Add graphic packs ports for various skylander games

Thanks to all the people who ported these!
This commit is contained in:
Crementif 2021-07-12 18:24:58 +02:00
parent 4719c7a19c
commit fd5cc68356
No known key found for this signature in database
GPG Key ID: 453870E0401C94C0
11 changed files with 1752 additions and 0 deletions

View File

@ -0,0 +1,76 @@
[Definition]
titleIds = 000500001010D700, 0005000010116000
name = FPS
path = "Skylanders Giants/Mods/FPS"
description = Changes the game's dynamic FPS target. Might have bugs, especially when going above 120 FPS.||Made by Mew00.
version = 6
[Default]
$targetFPS:int = 60
# FPS Limit
[Preset]
name= 244 FPS
category = FPS Limit
$targetFPS:int = 244
[Preset]
name= 165 FPS
category = FPS Limit
$targetFPS:int = 165
[Preset]
name = 144 FPS
category = FPS Limit
$targetFPS:int = 144
[Preset]
name = 120 FPS
category = FPS Limit
$targetFPS:int = 120
[Preset]
name = 100 FPS
category = FPS Limit
$targetFPS:int = 100
[Preset]
name = 85 FPS
category = FPS Limit
$targetFPS:int = 85
[Preset]
name = 75 FPS
category = FPS Limit
$targetFPS:int = 75
[Preset]
name = 72 FPS
category = FPS Limit
$targetFPS:int = 72
[Preset]
name = 60 FPS (Default)
category = FPS Limit
default = 1
$targetFPS:int = 60
[Preset]
name = 40 FPS
category = FPS Limit
$targetFPS:int = 40
[Preset]
name = 30 FPS
category = FPS Limit
[Preset]
name = 20 FPS
category = FPS Limit
$targetFPS:int = 20
[Control]
vsyncFrequency = 2*$targetFPS

View File

@ -0,0 +1,164 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 3fd22273e2306b43
// Used for: Horizontal shadow edge smoothing
float resXScale = float($width)/float($gameWidth);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
};
#else
uniform ivec4 uf_remappedVS[5];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem134;
layout(location = 2) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.x = 0.0;
PS0f = R127f.x;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R126f.y = 0.0;
PS1f = R126f.y;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R125f.y = 0.0;
PS0f = R125f.y;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R0f.w = R2f.y + R127f.x;
PS1f = R0f.w;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * -(1.0);
R127f.y = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127f.y *= 2.0;
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PV0f.z *= 4.0;
PV0f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0xc0400000);
R126f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * 1.0;
PS0f = R126f.x;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0x40400000);
R0f.y = R2f.x + PV0f.w;
R127f.z = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.z *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.w *= 2.0;
R0f.x = R2f.x + PV0f.z;
PS1f = R0f.x;
// 6
R3f.x = R2f.x + R127f.x;
R3f.y = R2f.x + R126f.y;
R0f.z = R2f.x + R127f.y;
R3f.w = R2f.y + R126f.y;
R3f.z = R2f.x + R126f.x;
PS0f = R3f.z;
// 7
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.xyz = vec3(backupReg0f,backupReg0f,backupReg0f) + vec3(R127f.w,R125f.x,R127f.z);
R2f.w = backupReg1f + R125f.y;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

View File

@ -0,0 +1,139 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 73111ccc2ffa1907
// Used for: Fixing shadow smoothing resolution
float resScale = float($width)/float($gameWidth);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[6];
};
#else
uniform ivec4 uf_remappedVS[6];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem134;
layout(location = 3) out vec4 passParameterSem135;
layout(location = 1) out vec4 passParameterSem133;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.z = R1f.x + -(0.5);
PS0f = R127f.z;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R127f.w = R1f.y + -(0.5);
PS1f = R127f.w;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R0f.z = intBitsToFloat(0xbf800000)/resScale;
PS0f = R0f.z;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R3f.x = R2f.x;
PS1f = R3f.x;
// 4
R0f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
R0f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w));
R3f.z = R2f.y;
// 5
R2f.x = intBitsToFloat(uf_remappedVS[5].z);
R2f.x /= 2.0;
R2f.y = intBitsToFloat(uf_remappedVS[5].w);
R2f.y /= 2.0;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem133 = vec4(R3f.x, R3f.z, R3f.z, R3f.z);
}

