diff --git a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt b/Enhancements/TwilightPrincessHD_Contrasty/rules.txt index c3c139b8..267030cd 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt +++ b/Enhancements/TwilightPrincessHD_Contrasty/rules.txt @@ -99,7 +99,7 @@ $redShadows = 0.99 #0.99 $greenShadows = 1.0 # 1.0 $blueSadows = 1.01 #1.0 #1.01 $redMid = 0.89 #0.87 -$greenMid = 0.925 #0.9 #0.88 +$greenMid = 0.95 #0.9 #0.88 $blueMid = 1.0 $redHilight = 1.0 $greenHilight = 1.01 #.86 @@ -110,10 +110,10 @@ $hazeFactor = 0.1 $bloom = 0.975 $gamma = 1.025 $exposure = 1.025 -$vibrance = 0.4 +$vibrance = 0.48 $crushContrast = 0.0 $bleach = 0.875 -$sharp_mix = 0.05 +$sharp_mix = 0.00 [Preset] # jff name = Skyward Swordish diff --git a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt b/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt index f6e9293b..7230c54e 100644 --- a/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt +++ b/Enhancements/TwilightPrincessHD_FancyFX/e334517825fdd599_0000000000000079_ps.txt @@ -4,21 +4,26 @@ // shader e334517825fdd599 //basline dof blur.. -const float dither = 0.5 ; -const float scaleShader = 0.5; const float scaleBlur = $scaleBlur; //0.125 4k -const int sampleScale = 2; -const float lightBloom = 0.95; - +const int sampleScaling = $presetPass; +#define EnableBlur $enableBlur layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; +/* Nr of pass hack since we don't know what the res pack set to after moving shader from main pack :( + * Would have been better to manually tweak per res setting , and then add static scaler on top of that. + * ~1080 -> 2 pass, 1440->3 , 4k -> 5 + */ + +const int sampleScale = 2 + int(1.0/uf_fragCoordScale.x) + sampleScaling; + +//const int sampleScale = 2 + sampleScaling; // FabriceNeyret2 CC, single shader gaussian by intermediate MIPmap level. www.shadertoy.com/view/ltScRG -const int samples = 8 * sampleScale, //8 or 4 balances xy position +const int samples = 4 * sampleScale, //8 or 4 balances xy position + brightness hack LOD = 2, // gaussian done on MIPmap at scale LOD sLOD = 1 << LOD; // tile size = 2^LOD const float sigma = float(samples) * .25; @@ -37,7 +42,7 @@ vec4 blur(sampler2D sp, vec2 U, vec2 scale) { } //return O / O.a; - return vec4(O.x, O.y, O.z, 1.0)*19; // balance loss of brightness + return vec4(O.x, O.y, O.z, 0.0)*20.0; // balance loss of brightness } int clampFI32(int v) @@ -65,14 +70,22 @@ vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; + +#if (EnableBlur == 1) +vec2 scaler = uf_fragCoordScale.xy; vec2 coord = R0f.xy*textureSize(textureUnitPS0, 0); // vec2 ps = vec2(1.0) / textureSize(textureUnitPS0, 0); vec2 uv = coord * ps; -R9f.xyzw = blur(textureUnitPS0, R0f.xy, ps*scaleBlur).xyzw; - -R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); -R0f.xyz = mix(R0f.xyz, R9f.xyz, 0.75); +R9f.xyz = blur(textureUnitPS0, R0f.xy, ps*0.5*scaleBlur*scaler).xyz; +R0f.w = (textureLod(textureUnitPS0, R0f.xy,0.0).w); // export passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R0f.w); + +#elif (EnableBlur == 0) +R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +#endif + } diff --git a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt b/Enhancements/TwilightPrincessHD_FancyFX/rules.txt index 7d927886..73196b18 100644 --- a/Enhancements/TwilightPrincessHD_FancyFX/rules.txt +++ b/Enhancements/TwilightPrincessHD_FancyFX/rules.txt @@ -2,23 +2,54 @@ titleIds = 000500001019C800,000500001019E600,000500001019E500 name = Resolution path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Fancy FX" -description = Pretty blur, de-band sky, re-align cinematic etc, maintained on Nvidia. +description = Pretty blur, shadow x2, de-band sky, maintained on Nvidia. version = 3 -[Preset] -name = 1080 -> 2160 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 1 - -[Preset] -name = 2880 -> 4320 +[Preset] # Gaussian blur w correct scaling +name = Light blur - Original look++ $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 1.0 $internalRes = 1 +$presetPass:int = 0 +$enableBlur:int = 1 + +[Preset] # Scaling offset, looks blurrier on high res as additional passes mostly hide the error +name = LB + defocus, better for high res, same performance +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 1.25 +$internalRes = 1 +$presetPass:int = 0 +$enableBlur:int = 1 + +[Preset] # gaussian blur w correct scaling and an additional 4 passes +name = +1 extra blur pass, slower, pretty in high res +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 1.0 +$internalRes = 1 +$presetPass:int = 1 +$enableBlur:int = 1 + +[Preset] # +name = Disable extra blur, keep other tweaks active +$dither = 0.2 +$scaleShader = 1.0 +$scaleBlur = 1.0 +$internalRes = 1 +$presetPass:int = 0 +$enableBlur:int = 0 + +#[Preset] # Tanks performance, debug merge w res file. +#name = +1 Blur pass and defocus. +#$dither = 0.2 +#$scaleShader = 1.0 +#$scaleBlur = 1.5 +#$internalRes = 1 +#$presetPass:int = 1 +#$enableBlur:int = 1 #Fog banding [TextureRedefine] @@ -57,3 +88,9 @@ height = 270 formats = 0x01a overwriteFormat = 0x01f +[TextureRedefine] #Double shadow res +width = 384 +height = 384 +###formatsExcluded = +overwriteWidth = 768 +overwriteHeight = 768 \ No newline at end of file diff --git a/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt b/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt new file mode 100644 index 00000000..aa8b1ddb --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt @@ -0,0 +1,51 @@ +[Definition] +titleIds = 000500001019C800,000500001019E600,000500001019E500 +name = Resolution +path = "The Legend of Zelda: Twilight Princess HD/Graphics/Performance Resolution" +description = Changes the resolution of the game. +version = 3 + +[Preset] +name = 1280x720 +$width = 1280 +$height = 720 +$gameWidth = 1920 +$gameHeight = 1080 + +[Preset] +name = 640x360 +$width = 640 +$height = 360 +$gameWidth = 1920 +$gameHeight = 1080 + +[Preset] +name = 960x540 +$width = 960 +$height = 540 +$gameWidth = 1920 +$gameHeight = 1080 + + +[Preset] +name = 1600x900 +$width = 1600 +$height = 900 +$gameWidth = 1920 +$gameHeight = 1080 + + +[TextureRedefine] +width = 1920 +height = 1088 +#formats = 0x011,0x01a +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1088 + +[TextureRedefine] +width = 1920 +height = 1080 +#formats = +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 + diff --git a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt b/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt new file mode 100644 index 00000000..d3e787d2 --- /dev/null +++ b/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt @@ -0,0 +1,135 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader c14019840473ff86 +//scale boxblur fx + +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +float scaler; +R0f = passParameterSem0; +scaler = uf_fragCoordScale.x; +R0f.w = (textureGather(textureUnitPS1, R0f.xy).y); +// 0 +R1f.x = R0f.x + intBitsToFloat(0xba088889); +R1f.y = R0f.y + intBitsToFloat(0xba72b9d6); +R2f.z = R0f.x; +R2f.y = R0f.y + intBitsToFloat(0xba72b9d6); +PS0f = R2f.y; +// 1 +R3f.x = R0f.x + intBitsToFloat(0xba088889); +R3f.y = R0f.y; +R1f.xyzw = (textureGather(textureUnitPS1, R1f.xy).xyzw); +R2f.yz = (textureGather(textureUnitPS1, R2f.zy).yz); +R3f.xy = (textureGather(textureUnitPS1, R3f.xy).xy); +// 0 +PV0f.x = R2f.z + R3f.x; +PV0f.y = R1f.w + R0f.w; +PV0f.z = R1f.z + R3f.y; +PV0f.w = R1f.x + R2f.y; +// 1 +R123f.x = (R1f.y * 2.0 + -(PV0f.x)); +PV1f.x = R123f.x; +R123f.y = (R1f.y * 2.0 + -(PV0f.y)); +PV1f.y = R123f.y; +R123f.z = (R1f.y * 2.0 + -(PV0f.z)); +PV1f.z = R123f.z; +R123f.w = (R1f.y * 2.0 + -(PV0f.w)); +PV1f.w = R123f.w; +// 2 +PV0f.x = max(PV1f.x, -(PV1f.x)); +PV0f.y = max(PV1f.y, -(PV1f.y)); +PV0f.z = max(PV1f.z, -(PV1f.z)); +PV0f.w = max(PV1f.w, -(PV1f.w)); +// 3 +PV1f.x = PV0f.x + intBitsToFloat(0xb400d959); +PV1f.y = PV0f.y + intBitsToFloat(0xb400d959); +PV1f.z = PV0f.z + intBitsToFloat(0xb400d959); +PV1f.w = PV0f.w + intBitsToFloat(0xb400d959); +// 4 +R123f.x = intBitsToFloat(((PV1f.w >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.x = R123f.x; +R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.y = R123f.y; +R123f.z = intBitsToFloat(((PV1f.y >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.z = R123f.z; +R123f.w = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.w = R123f.w; +// 5 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(0.25*scaler,0.25*scaler,0.25*scaler,0.25*scaler)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +// 6 +R127f.z = PV1f.x * intBitsToFloat(0x3f400000); +PV0f.z = R127f.z; +// 7 +R1f.x = (PV0f.z * intBitsToFloat(0xba088889) + R0f.x); +R1f.y = R0f.y; +R2f.z = R0f.x; +R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6) + R0f.y); +PS1f = R2f.y; +// 8 +R3f.x = (R127f.z * intBitsToFloat(0x3a088889) + R0f.x); +R3f.y = R0f.y; +R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) + R0f.y); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); +// 0 +PV0f.x = R1f.w + R2f.w; +PV0f.y = R1f.z + R2f.z; +PV0f.z = R1f.y + R2f.y; +PV0f.w = R1f.x + R2f.x; +// 1 +PV1f.x = R3f.w + PV0f.x; +PV1f.y = R3f.z + PV0f.y; +PV1f.z = R3f.y + PV0f.z; +PV1f.w = R3f.x + PV0f.w; +// 2 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = R0f.w + PV1f.x; +PV0f.y = R0f.z + PV1f.y; +PV0f.z = backupReg0f + PV1f.z; +PV0f.w = backupReg1f + PV1f.w; +// 3 +R0f.x = PV0f.w * 0.25; +R0f.y = PV0f.z * 0.25; +R0f.z = PV0f.y * 0.25; +R0f.w = PV0f.x * 0.25; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Resolutions/TwilightPrincessHD_Resolution/patches.txt b/Resolutions/TwilightPrincessHD_Resolution/patches.txt index 1a7a10be..0625f598 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/patches.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/patches.txt @@ -2,7 +2,7 @@ moduleMatches = 0x1A03E108 #rodata constants -0x1005AAD8 = .float $width/$height +0x1005AAD8 = .float $aspectRatio #$width/$height _aspectAddr = 0x1006AAD8 diff --git a/Resolutions/TwilightPrincessHD_Resolution/rules.txt b/Resolutions/TwilightPrincessHD_Resolution/rules.txt index 5dee5611..3c20e139 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/rules.txt +++ b/Resolutions/TwilightPrincessHD_Resolution/rules.txt @@ -14,66 +14,8 @@ $gameHeight = 1080 $dither = 0.01 $scaleShader = 1.0 $scaleBlur = 0.05 -$internalRes = 1 -// Performance - - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1 - -[Preset] -name = 854x480 -$width = 854 -$height = 480 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1 - -[Preset] -name = 1280x720 -$width = 1280 -$height = 720 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1 - -// Quality - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.01 -$scaleShader = 1.0 -$scaleBlur = 0.05 -$internalRes = 1 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) [Preset] name = 2560x1080 (21:9 HD) @@ -84,18 +26,20 @@ $gameHeight = 1080 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.25 -$internalRes = 1 +$internalRes = 1.0 +$aspectRatio = (64.0 / 