internalRes = 1.0
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#$scaleShader = 1.0
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#[TextureRedefine] #
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#width = 4095
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#height = 4095
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#formatsExcluded =
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#overwriteWidth = ($width/$gameWidth) * 4095
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#overwriteHeight = ($height/$gameHeight) * 4095
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[TextureRedefine]
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width = 1280
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height = 720
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#formats = 0x80e,0x034,0x031,0x019,0x001,0x01a
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formatsExcluded = 0x034,0x031 # lens dirt
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tileModesExcluded = 0x001 # For Video Playback
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overwriteWidth = ($width/$gameWidth) * 1280
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overwriteHeight = ($height/$gameHeight) * 720
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[TextureRedefine] #
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width = 1024
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height = 1024
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formatsExcluded = 0x033,0x031
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formats = 0x005 # Ye ol shadow map
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overwriteWidth = ($width/$gameWidth) * (1024*$scaleShader*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (1024*$scaleShader*$internalRes)
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# Gamepad - background
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[TextureRedefine]
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width = 864
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height = 480
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#formats = 0x019,0x01a
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overwriteWidth = ($width/$gameWidth)* 864
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overwriteHeight = ($height/$gameHeight)* 480
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[TextureRedefine]
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width = 854
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height = 480
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#formats = 0x019,0x01a
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overwriteWidth = ($width/$gameWidth) * 854
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overwriteHeight = ($height/$gameHeight) * 480
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[TextureRedefine]
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width = 640
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height = 368
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#formatsExcluded = 0x431
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overwriteWidth = ($width/$gameWidth)* (640*$internalRes)
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overwriteHeight = ($height/$gameHeight)* (368*$internalRes)
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[TextureRedefine]
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width = 640
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height = 360
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#formats = 0x01a,0x001
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tileModesExcluded = 0x001 # For Video Playback
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overwriteWidth = ($width/$gameWidth) * (640*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (360*$internalRes)
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[TextureRedefine] #
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width = 512
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height = 512
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,0x005
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formats = 0x005 # ye ol dynamic shadow map
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overwriteWidth = ($width/$gameWidth) * (512*$scaleShader*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (512*$scaleShader*$internalRes)
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[TextureRedefine]
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width = 320
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height = 192
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#formats = 0x019,0x01a
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overwriteWidth = ($width/$gameWidth)* (320*$internalRes)
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overwriteHeight = ($height/$gameHeight)* (192*$internalRes)
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[TextureRedefine]
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width = 320
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height = 180
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#formats = 0x019,0x01a
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overwriteWidth = ($width/$gameWidth) * (320*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (180*$internalRes)
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[TextureRedefine] #
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width = 256
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height = 256
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formats = 0x005 # ye ol dynamic shadows
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#formatsExcluded = 0x431,0x035,0x034,0x033,0x031,
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overwriteWidth = ($width/$gameWidth) * (256*$scaleShader*$internalRes)
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overwriteHeight = ($height/$gameHeight) * (256*$scaleShader*$internalRes)
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