View File

@ -0,0 +1,161 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader bc5cb1edf2b7da65
// Used for: Vertical shadow edge smoothing
float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
};
#else
uniform ivec4 uf_remappedVS[5];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem134;
layout(location = 2) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
R126f.x = 0.0;
PS0f = R126f.x;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.w);
PV1f.w = R123f.w;
R0f.x = PS0f + R2f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.w);
PV0f.w = R123f.w;
R3f.x = R126f.x + R2f.x;
PS0f = R3f.x;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.x);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.w);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.z);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
R3f.z = R126f.x + R2f.y;
PS1f = R3f.z;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * -(1.0);
R127f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0xc0400000);
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.z *= 2.0;
PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.w *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].w)/resYScale * 1.0;
PS0f = R127f.w;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0x40400000);
R126f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
R126f.y *= 4.0;
PV1f.z = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
PV1f.z *= 2.0;
R0f.w = PV0f.z + R2f.y;
R0f.y = PV0f.w + R2f.y;
PS1f = R0f.y;
// 6
R4f.x = R126f.x + R2f.x;
R3f.y = R127f.x + R2f.y;
R0f.z = R127f.y + R2f.y;
R3f.w = R127f.w + R2f.y;
R4f.y = PV1f.z + R2f.y;
PS0f = R4f.y;
// 7
R4f.z = R125f.x + R2f.y;
R4f.w = R126f.y + R2f.y;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem135 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

