[TMS] Typo fix , double define
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Source/TokyoMirage
4717e201697a3299_000000000003c709_ps.txt4717e201697a3299_00000000001e1e49_ps.txt658c0585bb7b4b1f_0000000007879249_ps.txt7709da01f43c145b_0000000007879649_ps.txt93a9c110b64f2c4a_000001e1e1e49649_ps.txtb5b078876f8aea16_0000000000f1c2c9_ps.txtb5b078876f8aea16_00000000078792c9_ps.txte6594de142bd3d05_00000000078e1649_ps.txt
@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader 4717e201697a3299
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// shader 4717e201697a3299
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uniform ivec4 uf_remappedPS[23];
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uniform ivec4 uf_remappedPS[23];
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uniform float uf_alphaTestRef;
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uniform float uf_alphaTestRef;
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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader 4717e201697a3299
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// shader 4717e201697a3299
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uniform ivec4 uf_remappedPS[23];
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uniform ivec4 uf_remappedPS[23];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1dfa4000 res 128x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1dfa4000 res 128x256x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader 658c0585bb7b4b1f
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// shader 658c0585bb7b4b1f
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uniform ivec4 uf_remappedPS[31];
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uniform ivec4 uf_remappedPS[31];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1f82c000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1f82c000 res 512x512x1 dim 1 tm: 4 format 0433 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader 7709da01f43c145b
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// shader 7709da01f43c145b
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uniform ivec4 uf_remappedPS[27];
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uniform ivec4 uf_remappedPS[27];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1bf56000 res 64x64x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1bf56000 res 64x64x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader 93a9c110b64f2c4a
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// shader 93a9c110b64f2c4a
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uniform ivec4 uf_remappedPS[33];
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uniform ivec4 uf_remappedPS[33];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a216000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a216000 res 512x512x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0xa) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader b5b078876f8aea16
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// shader b5b078876f8aea16
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uniform ivec4 uf_remappedPS[25];
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uniform ivec4 uf_remappedPS[25];
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uniform float uf_alphaTestRef;
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uniform float uf_alphaTestRef;
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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader b5b078876f8aea16
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// shader b5b078876f8aea16
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uniform ivec4 uf_remappedPS[25];
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uniform ivec4 uf_remappedPS[25];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a68e000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x1a68e000 res 128x128x1 dim 1 tm: 4 format 0431 compSel: 0 1 2 3 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0
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@ -11,7 +11,6 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
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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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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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const float resScale = <?=$scaleFactorX?>; //self shading//shadows
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// shader e6594de142bd3d05
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// shader e6594de142bd3d05
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uniform ivec4 uf_remappedPS[27];
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uniform ivec4 uf_remappedPS[27];
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uniform float uf_alphaTestRef;
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uniform float uf_alphaTestRef;
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