mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-04-29 14:59:29 -04:00
Merge 0e586e7eb6
into 1e94568a57
This commit is contained in:
commit
ed49f8abc5
10 changed files with 100 additions and 94 deletions
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@ -1,33 +0,0 @@
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||||||
[Definition]
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||||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
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||||||
name = Shadow Resolution
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||||||
path = "Captain Toad: Treasure Tracker/Graphics/Shadow Resolution"
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||||||
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.
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||||||
version = 4
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||||||
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||||||
[Preset]
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||||||
name = Medium (100%, Default)
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||||||
$shadowRes = 1
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||||||
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||||||
[Preset]
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||||||
name = Low (50%)
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||||||
$shadowRes = 0.5
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||||||
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||||||
[Preset]
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||||||
name = High (200%)
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||||||
$shadowRes = 2
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||||||
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||||||
[Preset]
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||||||
name = Ultra (300%)
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||||||
$shadowRes = 3
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||||||
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||||||
[Preset]
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||||||
name = Extreme (400%, Unstable)
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||||||
$shadowRes = 4
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||||||
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||||||
[TextureRedefine] # Shadows
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||||||
width = 1024
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||||||
height = 1024
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||||||
formats = 0x005
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||||||
overwriteWidth = $shadowRes * 1024
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||||||
overwriteHeight = $shadowRes * 1024
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@ -1,4 +1,4 @@
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||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_separate_shader_objects : enable
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||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
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@ -18,9 +18,6 @@
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||||||
#endif
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#endif
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||||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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||||||
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||||||
// shader 37a4ec1a7dbc7391 //AA fix
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||||||
const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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layout(set = 1, binding = 2) uniform ufBlock
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||||||
{
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{
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||||||
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@ -31,6 +28,13 @@ uniform vec4 uf_fragCoordScale;
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||||||
uniform ivec4 uf_remappedPS[4];
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uniform ivec4 uf_remappedPS[4];
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||||||
uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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||||||
#endif
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#endif
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||||||
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||||||
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// shader 37a4ec1a7dbc7391 //AA fix
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||||||
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const float resXScale = float($width)/float($gameWidth);
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||||||
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const float resYScale = float($height)/float($gameHeight);
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||||||
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#define AAENABLE $AAEnable
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||||||
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||||||
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#if (AAENABLE == 1)
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||||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
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||||||
layout(location = 0) in vec4 passParameterSem2;
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layout(location = 0) in vec4 passParameterSem2;
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||||||
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@ -209,3 +213,4 @@ activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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||||||
// export
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// export
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||||||
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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||||||
}
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}
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||||||
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#endif
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|
@ -1,4 +1,4 @@
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||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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||||||
#ifdef VULKAN
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#ifdef VULKAN
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||||||
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@ -20,8 +20,8 @@
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||||||
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|
||||||
// shader 5c1761d13feccdff
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// shader 5c1761d13feccdff
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||||||
//Bloom fix heat haze
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//Bloom fix heat haze
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||||||
const float resXScale = (float($width)/float($gameWidth));
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const float resXScale = (float($width)/float($gameWidth));
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||||||
const float resYScale = (float($height)/float($gameHeight));
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const float resYScale = (float($height)/float($gameHeight));
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||||||
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 0, binding = 0) uniform ufBlock
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layout(set = 0, binding = 0) uniform ufBlock
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@ -1,4 +1,4 @@
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||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#ifdef VULKAN
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#ifdef VULKAN
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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||||||
|
@ -124,4 +124,4 @@ passParameterSem0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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||||||
passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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passParameterSem1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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||||||
// export
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// export
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||||||
passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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passParameterSem2 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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||||||