View File

@ -0,0 +1,298 @@
[Definition]
titleIds = 00050000101BFC00,0005000E101B8500
name = TV Resolution, Gamepad Resolution and Shadow Quality
path = "Skylanders Superchargers/Graphics"
description = Changes the TV resolution and gamepad resolution of the game. Additionally you can also change the quality of the shadows.||Made by Crementif and Winner Nombre.
version = 6
[Default]
$width = 1280
$height = 720
$padWidth = 854
$padHeight = 480
$gameWidth = 1280
$gameHeight = 720
$gamePadWidth = 854
$gamePadHeight = 480
$shadowRes = 1
# TV Resolution
[Preset]
category = TV Resolution
name = 1280x720 (Default)
[Preset]
category = TV Resolution
name = 640x360
$width = 640
$height = 360
[Preset]
category = TV Resolution
name = 960x540
$width = 960
$height = 540
[Preset]
category = TV Resolution
name = 1600x900
$width = 1600
$height = 900
[Preset]
category = TV Resolution
name = 1920x1080
$width = 1920
$height = 1080
[Preset]
category = TV Resolution
name = 2560x1440
$width = 2560
$height = 1440
[Preset]
category = TV Resolution
name = 3200x1800
$width = 3200
$height = 1800
[Preset]
category = TV Resolution
name = 3840x2160
$width = 3840
$height = 2160
[Preset]
category = TV Resolution
name = 5120x2880
$width = 5120
$height = 2880
[Preset]
category = TV Resolution
name = 7680x4320
$width = 7680
$height = 4320
# Gamepad Resolution
[Preset]
name = 854x480 (Default)
category = Gamepad Resolution
[Preset]
category = Gamepad Resolution
name = 640x360
$padWidth = 640
$padHeight = 360
[Preset]
category = Gamepad Resolution
name = 960x540
$padWidth = 960
$padHeight = 540
[Preset]
category = Gamepad Resolution
name = 1600x900
$padWidth = 1600
$padHeight = 900
[Preset]
category = Gamepad Resolution
name = 1920x1080
$padWidth = 1920
$padHeight = 1080
[Preset]
category = Gamepad Resolution
name = 2560x1440
$padWidth = 2560
$padHeight = 1440
[Preset]
category = Gamepad Resolution
name = 3200x1800
$padWidth = 3200
$padHeight = 1800
[Preset]
category = Gamepad Resolution
name = 3840x2160
$padWidth = 3840
$padHeight = 2160
[Preset]
category = Gamepad Resolution
name = 5120x2880
$padWidth = 5120
$padHeight = 2880
[Preset]
category = Gamepad Resolution
name = 7680x4320
$padWidth = 7680
$padHeight = 4320
# Shadow Quality
[Preset]
category = Shadow Quality
name = Medium (100%, Default)
[Preset]
category = Shadow Quality
name = Low (50%)
$shadowRes = 0.5
[Preset]
category = Shadow Quality
name = High (200%)
$shadowRes = 2
[Preset]
category = Shadow Quality
name = Ultra (300%)
$shadowRes = 3
[Preset]
category = Shadow Quality
name = Extreme (400%, Unstable)
$shadowRes = 4
# Texture Redefines
[TextureRedefine] # Game output and hud resolution
width = 1280
height = 720
formats = 0x01a,0x011
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Gamepad resolution
width = 864
height = 480
formats = 0x01a
overwriteWidth = ($padWidth/$gamePadWidth) * 864
overwriteHeight = ($padHeight/$gamePadHeight) * 480
[TextureRedefine] # Stage rendering
width = 1024
height = 576
formats = 0x01a,0x011,0x80e
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine] # Squashed/bloom alt viewport
width = 512
height = 576
formats = 0x01a,0x80e,0x011
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine] # Half-res viewport depth, blur and bloom
width = 512
height = 288
formats = 0x01a,0x80e,0x011
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 288
# Bloom blur
[TextureRedefine] # Squashed bloom
width = 256
height = 256
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]
width = 256
height = 144
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
[TextureRedefine]
width = 128
height = 80
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]
width = 128
height = 72
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 72
[TextureRedefine]
width = 64
height = 48
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine]
width = 64
height = 36
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 36
[TextureRedefine]
width = 32
height = 32
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 32
[TextureRedefine]
width = 32
height = 18
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 18
[TextureRedefine]
width = 16
height = 16
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 16
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]
width = 16
height = 9
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 16
overwriteHeight = ($height/$gameHeight) * 9
[TextureRedefine]
width = 8
height = 8
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 8
overwriteHeight = ($height/$gameHeight) * 8
[TextureRedefine]
width = 8
height = 4
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 8
overwriteHeight = ($height/$gameHeight) * 4
# Shadows
[TextureRedefine]
width = 512
height = 2048
formats = 0x005
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 2048

View File

@ -0,0 +1,76 @@
[Definition]
titleIds = 00050000101BFC00,0005000E101B8500
name = FPS
path = "Skylanders Superchargers/Graphics/FPS"
description = Changes the game's dynamic FPS target. Might have bugs, especially when going above 120 FPS.||Made by Mew00 and Winner Nombre.
version = 6
[Default]
$targetFPS:int = 30
# FPS Limit
[Preset]
name= 244 FPS
category = FPS Limit
$targetFPS:int = 244
[Preset]
name= 165 FPS
category = FPS Limit
$targetFPS:int = 165
[Preset]
name = 144 FPS
category = FPS Limit
$targetFPS:int = 144
[Preset]
name = 120 FPS
category = FPS Limit
$targetFPS:int = 120
[Preset]
name = 100 FPS
category = FPS Limit
$targetFPS:int = 100
[Preset]
name = 85 FPS
category = FPS Limit
$targetFPS:int = 85
[Preset]
name = 75 FPS
category = FPS Limit
$targetFPS:int = 75
[Preset]
name = 72 FPS
category = FPS Limit
$targetFPS:int = 72
[Preset]
name = 60 FPS
category = FPS Limit
$targetFPS:int = 60
[Preset]
name = 40 FPS
category = FPS Limit
$targetFPS:int = 40
[Preset]
name = 30 FPS (Default)
category = FPS Limit
default = 1
[Preset]
name = 20 FPS
category = FPS Limit
$targetFPS:int = 20
[Control]
vsyncFrequency = 2*$targetFPS

