mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-04-24 13:34:57 +00:00
Data: update built-in graphics mods to use 2.0 features
This commit is contained in:
parent
f3e6c1e74b
commit
4dfce19b7a
21 changed files with 626 additions and 317 deletions
|
@ -1,15 +1,22 @@
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{
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"meta":
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{
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"title": "Bloom Removal",
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"author": "Dolphin Team",
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"description": "Skips drawing bloom effects. May be preferable when using a bloom solution from Dolphin's post processing shaders or a third party tool."
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},
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"features":
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[
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{
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"group": "Bloom",
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"action": "skip"
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}
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]
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}
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"actions": [
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{
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"data": {},
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"factory_name": "skip"
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}
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],
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"assets": [
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],
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"meta": {
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"author": "Dolphin Team",
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"description": "Skips drawing bloom effects. May be preferable when using a bloom solution from Dolphin's post processing shaders or a third party tool.",
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"mod_version": "1.0.0",
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"schema_version": 1,
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"title": "Bloom Removal"
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},
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"tag_to_actions": {
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"Bloom": [
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0
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]
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}
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}
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@ -1,15 +1,22 @@
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{
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"meta":
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{
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"title": "DOF Removal",
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"author": "Dolphin Team",
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"description": "Skips drawing DOF effects. May be preferable when using a DOF solution from Dolphin's post processing shaders or a third party tool."
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},
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"features":
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[
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{
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"group": "DOF",
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"action": "skip"
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}
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]
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"actions": [
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{
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"data": {},
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"factory_name": "skip"
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}
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],
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"assets": [
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],
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"meta": {
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||||
"author": "Dolphin Team",
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"description": "Skips drawing DOF effects. May be preferable when using a DOF solution from Dolphin's post processing shaders or a third party tool.",
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"mod_version": "1.0.0",
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"schema_version": 1,
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"title": "DOF Removal"
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},
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"tag_to_actions": {
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"Depth of Field": [
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0
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]
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}
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}
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@ -1,14 +1,22 @@
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{
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"meta":
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{
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"title": "Remove HUD",
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"author": "Dolphin Team",
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"description": "Skips drawing elements designated as the HUD. Can be used for taking screenshots or increasing immersion."
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},
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"features": [
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{
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"group": "HUD",
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"action": "skip"
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}
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]
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}
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"actions": [
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{
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"data": {},
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"factory_name": "skip"
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}
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],
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"assets": [
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],
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"meta": {
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"author": "Dolphin Team",
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"description": "Skips drawing elements designated as the HUD. Can be used for taking screenshots or increasing immersion.",
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"mod_version": "1.0.0",
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"schema_version": 1,
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"title": "Remove HUD"
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},
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"tag_to_actions": {
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"User Interface": [
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0
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]
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}
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}
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@ -0,0 +1,66 @@
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float4 SampleTexmap(uint texmap, float3 coords)
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{
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for (uint i = 0; i < 8; i++)
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{
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if (texmap == i)
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{
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return texture(samp[i], coords);
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}
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}
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return float4(0, 0, 0, 1);
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}
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float2 GetTextureSize(uint texmap)
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{
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for (uint i = 0; i < 8; i++)
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{
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if (texmap == i)
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{
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return float2(textureSize(samp[i], 0));
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}
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}
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return float2(0, 0);
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}
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vec4 custom_main( in CustomShaderData data )
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{
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if (data.texcoord_count == 0)
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{
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return data.final_color;
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}
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if (data.tev_stage_count == 0)
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{
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return data.final_color;
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}
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uint efb = data.tev_stages[0].texmap;
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float3 coords = data.texcoord[0];
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float4 out_color = SampleTexmap(efb, coords);
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float2 size = GetTextureSize(efb);
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// If options are added to the UI, include custom radius and intensity, radius should be around IR - 1.
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// Small values decrease bloom area, but can lead to broken bloom if too small.
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float intensity = 1.0;
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float radius = 3;
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float dx = 1.0/size.x;
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float dy = 1.0/size.y;
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float x;
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float y;
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float count = 1.0;
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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for (x = -radius; x <= radius; x++)
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{
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for (y = -radius; y <= radius; y++)
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{
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count += 1.0;
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float3 off_coords = float3(coords.x + x*dx, coords.y + y*dy, coords.z);
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color += SampleTexmap(efb, off_coords);
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}
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}
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out_color = color / count * intensity;
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return out_color;
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}
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@ -0,0 +1,4 @@
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{
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"shader_asset": "bloom_shader",
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"values": []
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}
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@ -0,0 +1,3 @@
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{
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"properties": []
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}
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@ -1,20 +1,42 @@
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{
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"meta":
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{
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"title": "Native Resolution Bloom",
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"author": "Dolphin Team",
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"description": "Scales bloom effects to draw at their native resolution, regardless of internal resolution. Results in bloom looking much more natural at higher resolutions but may cause shimmering."
