From cff6321de946ae2688e10da1d1d4c119925eb0ca Mon Sep 17 00:00:00 2001
From: Skal Fate <20464880+skalfate@users.noreply.github.com>
Date: Thu, 15 Nov 2018 19:08:14 -0700
Subject: [PATCH] NSMBU Proper Float Casting (#270)

* Update 70b82af4d17024d2_0000000000000000_vs.txt

* Update ec4a85d51e778437_0000000000000000_vs.txt
---
 .../70b82af4d17024d2_0000000000000000_vs.txt               | 7 ++++---
 .../ec4a85d51e778437_0000000000000000_vs.txt               | 7 +++----
 2 files changed, 7 insertions(+), 7 deletions(-)

diff --git a/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt b/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt
index 2f6cb571..37b3e972 100644
--- a/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt
+++ b/Source/NewSuperMarioBrosU_Resolution/70b82af4d17024d2_0000000000000000_vs.txt
@@ -1,11 +1,12 @@
-
 #version 420
 #extension GL_ARB_texture_gather : enable
 #extension GL_ARB_separate_shader_objects : enable
 #extension GL_ARB_shading_language_packing : enable
 // shader 70b82af4d17024d2
-//AA fix 
-const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
+//AA fix
+
+const float resScale = float($width)/float($gameWidth);
+
 uniform ivec4 uf_remappedVS[1];
 uniform vec2 uf_windowSpaceToClipSpaceTransform;
 layout(location = 0) in uvec4 attrDataSem0;
diff --git a/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt b/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt
index b4b86e3c..dbc1618b 100644
--- a/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt
+++ b/Source/NewSuperMarioBrosU_Resolution/ec4a85d51e778437_0000000000000000_vs.txt
@@ -1,4 +1,3 @@
-
 #version 420
 #extension GL_ARB_texture_gather : enable
 #extension GL_ARB_separate_shader_objects : enable
@@ -6,7 +5,7 @@
 // shader ec4a85d51e778437
 //box blur fix
 
-const float resScale = intBitsToFloat($width)/intBitsToFloat($gameWidth);
+const float resScale = float($width)/float($gameWidth);
 
 uniform ivec4 uf_remappedVS[1];
 uniform vec2 uf_windowSpaceToClipSpaceTransform;
@@ -67,9 +66,9 @@ PS0f = R2f.x + -(intBitsToFloat(uf_remappedVS[0].x) / resScale);
 backupReg0f = R2f.y;
 backupReg1f = R2f.x;
 PV1f.x = R2f.y + -(intBitsToFloat(uf_remappedVS[0].y) / resScale);
-R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y)/resScale;
+R2f.y = backupReg0f + intBitsToFloat(uf_remappedVS[0].y) / resScale;
 R2f.z = PS0f;
-R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x)/ resScale;
+R2f.x = backupReg1f + intBitsToFloat(uf_remappedVS[0].x) / resScale;
 PS1f = R2f.x;
 // 2
 R2f.w = PV1f.x;