mirror of
https://github.com/1dot13/gamedir.git
synced 2026-07-22 13:40:25 +02:00
update to latest cnc-ddraw
This commit is contained in:
@@ -1,150 +1,137 @@
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/*
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Bicubic Catmull-Rom 9 taps (Fast) - ported by Hyllian - 2020
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The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
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||||
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
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See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
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ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
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*/
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#if defined(VERTEX)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING out
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#define COMPAT_ATTRIBUTE in
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#define COMPAT_TEXTURE texture
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#else
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#define COMPAT_VARYING varying
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#define COMPAT_ATTRIBUTE attribute
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#define COMPAT_PRECISION mediump
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precision COMPAT_PRECISION float;
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#else
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#define COMPAT_PRECISION
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#endif
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COMPAT_ATTRIBUTE vec4 VertexCoord;
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COMPAT_ATTRIBUTE vec4 COLOR;
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COMPAT_ATTRIBUTE vec4 TexCoord;
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COMPAT_VARYING vec4 COL0;
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COMPAT_VARYING vec4 TEX0;
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uniform mat4 MVPMatrix;
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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void main()
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{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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#elif defined(FRAGMENT)
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#if __VERSION__ >= 130
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#define COMPAT_VARYING in
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#define COMPAT_TEXTURE texture
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out mediump vec4 FragColor;
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#else
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#define COMPAT_VARYING varying
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#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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#endif
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#ifdef GL_ES
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#ifdef GL_FRAGMENT_PRECISION_HIGH
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precision highp float;
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#else
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precision mediump float;
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#endif
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#define COMPAT_PRECISION mediump
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#else
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#define COMPAT_PRECISION
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#endif
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uniform COMPAT_PRECISION int FrameDirection;
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uniform COMPAT_PRECISION int FrameCount;
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uniform COMPAT_PRECISION vec2 OutputSize;
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uniform COMPAT_PRECISION vec2 TextureSize;
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uniform COMPAT_PRECISION vec2 InputSize;
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uniform sampler2D Texture;
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COMPAT_VARYING vec4 TEX0;
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// compatibility #defines
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#define Source Texture
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#define vTexCoord TEX0.xy
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#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
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#define outsize vec4(OutputSize, 1.0 / OutputSize)
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#define mul(c,d) (d*c)
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void main()
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{
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// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
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// location [1, 1] in the grid, where [0, 0] is the top left corner.
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vec2 samplePos = vTexCoord * SourceSize.xy;
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vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
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// Compute the fractional offset from our starting texel to our original sample location, which we'll
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// feed into the Catmull-Rom spline function to get our filter weights.
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vec2 f = samplePos - texPos1;
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// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
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// These equations are pre-expanded based on our knowledge of where the texels will be located,
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// which lets us avoid having to evaluate a piece-wise function.
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vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
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vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
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vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
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vec2 w3 = f * f * (-0.5 + 0.5 * f);
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// vec2 w3 = 1.0 - w0 - w1 - w2;
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// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
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// simultaneously evaluate the middle 2 samples from the 4x4 grid.
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vec2 w12 = w1 + w2;
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vec2 offset12 = w2 / (w1 + w2);
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// Compute the final UV coordinates we'll use for sampling the texture
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vec2 texPos0 = texPos1 - 1.;
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vec2 texPos3 = texPos1 + 2.;
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vec2 texPos12 = texPos1 + offset12;
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texPos0 *= SourceSize.zw;
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texPos3 *= SourceSize.zw;
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texPos12 *= SourceSize.zw;
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vec4 c00 = COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos0.y));
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vec4 c10 = COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y));
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vec4 c20 = COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos0.y));
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vec4 c01 = COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y));
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vec4 c11 = COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y));
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vec4 c21 = COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y));
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vec4 c02 = COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos3.y));
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vec4 c12 = COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y));
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vec4 c22 = COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos3.y));
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// initialize some variables
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vec4 c1, c2, c3, wx, wy = vec4(0.,0.,0.,0.);
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// junk vec4 used only to round out the non-square 3x4 matrices
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vec4 dummy = vec4(0.,0.,0.,1.);
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wx = vec4(w0.x, w12.x, w3.x, 1.0);
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wy = vec4(w0.y, w12.y, w3.y, 1.0);
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c1 = vec4(mul(wx, mat4(c00, c10, c20, dummy)));
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c2 = vec4(mul(wx, mat4(c01, c11, c21, dummy)));
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c3 = vec4(mul(wx, mat4(c02, c12, c22, dummy)));
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FragColor = mul(wy, mat4(c1, c2, c3, dummy));
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}
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#endif
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/*
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||||
The following code is licensed under the MIT license: https://gist.github.com/TheRealMJP/bc503b0b87b643d3505d41eab8b332ae
|
||||
Ported from code: https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
|
||||
Samples a texture with Catmull-Rom filtering, using 9 texture fetches instead of 16.