View File

@ -0,0 +1,164 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 3fd22273e2306b43
// Used for: Horizontal shadow edge smoothing
float resXScale = float($width)/float($gameWidth);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
};
#else
uniform ivec4 uf_remappedVS[5];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem134;
layout(location = 2) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.x = 0.0;
PS0f = R127f.x;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R126f.y = 0.0;
PS1f = R126f.y;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R125f.y = 0.0;
PS0f = R125f.y;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R0f.w = R2f.y + R127f.x;
PS1f = R0f.w;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * -(1.0);
R127f.y = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R127f.y *= 2.0;
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
PV0f.z *= 4.0;
PV0f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0xc0400000);
R126f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * 1.0;
PS0f = R126f.x;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0x40400000);
R0f.y = R2f.x + PV0f.w;
R127f.z = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.z *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
R127f.w *= 2.0;
R0f.x = R2f.x + PV0f.z;
PS1f = R0f.x;
// 6
R3f.x = R2f.x + R127f.x;
R3f.y = R2f.x + R126f.y;
R0f.z = R2f.x + R127f.y;
R3f.w = R2f.y + R126f.y;
R3f.z = R2f.x + R126f.x;
PS0f = R3f.z;
// 7
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg0f = R2f.x;
backupReg1f = R2f.y;
R2f.xyz = vec3(backupReg0f,backupReg0f,backupReg0f) + vec3(R127f.w,R125f.x,R127f.z);
R2f.w = backupReg1f + R125f.y;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}

View File

@ -0,0 +1,139 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 73111ccc2ffa1907
// Used for: Fixing shadow smoothing resolution
float resScale = float($width)/float($gameWidth);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[6];
};
#else
uniform ivec4 uf_remappedVS[6];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem134;
layout(location = 3) out vec4 passParameterSem135;
layout(location = 1) out vec4 passParameterSem133;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
R127f.z = R1f.x + -(0.5);
PS0f = R127f.z;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
PV1f.w = R123f.w;
R127f.w = R1f.y + -(0.5);
PS1f = R127f.w;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
PV0f.w = R123f.w;
R0f.z = intBitsToFloat(0xbf800000)/resScale;
PS0f = R0f.z;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
R3f.x = R2f.x;
PS1f = R3f.x;
// 4
R0f.x = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedVS[4].x)) + intBitsToFloat(uf_remappedVS[4].z));
R0f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedVS[4].y)) + intBitsToFloat(uf_remappedVS[4].w));
R3f.z = R2f.y;
// 5
R2f.x = intBitsToFloat(uf_remappedVS[5].z);
R2f.x /= 2.0;
R2f.y = intBitsToFloat(uf_remappedVS[5].w);
R2f.y /= 2.0;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem134 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
// export
passParameterSem133 = vec4(R3f.x, R3f.z, R3f.z, R3f.z);
}

View File

@ -0,0 +1,161 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader bc5cb1edf2b7da65
// Used for: Vertical shadow edge smoothing
float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
};
#else
uniform ivec4 uf_remappedVS[5];
#endif
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem133;
layout(location = 1) out vec4 passParameterSem134;
layout(location = 2) out vec4 passParameterSem135;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
uvec4 attrDecoder;
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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
attrDecoder.xy = attrDataSem5.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
// 0
PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
R126f.x = 0.0;
PS0f = R126f.x;
// 1
R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.y);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.w);
PV1f.w = R123f.w;
R0f.x = PS0f + R2f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.z);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.w);
PV0f.w = R123f.w;
R3f.x = R126f.x + R2f.x;
PS0f = R3f.x;
// 3
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
backupReg0f = R1f.x;
R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.x);
R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.w);
R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.z);
R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.y);
R3f.z = R126f.x + R2f.y;
PS1f = R3f.z;
// 4
R127f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * -(1.0);
R127f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0xc0400000);
PV0f.z = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.z *= 2.0;
PV0f.w = -(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
PV0f.w *= 4.0;
R127f.w = intBitsToFloat(uf_remappedVS[4].w)/resYScale * 1.0;
PS0f = R127f.w;
// 5
R125f.x = intBitsToFloat(uf_remappedVS[4].w)/resYScale * intBitsToFloat(0x40400000);
R126f.y = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
R126f.y *= 4.0;
PV1f.z = intBitsToFloat(uf_remappedVS[4].w)/resYScale;
PV1f.z *= 2.0;
R0f.w = PV0f.z + R2f.y;
R0f.y = PV0f.w + R2f.y;
PS1f = R0f.y;
// 6
R4f.x = R126f.x + R2f.x;
R3f.y = R127f.x + R2f.y;
R0f.z = R127f.y + R2f.y;
R3f.w = R127f.w + R2f.y;
R4f.y = PV1f.z + R2f.y;
PS0f = R4f.y;
// 7
R4f.z = R125f.x + R2f.y;
R4f.w = R126f.y + R2f.y;
// export
SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
// export
passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem135 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}

