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Intra 2025-04-23 11:36:49 +02:00 committed by GitHub
commit ed49f8abc5
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10 changed files with 100 additions and 94 deletions

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@ -1,33 +0,0 @@
[Definition]
titleIds = 0005000010180600,0005000010180700,0005000010180500
name = Shadow Resolution
path = "Captain Toad: Treasure Tracker/Graphics/Shadow Resolution"
description = Note: Increasing shadow resolution is known to increase VRAM usage directly. Lowering this might give you a good boost in performance if you're limited on VRAM but makes shadows blockier. Medium is the original resolution. Made by Ryce-Fast.
version = 4
[Preset]
name = Medium (100%, Default)
$shadowRes = 1
[Preset]
name = Low (50%)
$shadowRes = 0.5
[Preset]
name = High (200%)
$shadowRes = 2
[Preset]
name = Ultra (300%)
$shadowRes = 3
[Preset]
name = Extreme (400%, Unstable)
$shadowRes = 4
[TextureRedefine] # Shadows
width = 1024
height = 1024
formats = 0x005
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024

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@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -18,9 +18,6 @@
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 37a4ec1a7dbc7391 //AA fix
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
@ -31,6 +28,13 @@ uniform vec4 uf_fragCoordScale;
uniform ivec4 uf_remappedPS[4];
uniform vec2 uf_fragCoordScale;
#endif
// shader 37a4ec1a7dbc7391 //AA fix
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);
#define AAENABLE $AAEnable
#if (AAENABLE == 1)
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem2;
@ -209,3 +213,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}
#endif

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@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
@ -20,8 +20,8 @@
// shader 5c1761d13feccdff
//Bloom fix heat haze
const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (float($height)/float($gameHeight));
const float resXScale = (float($width)/float($gameWidth));
const float resYScale = (float($height)/float($gameHeight));
#ifdef VULKAN
layout(set = 0, binding = 0) uniform ufBlock

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@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -124,4 +124,4 @@ passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
// export
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
}
}

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@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -122,4 +122,4 @@ passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
// export
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
}
}

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@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)

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@ -1,4 +1,4 @@
#version 420
#version 430
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -285,4 +285,4 @@ passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor1 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
passPixelColor2 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
passPixelColor3 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
}
}

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@ -1,23 +1,23 @@
[KinopioAspectUW]
moduleMatches = 0x43781F76, 0xC64B0A12, 0xD80AD9B4
#rodata constants
0x100A0EE0 = .float $width/$height
0x100BE2EC = .float $width/$height
0x100D79B4 = .float $width/$height
_aspectAddr = 0x100A0EE0
#Aspect Calculation
0x02368158 = lis r31, _aspectAddr@ha
0x0236815c = lfs f13, _aspectAddr@l(r31)
[KinopioAspectUWv16]
moduleMatches = 0x9E0461E7, 0x1B377483, 0x0576A725
#rodata constants
[CaptainToad_Resolution_v16]
moduleMatches = 0x1B377483, 0x9E0461E7, 0x0576A725 ; v16(EU), v16(NA), v16(JP)
;rodata constants
0x0100A2D38 = .float $width/$height
0x0100C0164 = .float $width/$height
0x0100D982C = .float $width/$height
_aspectAddr = 0x0100A2D38
#Aspect Calculation
;Aspect Calculation
0x02373530 = lis r31, _aspectAddr@ha
0x02373534 = lfs f13, _aspectAddr@l(r31)
[CaptainToad_Resolution_v0]
moduleMatches = 0xC64B0A12, 0x43781F76, 0xD80AD9B4 ; v1(EU), v1(NA), v1(JP)
;rodata constants
0x100A0EE0 = .float $width/$height
0x100BE2EC = .float $width/$height
0x100D79B4 = .float $width/$height
_aspectAddr = 0x100A0EE0
;Aspect Calculation
0x02368158 = lis r31, _aspectAddr@ha
0x0236815C = lfs f13, _aspectAddr@l(r31)

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@ -1,99 +1,133 @@
[Definition]
titleIds = 0005000010180600,0005000010180700,0005000010180500
name = Resolution
path = "Captain Toad: Treasure Tracker/Graphics/Resolution"
description = Changes the resolution of the game. Made by getdls.
version = 4
name = Graphics Settings
path = "Captain Toad: Treasure Tracker/Graphics"
description = Changes the resolution of the game and the quality of shadows.|Made by getdls and Ryce-Fast.
#Credits: getdls, Ryce-Fast
version = 6
[Preset]
name = 1280x720 (Default)
[Default]
$width = 1280
$height = 720
$gameWidth = 1280
$gameHeight = 720
$shadowRes = 1.0
$AAEnable:int = 1
# Performance
[Preset]
category = Resolution
name = 640x360
$width = 640
$height = 360
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 960x540
$width = 960
$height = 540
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 1280x720 (Default)
default = 1
# Common HD Resolutions
[Preset]
category = Resolution
name = 1600x900
$width = 1600
$height = 900
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 1920x1080
$width = 1920
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 2560x1440
$width = 2560
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 3200x1800
$width = 3200
$height = 1800
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 3840x2160
$width = 3840
$height = 2160
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 5120x2880
$width = 5120
$height = 2880
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 7680x4320
$width = 7680
$height = 4320
$gameWidth = 1280
$gameHeight = 720
# Common Ultrawide Resolutions
[Preset]
category = Resolution
name = 2560x1080 (Ultrawide)
$width = 2560
$height = 1080
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Resolution
name = 3440x1440 (Ultrawide)
$width = 3440
$height = 1440
$gameWidth = 1280
$gameHeight = 720
[Preset]
category = Shadows
name = Low (50%)
$shadowRes = 0.5
[Preset]
category = Shadows
name = Medium (100%, Default)
default = 1
[Preset]
category = Shadows
name = High (200%)
$shadowRes = 2.0
[Preset]
category = Shadows
name = Ultra (300%)
$shadowRes = 3.0
[Preset]
category = Shadows
name = Extreme (400%, Unstable)
$shadowRes = 4.0
[Preset]
category = Anti-Aliasing
name = Enable
$AAEnable:int = 1
[Preset]
category = Anti-Aliasing
name = Disable
$AAEnable:int = 0
[TextureRedefine]
width = 1280
@ -120,8 +154,8 @@ overwriteHeight = ($height/$gameHeight) * 720
width = 1024
height = 1024
formats = 0x005
overwriteWidth = ($width/$gameWidth) * 1024
overwriteHeight = ($height/$gameHeight) * 1024
overwriteWidth = $shadowRes * 1024
overwriteHeight = $shadowRes * 1024
[TextureRedefine] #Zoom
width = 1024