|
||||
See http://vec3.ca/bicubic-filtering-in-fewer-taps/ for more details
|
||||
ATENTION: This code only work using LINEAR filter sampling set on Retroarch!
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Modified to use 5 texture fetches
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*/
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||||
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||||
#if defined(VERTEX)
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||||
|
||||
#if __VERSION__ >= 130
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||||
#define COMPAT_VARYING out
|
||||
#define COMPAT_ATTRIBUTE in
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||||
#define COMPAT_TEXTURE texture
|
||||
#else
|
||||
#define COMPAT_VARYING varying
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||||
#define COMPAT_ATTRIBUTE attribute
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||||
#define COMPAT_TEXTURE texture2D
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||||
#endif
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||||
|
||||
#ifdef GL_ES
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||||
#define COMPAT_PRECISION mediump
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||||
precision COMPAT_PRECISION float;
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||||
#else
|
||||
#define COMPAT_PRECISION
|
||||
#endif
|
||||
|
||||
COMPAT_ATTRIBUTE vec4 VertexCoord;
|
||||
COMPAT_ATTRIBUTE vec4 COLOR;
|
||||
COMPAT_ATTRIBUTE vec4 TexCoord;
|
||||
COMPAT_VARYING vec4 COL0;
|
||||
COMPAT_VARYING vec4 TEX0;
|
||||
|
||||
uniform mat4 MVPMatrix;
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||||
uniform COMPAT_PRECISION int FrameDirection;
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||||
uniform COMPAT_PRECISION int FrameCount;
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||||
uniform COMPAT_PRECISION vec2 OutputSize;
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||||
uniform COMPAT_PRECISION vec2 TextureSize;
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||||
uniform COMPAT_PRECISION vec2 InputSize;
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||||
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||||
void main()
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||||
{
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gl_Position = MVPMatrix * VertexCoord;
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COL0 = COLOR;
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TEX0.xy = TexCoord.xy;
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}
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||||
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||||
#elif defined(FRAGMENT)
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||||
|
||||
#if __VERSION__ >= 130
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||||
#define COMPAT_VARYING in
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||||
#define COMPAT_TEXTURE texture
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out mediump vec4 FragColor;
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||||
#else
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||||
#define COMPAT_VARYING varying
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||||
#define FragColor gl_FragColor
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#define COMPAT_TEXTURE texture2D
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||||
#endif
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||||
|
||||
#ifdef GL_ES
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||||
#ifdef GL_FRAGMENT_PRECISION_HIGH
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||||
precision highp float;
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||||
#else
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||||
precision mediump float;
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||||
#endif
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||||
#define COMPAT_PRECISION mediump
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||||
#else
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||||
#define COMPAT_PRECISION
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||||
#endif
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||||
|
||||
uniform COMPAT_PRECISION int FrameDirection;
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||||
uniform COMPAT_PRECISION int FrameCount;
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||||
uniform COMPAT_PRECISION vec2 OutputSize;
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||||
uniform COMPAT_PRECISION vec2 TextureSize;
|
||||
uniform COMPAT_PRECISION vec2 InputSize;
|
||||
uniform sampler2D Texture;
|
||||
COMPAT_VARYING vec4 TEX0;
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||||
|
||||
// compatibility #defines
|
||||
#define Source Texture
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||||
#define vTexCoord TEX0.xy
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||||
|
||||
#define SourceSize vec4(TextureSize, 1.0 / TextureSize) //either TextureSize or InputSize
|
||||
#define outsize vec4(OutputSize, 1.0 / OutputSize)
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||||
|
||||
void main()
|
||||
{
|
||||
// We're going to sample a a 4x4 grid of texels surrounding the target UV coordinate. We'll do this by rounding
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||||
// down the sample location to get the exact center of our "starting" texel. The starting texel will be at
|
||||
// location [1, 1] in the grid, where [0, 0] is the top left corner.
