mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-04-29 14:59:29 -04:00
Merge 0e586e7eb6
into 1e94568a57
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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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[Preset]
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name = Medium (100%, Default)
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$shadowRes = 1
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[Preset]
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name = Low (50%)
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$shadowRes = 0.5
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[Preset]
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name = High (200%)
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$shadowRes = 2
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[Preset]
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name = Ultra (300%)
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$shadowRes = 3
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[Preset]
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name = Extreme (400%, Unstable)
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$shadowRes = 4
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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 = $shadowRes * 1024
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@ -1,4 +1,4 @@
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#version 420
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#ifdef VULKAN
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@ -18,9 +18,6 @@
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#endif
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// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
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// shader 37a4ec1a7dbc7391 //AA fix
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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{
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@ -31,6 +28,13 @@ uniform vec4 uf_fragCoordScale;
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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#endif
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// shader 37a4ec1a7dbc7391 //AA fix
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const float resXScale = float($width)/float($gameWidth);
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const float resYScale = float($height)/float($gameHeight);
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#define AAENABLE $AAEnable
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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(1, 1, 1) uniform sampler2D textureUnitPS1;
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layout(location = 0) in vec4 passParameterSem2;
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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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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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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_separate_shader_objects : enable
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#ifdef VULKAN
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -1,23 +1,23 @@
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[KinopioAspectUW]
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moduleMatches = 0x43781F76, 0xC64B0A12, 0xD80AD9B4
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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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#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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[KinopioAspectUWv16]
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moduleMatches = 0x9E0461E7, 0x1B377483, 0x0576A725
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#rodata constants
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[CaptainToad_Resolution_v16]
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moduleMatches = 0x1B377483, 0x9E0461E7, 0x0576A725 ; v16(EU), v16(NA), v16(JP)
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;rodata constants
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0x0100A2D38 = .float $width/$height
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0x0100C0164 = .float $width/$height
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0x0100D982C = .float $width/$height
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_aspectAddr = 0x0100A2D38
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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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0x02373534 = lfs f13, _aspectAddr@l(r31)
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[CaptainToad_Resolution_v0]
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moduleMatches = 0xC64B0A12, 0x43781F76, 0xD80AD9B4 ; v1(EU), v1(NA), v1(JP)
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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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;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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@ -1,99 +1,133 @@
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[Definition]
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titleIds = 0005000010180600,0005000010180700,0005000010180500
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name = Resolution
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path = "Captain Toad: Treasure Tracker/Graphics/Resolution"
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description = Changes the resolution of the game. Made by getdls.
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version = 4
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name = Graphics Settings
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path = "Captain Toad: Treasure Tracker/Graphics"
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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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#Credits: getdls, Ryce-Fast
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version = 6
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[Preset]
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name = 1280x720 (Default)
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[Default]
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$width = 1280
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$height = 720
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$gameWidth = 1280
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$gameHeight = 720
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$shadowRes = 1.0
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$AAEnable:int = 1
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# Performance
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[Preset]
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category = Resolution
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name = 640x360
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$width = 640
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$height = 360
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 960x540
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$width = 960
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$height = 540
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 1280x720 (Default)
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default = 1
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# Common HD Resolutions
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[Preset]
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category = Resolution
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name = 1600x900
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$width = 1600
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$height = 900
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 1920x1080
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$width = 1920
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 2560x1440
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$width = 2560
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 3200x1800
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$width = 3200
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$height = 1800
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 3840x2160
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$width = 3840
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$height = 2160
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 5120x2880
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$width = 5120
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$height = 2880
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 7680x4320
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$width = 7680
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$height = 4320
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$gameWidth = 1280
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$gameHeight = 720
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# Common Ultrawide Resolutions
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[Preset]
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category = Resolution
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name = 2560x1080 (Ultrawide)
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$width = 2560
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$height = 1080
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Resolution
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name = 3440x1440 (Ultrawide)
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$width = 3440
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$height = 1440
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$gameWidth = 1280
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$gameHeight = 720
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[Preset]
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category = Shadows
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name = Low (50%)
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$shadowRes = 0.5
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[Preset]
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category = Shadows
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name = Medium (100%, Default)
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default = 1
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[Preset]
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category = Shadows
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name = High (200%)
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$shadowRes = 2.0
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[Preset]
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category = Shadows
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name = Ultra (300%)
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$shadowRes = 3.0
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[Preset]
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category = Shadows
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name = Extreme (400%, Unstable)
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$shadowRes = 4.0
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[Preset]
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category = Anti-Aliasing
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name = Enable
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$AAEnable:int = 1
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[Preset]
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category = Anti-Aliasing
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name = Disable
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$AAEnable:int = 0
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[TextureRedefine]
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width = 1280
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width = 1024
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height = 1024
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formats = 0x005
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overwriteWidth = ($width/$gameWidth) * 1024
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overwriteHeight = ($height/$gameHeight) * 1024
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overwriteWidth = $shadowRes * 1024
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overwriteHeight = $shadowRes * 1024
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[TextureRedefine] #Zoom
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width = 1024
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