View File

@ -0,0 +1,298 @@
[Definition]
titleIds = 0005000010139200,0005000010140400
name = TV Resolution, Gamepad Resolution and Shadow Quality
path = "Skylanders Swap Force/Graphics"
description = Changes the TV resolution and gamepad resolution of the game. Additionally you can also change the quality of the shadows.||Made by Crementif and TheSkyDude134.
version = 6
[Default]
$width = 1280
$height = 720
$padWidth = 854
$padHeight = 480
$gameWidth = 1280
$gameHeight = 720
$gamePadWidth = 854
$gamePadHeight = 480
$shadowRes = 1
# TV Resolution
[Preset]
category = TV Resolution
name = 1280x720 (Default)
[Preset]
category = TV Resolution
name = 640x360
$width = 640
$height = 360
[Preset]
category = TV Resolution
name = 960x540
$width = 960
$height = 540
[Preset]
category = TV Resolution
name = 1600x900
$width = 1600
$height = 900
[Preset]
category = TV Resolution
name = 1920x1080
$width = 1920
$height = 1080
[Preset]
category = TV Resolution
name = 2560x1440
$width = 2560
$height = 1440
[Preset]
category = TV Resolution
name = 3200x1800
$width = 3200
$height = 1800
[Preset]
category = TV Resolution
name = 3840x2160
$width = 3840
$height = 2160
[Preset]
category = TV Resolution
name = 5120x2880
$width = 5120
$height = 2880
[Preset]
category = TV Resolution
name = 7680x4320
$width = 7680
$height = 4320
# Gamepad Resolution
[Preset]
name = 854x480 (Default)
category = Gamepad Resolution
[Preset]
category = Gamepad Resolution
name = 640x360
$padWidth = 640
$padHeight = 360
[Preset]
category = Gamepad Resolution
name = 960x540
$padWidth = 960
$padHeight = 540
[Preset]
category = Gamepad Resolution
name = 1600x900
$padWidth = 1600
$padHeight = 900
[Preset]
category = Gamepad Resolution
name = 1920x1080
$padWidth = 1920
$padHeight = 1080
[Preset]
category = Gamepad Resolution
name = 2560x1440
$padWidth = 2560
$padHeight = 1440
[Preset]
category = Gamepad Resolution
name = 3200x1800
$padWidth = 3200
$padHeight = 1800
[Preset]
category = Gamepad Resolution
name = 3840x2160
$padWidth = 3840
$padHeight = 2160
[Preset]
category = Gamepad Resolution
name = 5120x2880
$padWidth = 5120
$padHeight = 2880
[Preset]
category = Gamepad Resolution
name = 7680x4320
$padWidth = 7680
$padHeight = 4320
# Shadow Quality
[Preset]
category = Shadow Quality
name = Medium (100%, Default)
[Preset]
category = Shadow Quality
name = Low (50%)
$shadowRes = 0.5
[Preset]
category = Shadow Quality
name = High (200%)
$shadowRes = 2
[Preset]
category = Shadow Quality
name = Ultra (300%)
$shadowRes = 3
[Preset]
category = Shadow Quality
name = Extreme (400%, Unstable)
$shadowRes = 4
# Texture Redefines
[TextureRedefine] # Game output and hud resolution
width = 1280
height = 720
formats = 0x01a,0x011
overwriteWidth = ($width/$gameWidth) * 1280
overwriteHeight = ($height/$gameHeight) * 720
[TextureRedefine] # Gamepad resolution
width = 864
height = 480
formats = 0x01a
overwriteWidth = ($padWidth/$gamePadWidth) * 864
overwriteHeight = ($padHeight/$gamePadHeight) * 480
[TextureRedefine] # Stage rendering
width = 1024
height = 576
formats = 0x01a,0x011,0x80e
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine] # Squashed/bloom alt viewport
width = 512
height = 576
formats = 0x01a,0x80e,0x011
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 576
[TextureRedefine] # Half-res viewport depth, blur and bloom
width = 512
height = 288
formats = 0x01a,0x80e,0x011
overwriteWidth = ($width/$gameWidth) * 512
overwriteHeight = ($height/$gameHeight) * 288
# Bloom blur
[TextureRedefine] # Squashed bloom
width = 256
height = 256
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 256
[TextureRedefine]
width = 256
height = 144
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 256
overwriteHeight = ($height/$gameHeight) * 144
[TextureRedefine]
width = 128
height = 80
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 80
[TextureRedefine]
width = 128
height = 72
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 128
overwriteHeight = ($height/$gameHeight) * 72
[TextureRedefine]
width = 64
height = 48
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 48
[TextureRedefine]
width = 64
height = 36
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 64
overwriteHeight = ($height/$gameHeight) * 36
[TextureRedefine]
width = 32
height = 32
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 32
[TextureRedefine]
width = 32
height = 18
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 32
overwriteHeight = ($height/$gameHeight) * 18
[TextureRedefine]
width = 16
height = 16
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 16
overwriteHeight = ($height/$gameHeight) * 16
[TextureRedefine]
width = 16
height = 9
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 16
overwriteHeight = ($height/$gameHeight) * 9
[TextureRedefine]
width = 8
height = 8
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 8
overwriteHeight = ($height/$gameHeight) * 8
[TextureRedefine]
width = 8
height = 4
formats = 0x01a
overwriteWidth = ($width/$gameWidth) * 8
overwriteHeight = ($height/$gameHeight) * 4
# Shadows
[TextureRedefine]
width = 512
height = 2048
formats = 0x005
overwriteWidth = $shadowRes * 512
overwriteHeight = $shadowRes * 2048