|
||||
vec2 samplePos = vTexCoord * SourceSize.xy;
|
||||
vec2 texPos1 = floor(samplePos - 0.5) + 0.5;
|
||||
|
||||
// Compute the fractional offset from our starting texel to our original sample location, which we'll
|
||||
// feed into the Catmull-Rom spline function to get our filter weights.
|
||||
vec2 f = samplePos - texPos1;
|
||||
|
||||
// Compute the Catmull-Rom weights using the fractional offset that we calculated earlier.
|
||||
// These equations are pre-expanded based on our knowledge of where the texels will be located,
|
||||
// which lets us avoid having to evaluate a piece-wise function.
|
||||
vec2 w0 = f * (-0.5 + f * (1.0 - 0.5 * f));
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vec2 w1 = 1.0 + f * f * (-2.5 + 1.5 * f);
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vec2 w2 = f * (0.5 + f * (2.0 - 1.5 * f));
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vec2 w3 = f * f * (-0.5 + 0.5 * f);
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||||
|
||||
// Work out weighting factors and sampling offsets that will let us use bilinear filtering to
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||||
// simultaneously evaluate the middle 2 samples from the 4x4 grid.
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||||
vec2 w12 = w1 + w2;
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vec2 offset12 = w2 / (w1 + w2);
|
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|
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// Compute the final UV coordinates we'll use for sampling the texture
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vec2 texPos0 = texPos1 - 1.;
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vec2 texPos3 = texPos1 + 2.;
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vec2 texPos12 = texPos1 + offset12;
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texPos0 *= SourceSize.zw;
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texPos3 *= SourceSize.zw;
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texPos12 *= SourceSize.zw;
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float wtm = w12.x * w0.y;
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float wml = w0.x * w12.y;
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float wmm = w12.x * w12.y;
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float wmr = w3.x * w12.y;
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float wbm = w12.x * w3.y;
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||||
|
||||
vec3 result = vec3(0.0f);
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|
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result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos0.y)).rgb * wtm;
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result += COMPAT_TEXTURE(Source, vec2(texPos0.x, texPos12.y)).rgb * wml;
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result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos12.y)).rgb * wmm;
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result += COMPAT_TEXTURE(Source, vec2(texPos3.x, texPos12.y)).rgb * wmr;
|
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result += COMPAT_TEXTURE(Source, vec2(texPos12.x, texPos3.y)).rgb * wbm;
|
||||
|
||||
FragColor = vec4(result * (1./(wtm+wml+wmm+wmr+wbm)), 1.0);
|
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}
|
||||
#endif
|
||||
|
||||
Binary file not shown.
Binary file not shown.
@@ -24,9 +24,9 @@ boxing=false
|
||||
|
||||
; Real rendering rate, -1 = screen rate, 0 = unlimited, n = cap
|
||||
; Note: Does not have an impact on the game speed, to limit your game speed use 'maxgameticks='
|
||||
maxfps=0
|
||||
maxfps=-1
|
||||
|
||||
; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl/direct3d9')
|
||||
; Vertical synchronization, enable if you get tearing - (Requires 'renderer=auto/opengl*/direct3d9*')
|
||||
; Note: vsync=true can fix tearing but it will cause input lag
|
||||
vsync=false
|
||||
|
||||
@@ -34,7 +34,7 @@ vsync=false
|
||||
; Note: Only works if stretching is enabled. Sensitivity will be adjusted according to the size of the window
|
||||
adjmouse=true
|
||||
|
||||
; Preliminary libretro shader support - (Requires 'renderer=opengl') https://github.com/libretro/glsl-shaders
|
||||
; Preliminary libretro shader support - (Requires 'renderer=opengl*') https://github.com/libretro/glsl-shaders
|
||||
; 2x scaling example: https://imgur.com/a/kxsM1oY - 4x scaling example: https://imgur.com/a/wjrhpFV
|
||||
shader=Shaders\cubic\catmull-rom-bilinear.glsl
|
||||
|
||||
@@ -42,8 +42,8 @@ shader=Shaders\cubic\catmull-rom-bilinear.glsl
|
||||
posX=-32000
|
||||
posY=-32000
|
||||
|
||||
; Renderer, possible values: auto, opengl, gdi, direct3d9 (auto = try direct3d9/opengl, fallback = gdi)
|
||||
renderer=opengl
|
||||
; Renderer, possible values: auto, opengl, openglcore, gdi, direct3d9, direct3d9on12 (auto = try direct3d9/opengl, fallback = gdi)
|
||||
renderer=auto
|
||||
|
||||
; Developer mode (don't lock the cursor)
|
||||
devmode=false
|
||||
@@ -58,16 +58,19 @@ savesettings=1
|
||||
; Should the window be resizable by the user in windowed mode?
