[ZU] Res + lens dirt tweak

This commit is contained in:
getdls 2018-11-18 18:14:17 +01:00
parent 3168e6cd60
commit f2608ea963
3 changed files with 347 additions and 0 deletions

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#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);
}

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[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

271
Source/ZombieU/rules.txt Normal file
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[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)