From 308b432cf874eeeec993394b6b897e6b9be9de53 Mon Sep 17 00:00:00 2001
From: NAVras-Z <zhuangyzj@gmail.com>
Date: Thu, 19 Oct 2017 10:26:20 +0800
Subject: [PATCH] [BotW] correct aspect ratio for cutscenes in UW

(Pre-rendered cutscenes
Just add black bars)
![](https://media.discordapp.net/attachments/292707796175290369/370361186652389376/image.png)
Needs testing.
---
 .../7cd338ce4c6ea935_0000000000000079_ps.txt  | 75 +++++++++++++++++++
 1 file changed, 75 insertions(+)
 create mode 100644 Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt

diff --git a/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt b/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt
new file mode 100644
index 00000000..70dc1c89
--- /dev/null
+++ b/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt
@@ -0,0 +1,75 @@
+<?php
+$width = $argv[1];
+$height = $argv[2];
+
+$aspect = $width / (float)$height;
+
+if (round($aspect*100.0) == 178)
+	exit(1);
+
+?>
+#version 420
+#extension GL_ARB_texture_gather : enable
+// shader 7cd338ce4c6ea935 // cutscene ps
+uniform ivec4 uf_remappedPS[1];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xac200800 res 1280x720x1 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: 1
+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 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;
+R1f = passParameterSem0;
+R1f.x = (R1f.x - 0.5)*1.3125+0.5;
+
+if (R1f.x>0.0 && R1f.x<1.0) R0f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
+// 0
+backupReg0f = R0f.x;
+tempResultf = log2(backupReg0f);
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS0f = tempResultf;
+// 1
+R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
+tempResultf = log2(R0f.y);
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS1f = tempResultf;
+// 2
+R127f.w = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].x));
+tempResultf = log2(R0f.z);
+if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
+PS0f = tempResultf;
+// 3
+R127f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
+PS1f = exp2(R127f.z);
+// 4
+R0f.x = PS1f;
+PS0f = exp2(R127f.w);
+// 5
+R0f.y = PS0f;
+PS1f = exp2(R127f.x);
+// 6
+R0f.z = PS1f;
+// export
+passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
+}