|
||||
resizable=true
|
||||
|
||||
; Upscaling filter for the direct3d9 renderer
|
||||
; Upscaling filter for the direct3d9* renderers
|
||||
; Possible values: 0 = nearest-neighbor, 1 = bilinear, 2 = bicubic (16/32bit color depth games only)
|
||||
d3d9_filter=2
|
||||
|
||||
; Enable upscale hack for high resolution patches (Supports C&C1, Red Alert 1 and KKND Xtreme)
|
||||
vhack=false
|
||||
|
||||
; cnc-ddraw config program language, possible values: auto, english, chinese, german, spanish, russian, hungarian, french
|
||||
; cnc-ddraw config program language, possible values: auto, english, chinese, german, spanish, russian, hungarian, french, italian
|
||||
configlang=auto
|
||||
|
||||
; cnc-ddraw config program theme, possible values: Windows10, Cobalt XEMedia
|
||||
configtheme=Windows10
|
||||
|
||||
; Where should screenshots be saved
|
||||
screenshotdir=.\Screenshots\
|
||||
|
||||
@@ -88,56 +91,45 @@ noactivateapp=true
|
||||
; Note: Usually one of the following values will work: 60 / 30 / 25 / 20 / 15 (lower value = slower game speed)
|
||||
maxgameticks=-1
|
||||
|
||||
; Windows API Hooking, Possible values: 0 = disabled, 1 = IAT Hooking, 2 = Microsoft Detours, 3 = IAT+Detours Hooking (All Modules), 4 = IAT Hooking (All Modules)
|
||||
; Note: Change this value if windowed mode or upscaling isn't working properly
|
||||
; Note: 'hook=2' will usually work for problematic games, but 'hook=2' should be combined with renderer=gdi
|
||||
hook=4
|
||||
|
||||
; Force minimum FPS, possible values: 0 = disabled, -1 = use 'maxfps=' value, -2 = same as -1 but force full redraw, 1-1000 = custom FPS
|
||||
; Note: Set this to a low value such as 5 or 10 if some parts of the game are not being displayed (e.g. menus or loading screens)
|
||||
minfps=0
|
||||
|
||||
; Disable fullscreen-exclusive mode for the direct3d9/opengl renderers
|
||||
; Disable fullscreen-exclusive mode for the direct3d9*/opengl* renderers
|
||||
; Note: Can be used in case some GUI elements like buttons/textboxes/videos/etc.. are invisible
|
||||
nonexclusive=false
|
||||
|
||||
; Force CPU0 affinity, avoids crashes/freezing, *might* have a performance impact
|
||||
; Note: Disable this if the game is not running smooth or there are sound issues
|
||||
singlecpu=false
|
||||
|
||||
; Available resolutions, possible values: 0 = Small list, 1 = Very small list, 2 = Full list
|
||||
; Note: Set this to 2 if your chosen resolution is not working, set to 1 if the game is crashing
|
||||
; Note: Set this to 2 if your chosen resolution is not working or does not show up in the list
|
||||
; Note: Set this to 1 if the game is crashing on startup
|
||||
resolutions=0
|
||||
|
||||
; Child window handling, possible values: 0 = Disabled, 1 = Display top left, 2 = Display top left + repaint, 3 = Hide
|
||||
; Note: Disables upscaling if a child window was detected
|
||||
; Note: Disables upscaling if a child window was detected (to ensure the game is fully playable, may look weird though)
|
||||
fixchilds=2
|
||||
|
||||
; Enable the following setting if your cursor doesn't work properly when upscaling is enabled
|
||||
hook_peekmessage=false
|
||||
|
||||
; Undocumented settings
|
||||
d3d9_adapter=0
|
||||
opengl_core=false
|
||||
d3d9on12=false
|
||||
|
||||
; Undocumented settings - You may or may not change these (You should rather focus on the settings above)
|
||||
releasealt=true
|
||||
game_handles_close=false
|
||||
fixnotresponding=false
|
||||
hook=4
|
||||
guard_lines=200
|
||||
max_resolutions=0
|
||||
limit_bltfast=false
|
||||
game_handles_close=false
|
||||
accuratetimers=false
|
||||
fixpitch=true
|
||||
fixwndprochook=false
|
||||
novidmem=true
|
||||
fixnotresponding=false
|
||||
locktopleft=false
|
||||
lock_surfaces=false
|
||||
releasealt=true
|
||||
gdilinear=false
|
||||
allow_wmactivate=false
|
||||
dinputhook=false
|
||||
flipclear=false
|
||||
fixmousehook=true
|
||||
bpp=0
|
||||
rgb555=false
|
||||
hook_peekmessage=false
|
||||
fpupreserve=true
|
||||
no_dinput_hook=false
|
||||
|
||||
|
||||
|
||||
@@ -149,7 +141,7 @@ fpupreserve=true
|
||||
; Switch between windowed and fullscreen mode = [Alt] + ???