}
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}
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@ -1,4 +1,4 @@
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||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#ifdef VULKAN
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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 ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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|
@ -1,4 +1,4 @@
|
||||||
#version 420
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#version 430
|
||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#ifdef VULKAN
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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 ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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||||||
|
@ -122,4 +122,4 @@ passParameterSem1 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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||||||
passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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passParameterSem2 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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||||||
// export
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// export
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||||||
passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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passParameterSem0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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||||||
}
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}
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@ -1,4 +1,4 @@
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||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#ifdef VULKAN
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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 ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -1,4 +1,4 @@
|
||||||
#version 420
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#version 430
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||||||
#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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||||||
#ifdef VULKAN
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#ifdef VULKAN
|
||||||
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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||||||
|
@ -285,4 +285,4 @@ passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
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||||||
passPixelColor1 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
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passPixelColor1 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
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||||||
passPixelColor2 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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passPixelColor2 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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||||||
passPixelColor3 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
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passPixelColor3 = vec4(R8f.x, R8f.y, R8f.z, R8f.w);
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||||||
}
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}
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|
@ -1,23 +1,23 @@
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||||||
[KinopioAspectUW]
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[CaptainToad_Resolution_v16]
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||||||
moduleMatches = 0x43781F76, 0xC64B0A12, 0xD80AD9B4
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moduleMatches = 0x1B377483, 0x9E0461E7, 0x0576A725 ; v16(EU), v16(NA), v16(JP)
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||||||
#rodata constants
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;rodata constants
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||||||
0x100A0EE0 = .float $width/$height
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|
||||||
0x100BE2EC = .float $width/$height
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|
||||||
0x100D79B4 = .float $width/$height
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||||||
_aspectAddr = 0x100A0EE0
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|
||||||
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||||||
#Aspect Calculation
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||||||
0x02368158 = lis r31, _aspectAddr@ha
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||||||
0x0236815c = lfs f13, _aspectAddr@l(r31)
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||||||
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||||||
[KinopioAspectUWv16]
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||||||
moduleMatches = 0x9E0461E7, 0x1B377483, 0x0576A725
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||||||
#rodata constants
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||||||
0x0100A2D38 = .float $width/$height
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0x0100A2D38 = .float $width/$height
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||||||
0x0100C0164 = .float $width/$height
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0x0100C0164 = .float $width/$height
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||||||
0x0100D982C = .float $width/$height
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0x0100D982C = .float $width/$height
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||||||
_aspectAddr = 0x0100A2D38
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_aspectAddr = 0x0100A2D38
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||||||
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||||||
#Aspect Calculation
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;Aspect Calculation
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||||||
0x02373530 = lis r31, _aspectAddr@ha
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0x02373530 = lis r31, _aspectAddr@ha
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||||||
0x02373534 = lfs f13, _aspectAddr@l(r31)
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0x02373534 = lfs f13, _aspectAddr@l(r31)
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||||||
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||||||
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[CaptainToad_Resolution_v0]
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||||||
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moduleMatches = 0xC64B0A12, 0x43781F76, 0xD80AD9B4 ; v1(EU), v1(NA), v1(JP)
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||||||
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;rodata constants
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||||||
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0x100A0EE0 = .float $width/$height
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||||||
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0x100BE2EC = .float $width/$height
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||||||
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0x100D79B4 = .float $width/$height
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||||||
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_aspectAddr = 0x100A0EE0
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||||||
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||||||
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;Aspect Calculation
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||||||
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0x02368158 = lis r31, _aspectAddr@ha
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||||||
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0x0236815C = lfs f13, _aspectAddr@l(r31)
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|
@ -1,99 +1,133 @@
|
||||||
[Definition]
|
[Definition]
|
||||||
titleIds = 0005000010180600,0005000010180700,0005000010180500
|
titleIds = 0005000010180600,0005000010180700,0005000010180500
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||||||
name = Resolution
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name = Graphics Settings
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||||||
path = "Captain Toad: Treasure Tracker/Graphics/Resolution"
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path = "Captain Toad: Treasure Tracker/Graphics"
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||||||
description = Changes the resolution of the game. Made by getdls.
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description = Changes the resolution of the game and the quality of shadows.|Made by getdls and Ryce-Fast.