View File

@ -0,0 +1,76 @@
[Definition]
titleIds = 0005000010139200,0005000010140400
name = FPS
path = "Skylanders Swap Force/Mods/FPS"
description = Changes the game's dynamic FPS target. Might have bugs, especially when going above 120 FPS.||Made by Mew00 for Imaginators, added by TheSkyDude134 for SWAP-Force.
version = 6
[Default]
$targetFPS:int = 60
# FPS Limit
[Preset]
name= 244 FPS
category = FPS Limit
$targetFPS:int = 244
[Preset]
name= 165 FPS
category = FPS Limit
$targetFPS:int = 165
[Preset]
name = 144 FPS
category = FPS Limit
$targetFPS:int = 144
[Preset]
name = 120 FPS
category = FPS Limit
$targetFPS:int = 120
[Preset]
name = 100 FPS
category = FPS Limit
$targetFPS:int = 100
[Preset]
name = 85 FPS
category = FPS Limit
$targetFPS:int = 85
[Preset]
name = 75 FPS
category = FPS Limit
$targetFPS:int = 75
[Preset]
name = 72 FPS
category = FPS Limit
$targetFPS:int = 72
[Preset]
name = 60 FPS
category = FPS Limit
$targetFPS:int = 60
[Preset]
name = 40 FPS
category = FPS Limit
$targetFPS:int = 40
[Preset]
name = 30 FPS (Default)
category = FPS Limit
default = 1
[Preset]
name = 20 FPS
category = FPS Limit
$targetFPS:int = 20
[Control]
vsyncFrequency = 2*$targetFPS