27.0) [Preset] name = 5760x1080 (48:9 HD) -$width = 2560 +$width = 5760 $height = 1080 $gameWidth = 1920 $gameHeight = 1080 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.25 -$internalRes = 1 +$internalRes = 1.0 +$aspectRatio = (48.0/9.0) [Preset] name = 2560x1440 @@ -106,7 +50,8 @@ $gameHeight = 1080 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.25 -$internalRes = 1 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) [Preset] name = 3440x1440 (21:9) @@ -117,7 +62,8 @@ $gameHeight = 1080 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.25 -$internalRes = 1 +$internalRes = 1.0 +$aspectRatio = (64.0 / 27.0) [Preset] name = 7680x1440 (48:9) @@ -128,7 +74,8 @@ $gameHeight = 1080 $dither = 0.1 $scaleShader = 1.0 $scaleBlur = 0.25 -$internalRes = 1 +$internalRes = 0.70 +$aspectRatio = (48.0/9.0) [Preset] name = 2732x1536 @@ -139,7 +86,8 @@ $gameHeight = 1080 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 0.25 -$internalRes = 1 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) [Preset] name = 3200x1800 @@ -150,7 +98,8 @@ $gameHeight = 1080 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 0.5 -$internalRes = 1 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) [Preset] name = 3840x2160 (4k - Native x2) @@ -161,7 +110,8 @@ $gameHeight = 1080 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 0.75 -$internalRes = 1 +$internalRes = 0.75 +$aspectRatio = (16.0/9.0) [Preset] name = 5120x2160 (4k 21:9) @@ -172,30 +122,8 @@ $gameHeight = 1080 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 0.5 -$internalRes = 1 - -[Preset] -name = 5120x2160 (4k 48:9) -$width = 11520 -$height = 2160 -$gameWidth = 1920 -$gameHeight = 1080 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 -$internalRes = 1 - -[Preset] -name = 3840x2160 (4k - Native x2) 0.75 sub scaling -$width = 3840 -$height = 2160 -$gameWidth= 1920 -$gameHeight= 1080 $internalRes = 0.75 -$dither = 0.2 -$scaleShader = 1.0 -$scaleBlur = 0.5 - +$aspectRatio = (64.0 / 27.0) [Preset] name = 5120x2880 @@ -206,7 +134,8 @@ $gameHeight = 1080 $dither = 0.2 $scaleShader = 1.0 $scaleBlur = 0.5 -$internalRes = 1 +$internalRes = 0.75 +$aspectRatio = (16.0/9.0) // Enthusiast @@ -219,22 +148,70 @@ $gameHeight = 1080 $dither = 0.25 $scaleShader = 1.0 $scaleBlur = 0.5 -$internalRes = 1 +$internalRes = 0.5 +$aspectRatio = (16.0/9.0) +[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering +name = ---- Custom res - SSAA Tweaks ---- +$width = 1920 +$height = 1080 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) + +[Preset] +name = 1920x2160 (Vertical x2 +$width = 1920 +$height = 2160 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.01 +$scaleShader = 1.0 +$scaleBlur = 0.05 +$internalRes = 1.0 +$aspectRatio = (16.0/9.0) + +[Preset] +name = 2560x2880 (Vertical x2 - 0.75 sub scaling) +$width = 2560 +$height = 2880 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.1 +$scaleShader = 1.0 +$scaleBlur = 0.25 +$internalRes = 0.75 +$aspectRatio = (16.0/9.0) + +[Preset] # +name = 3840x4320 (Vertical x2 - 0.75 sub scaling) +$width = 3840 +$height = 4320 +$gameWidth = 1920 +$gameHeight = 1080 +$dither = 0.25 +$scaleShader = 1.0 +$scaleBlur = 0.5 +$internalRes = 0.75 +$aspectRatio = (16.0/9.0) [TextureRedefine] width = 1920 height = 1088 #formats = 0x011,0x01a -overwriteWidth = ($width/$gameWidth) * 1920 +overwriteWidth = ($width/$gameWidth) * 1920 overwriteHeight = ($height/$gameHeight) * 1088 [TextureRedefine] width = 1920 height = 1080 #formats = -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1080 +overwriteWidth = ($width/$gameWidth) * 1920 +overwriteHeight = ($height/$gameHeight) * 1080 [TextureRedefine] width = 960