mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
Add graphic packs ports for various skylander games
Thanks to all the people who ported these!
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src/SkylandersGiants/Mods/FPS/rules.txt
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76
src/SkylandersGiants/Mods/FPS/rules.txt
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[Definition]
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titleIds = 000500001010D700, 0005000010116000
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name = FPS
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path = "Skylanders Giants/Mods/FPS"
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description = Changes the game's dynamic FPS target. Might have bugs, especially when going above 120 FPS.||Made by Mew00.
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version = 6
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[Default]
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$targetFPS:int = 60
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# FPS Limit
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[Preset]
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name= 244 FPS
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category = FPS Limit
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$targetFPS:int = 244
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[Preset]
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name= 165 FPS
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category = FPS Limit
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$targetFPS:int = 165
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[Preset]
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name = 144 FPS
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category = FPS Limit
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$targetFPS:int = 144
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[Preset]
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name = 120 FPS
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category = FPS Limit
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$targetFPS:int = 120
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[Preset]
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name = 100 FPS
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category = FPS Limit
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$targetFPS:int = 100
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[Preset]
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name = 85 FPS
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category = FPS Limit
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$targetFPS:int = 85
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[Preset]
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name = 75 FPS
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category = FPS Limit
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$targetFPS:int = 75
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[Preset]
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name = 72 FPS
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category = FPS Limit
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$targetFPS:int = 72
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[Preset]
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name = 60 FPS (Default)
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category = FPS Limit
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default = 1
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$targetFPS:int = 60
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[Preset]
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name = 40 FPS
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category = FPS Limit
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$targetFPS:int = 40
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[Preset]
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name = 30 FPS
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category = FPS Limit
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[Preset]
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name = 20 FPS
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category = FPS Limit
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$targetFPS:int = 20
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[Control]
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vsyncFrequency = 2*$targetFPS
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@ -0,0 +1,164 @@
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 3fd22273e2306b43
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// Used for: Horizontal shadow edge smoothing
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float resXScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[5];
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};
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#else
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uniform ivec4 uf_remappedVS[5];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem133;
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layout(location = 1) out vec4 passParameterSem134;
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layout(location = 2) out vec4 passParameterSem135;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID));
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem5.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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PV0f.x = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].z));
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PV0f.y = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].y));
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PV0f.z = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].x));
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PV0f.w = mul_nonIEEE(R1f.w, intBitsToFloat(uf_remappedVS[0].w));
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R127f.x = 0.0;
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PS0f = R127f.x;
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// 1
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R123f.x = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].z)) + PV0f.x);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].y)) + PV0f.y);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].x)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedVS[1].w)) + PV0f.w);
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PV1f.w = R123f.w;
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R126f.y = 0.0;
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PS1f = R126f.y;
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// 2
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R123f.x = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].z)) + PV1f.x);
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PV0f.x = R123f.x;
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R123f.y = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].y)) + PV1f.y);
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PV0f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].x)) + PV1f.z);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedVS[2].w)) + PV1f.w);
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PV0f.w = R123f.w;
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R125f.y = 0.0;
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PS0f = R125f.y;
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// 3
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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backupReg0f = R1f.x;
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R1f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].x)) + PV0f.z);
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R1f.y = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].y)) + PV0f.y);
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R1f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].z)) + PV0f.x);
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R1f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[3].w)) + PV0f.w);
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R0f.w = R2f.y + R127f.x;
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PS1f = R0f.w;
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// 4
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R127f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * -(1.0);
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R127f.y = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
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R127f.y *= 2.0;
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PV0f.z = -(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
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PV0f.z *= 4.0;
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PV0f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0xc0400000);
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R126f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * 1.0;
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PS0f = R126f.x;
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// 5
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R125f.x = intBitsToFloat(uf_remappedVS[4].z)/resXScale * intBitsToFloat(0x40400000);
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R0f.y = R2f.x + PV0f.w;
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R127f.z = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
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R127f.z *= 4.0;
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R127f.w = intBitsToFloat(uf_remappedVS[4].z)/resXScale;
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R127f.w *= 2.0;
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R0f.x = R2f.x + PV0f.z;
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PS1f = R0f.x;
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// 6
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R3f.x = R2f.x + R127f.x;
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R3f.y = R2f.x + R126f.y;
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R0f.z = R2f.x + R127f.y;
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R3f.w = R2f.y + R126f.y;
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R3f.z = R2f.x + R126f.x;
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PS0f = R3f.z;
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// 7
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backupReg0f = R2f.x;
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backupReg0f = R2f.x;
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.xyz = vec3(backupReg0f,backupReg0f,backupReg0f) + vec3(R127f.w,R125f.x,R127f.z);
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R2f.w = backupReg1f + R125f.y;
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// export
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SET_POSITION(vec4(R1f.x, R1f.y, R1f.z, R1f.w));
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// export
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passParameterSem133 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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// export
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passParameterSem134 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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// export
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passParameterSem135 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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@ -0,0 +1,139 @@
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
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#define gl_VertexID gl_VertexIndex
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#define gl_InstanceID gl_InstanceIndex
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define SET_POSITION(_v) gl_Position = _v
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 73111ccc2ffa1907
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// Used for: Fixing shadow smoothing resolution
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float resScale = float($width)/float($gameWidth);
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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{
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uniform ivec4 uf_remappedVS[6];
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};
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#else
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uniform ivec4 uf_remappedVS[6];
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#endif
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ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
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ATTR_LAYOUT(0, 1) in uvec4 attrDataSem5;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 2) out vec4 passParameterSem134;
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layout(location = 3) out vec4 passParameterSem135;
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layout(location = 1) out vec4 passParameterSem133;
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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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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uvec4 attrDecoder;
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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;
|
||||||
|
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);
|
||||||
|
}
|
@ -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);
|
||||||
|
}
|
298
src/SkylandersSuperChargers/Graphics/rules.txt
Normal file
298
src/SkylandersSuperChargers/Graphics/rules.txt
Normal 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
|
76
src/SkylandersSuperChargers/Mods/FPS/rules.txt
Normal file
76
src/SkylandersSuperChargers/Mods/FPS/rules.txt
Normal 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
|
@ -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);
|
||||||
|
}
|
@ -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);
|
||||||
|
}
|
@ -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);
|
||||||
|
}
|
298
src/SkylandersSwapForce/Graphics/rules.txt
Normal file
298
src/SkylandersSwapForce/Graphics/rules.txt
Normal 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
|
76
src/SkylandersSwapForce/Mods/FPS/rules.txt
Normal file
76
src/SkylandersSwapForce/Mods/FPS/rules.txt
Normal 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
|
Loading…
Reference in New Issue
Block a user