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},
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"features":
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[
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{
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"group": "Bloom",
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"action": "scale",
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"action_data": {
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"X": 1.0,
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"Y": 1.0,
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"Z": 1.0
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}
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}
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]
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}
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"actions": [
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{
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"data": {
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"active": true,
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"passes": [
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{
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"pixel_material_asset": "bloom_material"
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}
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]
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},
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"factory_name": "custom_pipeline"
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}
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],
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"assets": [
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{
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"data": {
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"metadata": "bloom.shader",
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"shader": "bloom.glsl"
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},
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"id": "bloom_shader"
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},
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{
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"data": {
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"metadata": "bloom.material"
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},
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"id": "bloom_material"
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}
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],
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"meta": {
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"author": "Dolphin Team",
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"description": "Scales bloom effects to draw at their native resolution, regardless of internal resolution. Results in bloom looking much more natural at higher resolutions.",
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"mod_version": "1.0.0",
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"schema_version": 1,
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"title": "Native Resolution Bloom"
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},
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"tag_to_actions": {
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"Bloom": [
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0
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]
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}
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}
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@ -0,0 +1,66 @@
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float4 SampleTexmap(uint texmap, float3 coords)
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{
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for (uint i = 0; i < 8; i++)
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{
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if (texmap == i)
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{
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return texture(samp[i], coords);
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}
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}
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return float4(0, 0, 0, 1);
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}
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float2 GetTextureSize(uint texmap)
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{
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for (uint i = 0; i < 8; i++)
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{
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if (texmap == i)
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{
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return float2(textureSize(samp[i], 0));
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}
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}
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return float2(0, 0);
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}
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vec4 custom_main( in CustomShaderData data )
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{
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if (data.texcoord_count == 0)
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{
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return data.final_color;
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}
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if (data.tev_stage_count == 0)
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{
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return data.final_color;
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}
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uint efb = data.tev_stages[0].texmap;
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float3 coords = data.texcoord[0];
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float4 out_color = SampleTexmap(efb, coords);
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float2 size = GetTextureSize(efb);
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// If options are added to the UI, include custom radius and intensity, radius should be around IR - 1.
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// Small values decrease bloom area, but can lead to broken bloom if too small.
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float intensity = 1.0;
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float radius = 3;
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float dx = 1.0/size.x;
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float dy = 1.0/size.y;
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float x;
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float y;
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float count = 1.0;
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float4 color = float4(0.0, 0.0, 0.0, 0.0);
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for (x = -radius; x <= radius; x++)
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{
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for (y = -radius; y <= radius; y++)
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{
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count += 1.0;
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float3 off_coords = float3(coords.x + x*dx, coords.y + y*dy, coords.z);
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color += SampleTexmap(efb, off_coords);
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}
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}
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out_color = color / count * intensity;
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return out_color;
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}
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@ -0,0 +1,4 @@
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{
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"shader_asset": "dof_shader",
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"values": []
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}
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@ -0,0 +1,3 @@
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{
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"properties": []
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}
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@ -1,20 +1,42 @@
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{
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"meta":
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{
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"title": "Native Resolution DOF",
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"author": "Dolphin Team",
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"description": "Scales DOF effects to draw at their native resolution, regardless of internal resolution. Results in DOF looking much more natural at higher resolutions but may cause shimmering."