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||||||
version = 4
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#Credits: getdls, Ryce-Fast
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||||||
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version = 6
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||||||
|
|
||||||
[Preset]
|
[Default]
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||||||
name = 1280x720 (Default)
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||||||
$width = 1280
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$width = 1280
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||||||
$height = 720
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$height = 720
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$gameWidth = 1280
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$gameWidth = 1280
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||||||
$gameHeight = 720
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$gameHeight = 720
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||||||
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$shadowRes = 1.0
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||||||
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$AAEnable:int = 1
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||||||
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||||||
# Performance
|
# Performance
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||||||
|
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||||||
[Preset]
|
[Preset]
|
||||||
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category = Resolution
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||||||
name = 640x360
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name = 640x360
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||||||
$width = 640
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$width = 640
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||||||
$height = 360
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$height = 360
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||||||
$gameWidth = 1280
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||||||
$gameHeight = 720
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|
||||||
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||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
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||||||
name = 960x540
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name = 960x540
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||||||
$width = 960
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$width = 960
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||||||
$height = 540
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$height = 540
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$gameWidth = 1280
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|
||||||
$gameHeight = 720
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[Preset]
|
||||||
|
category = Resolution
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||||||
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name = 1280x720 (Default)
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||||||
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default = 1
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||||||
|
|
||||||
# Common HD Resolutions
|
# Common HD Resolutions
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 1600x900
|
name = 1600x900
|
||||||
$width = 1600
|
$width = 1600
|
||||||
$height = 900
|
$height = 900
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 1920x1080
|
name = 1920x1080
|
||||||
$width = 1920
|
$width = 1920
|
||||||
$height = 1080
|
$height = 1080
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 2560x1440
|
name = 2560x1440
|
||||||
$width = 2560
|
$width = 2560
|
||||||
$height = 1440
|
$height = 1440
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 3200x1800
|
name = 3200x1800
|
||||||
$width = 3200
|
$width = 3200
|
||||||
$height = 1800
|
$height = 1800
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 3840x2160
|
name = 3840x2160
|
||||||
$width = 3840
|
$width = 3840
|
||||||
$height = 2160
|
$height = 2160
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 5120x2880
|
name = 5120x2880
|
||||||
$width = 5120
|
$width = 5120
|
||||||
$height = 2880
|
$height = 2880
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 7680x4320
|
name = 7680x4320
|
||||||
$width = 7680
|
$width = 7680
|
||||||
$height = 4320
|
$height = 4320
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
# Common Ultrawide Resolutions
|
# Common Ultrawide Resolutions
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 2560x1080 (Ultrawide)
|
name = 2560x1080 (Ultrawide)
|
||||||
$width = 2560
|
$width = 2560
|
||||||
$height = 1080
|
$height = 1080
|
||||||
$gameWidth = 1280
|
|
||||||
$gameHeight = 720
|
|
||||||
|
|
||||||
[Preset]
|
[Preset]
|
||||||
|
category = Resolution
|
||||||
name = 3440x1440 (Ultrawide)
|
name = 3440x1440 (Ultrawide)
|
||||||
$width = 3440
|
$width = 3440
|
||||||
$height = 1440
|
$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
|
||||||
|
$AAEnable:int = 0
|
||||||
|
|
||||||
|
|
||||||
[TextureRedefine]
|
[TextureRedefine]
|
||||||
width = 1280
|
width = 1280
|
||||||
|
@ -120,8 +154,8 @@ overwriteHeight = ($height/$gameHeight) * 720
|
||||||
width = 1024
|
width = 1024
|
||||||
height = 1024
|
height = 1024
|
||||||
formats = 0x005
|
formats = 0x005
|
||||||
overwriteWidth = ($width/$gameWidth) * 1024
|
overwriteWidth = $shadowRes * 1024
|
||||||
overwriteHeight = ($height/$gameHeight) * 1024
|
overwriteHeight = $shadowRes * 1024
|
||||||
|
|
||||||
[TextureRedefine] #Zoom
|
[TextureRedefine] #Zoom
|
||||||
width = 1024
|
width = 1024
|
Loading…
Add table
Reference in a new issue