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},
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"features":
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[
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{
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"group": "DOF",
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"action": "scale",
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"action_data": {
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"X": 1.0,
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"Y": 1.0,
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"Z": 1.0
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}
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}
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]
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"actions": [
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{
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"data": {
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"active": true,
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"passes": [
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{
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"pixel_material_asset": "dof_material"
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}
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]
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},
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"factory_name": "custom_pipeline"
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}
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],
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"assets": [
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{
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"data": {
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"metadata": "dof.shader",
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"shader": "dof.glsl"
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},
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"id": "dof_shader"
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},
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{
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"data": {
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"metadata": "dof.material"
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},
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"id": "dof_material"
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}
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],
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"meta": {
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"author": "Dolphin Team",
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"description": "Scales depth of field (dof) effects to draw at their native resolution, regardless of internal resolution. Results for dof looking much more natural at higher resolutions.",
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"mod_version": "1.0.0",
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"schema_version": 1,
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"title": "Native Resolution DOF"
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},
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"tag_to_actions": {
|
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"Depth of Field": [
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0
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]
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}
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}
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@ -1,19 +1,29 @@
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{
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"meta":
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{
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"title": "Bloom Texture Definitions",
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"author": "iwubcode"
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},
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"groups":
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[
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{
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"name": "Bloom",
|
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"targets": [
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{
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"type": "efb",
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"texture_filename": "efb1_n33_160x112_6"
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}
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]
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}
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]
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}
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"actions": [],
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"assets": [],
|
||||
"default_hash_policy": {
|
||||
"attributes": ""
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||||
},
|
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"meta": {
|
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"author": "iwubcode",
|
||||
"description": "",
|
||||
"mod_version": "",
|
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"schema_version": 1,
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"title": "Arc Rise Fantasia Definitions"
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},
|
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"tag_to_actions": {},
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||||
"tags": [],
|
||||
"target_to_actions": {
|
||||
"0": []
|
||||
},
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"targets": [
|
||||
{
|
||||
"id": "16030373046293997871",
|
||||
"name": "",
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"tags": [
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"Bloom"
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],
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"type": "int"
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||||
}
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]
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}
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@ -1,19 +1,27 @@
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{
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"meta":
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{
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"title": "Bloom Texture Definitions",
|
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"author": "iwubcode"
|
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},
|
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"groups":
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[
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||||
{
|
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"name": "Bloom",
|
||||
"targets": [
|
||||
{
|
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"type": "efb",
|
||||
"texture_filename": "efb1_n2_320x224_4"
|
||||
}
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||||
]
|
||||
}
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||||
]
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||||
}
|
||||
"actions": [],
|
||||
"assets": [],
|
||||
"default_hash_policy": {
|
||||
"attributes": ""
|
||||
},
|
||||
"meta": {
|
||||
"author": "iwubcode",
|
||||
"description": "",
|
||||
"mod_version": "",
|
||||
"schema_version": 1,
|
||||
"title": "Donkey Kong Country Returns Definitions"
|
||||
},
|
||||
"tag_to_actions": {},
|
||||
"tags": [],
|
||||
"target_to_actions": {},
|
||||
"targets": [
|
||||
{
|
||||
"id": "3405476862620419263",
|
||||
"name": "",
|
||||
"tags": [
|
||||
"Bloom"
|
||||
],
|
||||
"type": "int"
|
||||
}
|
||||
]
|
||||
}
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||||
|
|
|
@ -1,27 +1,27 @@
|
|||
{
|
||||
"meta":
|
||||
{
|
||||
"title": "Bloom Texture Definitions",
|
||||
"author": "iwubcode"
|
||||
},
|
||||
"groups":
|
||||
[
|
||||
{
|
||||
"name": "Bloom",
|
||||
"targets": [
|
||||
{
|
||||
"type": "efb",
|
||||
"texture_filename": "efb1_n3_80x56_6"
|
||||
},
|
||||
{
|
||||
"type": "efb",
|
||||
"texture_filename": "efb1_n2_160x112_6"
|
||||
},
|
||||
{
|
||||
"type": "efb",
|
||||
"texture_filename": "efb1_n6_320x224_6"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
"actions": [],
|
||||
"assets": [],
|
||||
"default_hash_policy": {
|
||||
"attributes": ""
|
||||
},
|
||||
"meta": {
|
||||
"author": "iwubcode",
|
||||
"description": "",
|
||||
"mod_version": "",
|
||||
"schema_version": 1,
|
||||
"title": "Monster Hunter Tri Definitions"
|
||||
},
|
||||
"tag_to_actions": {},
|
||||
"tags": [],
|
||||
"target_to_actions": {},
|
||||
"targets": [
|
||||
{
|
||||
"id": "13233451943079225832",
|
||||
"name": "",
|
||||
"tags": [
|
||||
"Bloom"
|
||||
],
|
||||
"type": "int"
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
|
@ -1,19 +1,27 @@
|
|||
{
|
||||
"meta":
|
||||
{
|
||||
"title": "Bloom Texture Definitions",
|
||||
"author": "iwubcode"
|
||||
},
|
||||
"groups":
|
||||
[
|
||||
{
|
||||
"name": "Bloom",
|
||||
"targets": [
|
||||
{
|
||||
"type": "efb",
|
||||
"texture_filename": "efb1_n000019_128x128_4"
|
||||
}
|
||||
]
|
||||
}
|
||||
]
|
||||
}
|
||||
"actions": [],
|
||||
"assets": [],
|
||||
"default_hash_policy": {
|
||||
"attributes": ""
|
||||
},
|
||||
"meta": {
|
||||
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|
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@ -1,19 +1,27 @@
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|||
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@ -1,36 +1,27 @@
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|
|
@ -1,31 +1,47 @@
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@ -1,23 +1,27 @@
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{
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|
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|
@ -1,27 +1,43 @@
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{
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|
Loading…
Add table
Reference in a new issue