|
||||
keytogglefullscreen=0x0D
|
||||
|
||||
; Maximize window without frame = [Alt] + ???
|
||||
; Maximize window = [Alt] + ???
|
||||
keytogglemaximize=0x22
|
||||
|
||||
; Unlock cursor 1 = [Ctrl] + ???
|
||||
@@ -180,27 +172,23 @@ maxgameticks=60
|
||||
|
||||
; Age of Empires
|
||||
[empires]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
resolutions=2
|
||||
|
||||
; Age of Empires: The Rise of Rome
|
||||
[empiresx]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
resolutions=2
|
||||
|
||||
; Age of Empires II
|
||||
[EMPIRES2]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; Age of Empires II: The Conquerors
|
||||
[age2_x1]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
@@ -210,19 +198,37 @@ resolutions=2
|
||||
guard_lines=300
|
||||
minfps=-2
|
||||
|
||||
; Age of Wonders
|
||||
[AoWSM]
|
||||
windowed=true
|
||||
fullscreen=false
|
||||
renderer=gdi
|
||||
hook=2
|
||||
|
||||
; Age of Wonders 2
|
||||
[AoW2]
|
||||
windowed=true
|
||||
fullscreen=false
|
||||
renderer=gdi
|
||||
hook=2
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders 2
|
||||
[AoW2Compat]
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders 2 Config Tool
|
||||
[aow2Setup]
|
||||
resolutions=2
|
||||
|
||||
; Age of Wonders: Shadow Magic
|
||||
[AoWSM]
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders: Shadow Magic
|
||||
[AoWSMCompat]
|
||||
resolutions=2
|
||||
renderer=opengl
|
||||
singlecpu=false
|
||||
|
||||
; Age of Wonders: Shadow Magic Config Tool
|
||||
[AoWSMSetup]
|
||||
resolutions=2
|
||||
|
||||
; Anstoss 3
|
||||
[anstoss3]
|
||||
@@ -237,10 +243,6 @@ adjmouse=true
|
||||
[AN]
|
||||
adjmouse=true
|
||||
|
||||
; Amerzone
|
||||
[AMERZONE]
|
||||
fpupreserve=true
|
||||
|
||||
; Atlantis
|
||||
[ATLANTIS]
|
||||
renderer=opengl
|
||||
@@ -255,9 +257,13 @@ fixchilds=0
|
||||
[BGMain]
|
||||
resolutions=2
|
||||
|
||||
; BALDR FORCE EXE
|
||||
[BaldrForce]
|
||||
noactivateapp=true
|
||||
|
||||
; Blade & Sword
|
||||
[comeon]
|
||||
maxgameticks=62
|
||||
maxgameticks=60
|
||||
fixchilds=3
|
||||
|
||||
; Blood II - The Chosen / Shogo - Mobile Armor Division
|
||||
@@ -267,26 +273,22 @@ noactivateapp=true
|
||||
|
||||
; Carmageddon
|
||||
[CARMA95]
|
||||
fpupreserve=true
|
||||
noactivateapp=true
|
||||
flipclear=true
|
||||
|
||||
; Carmageddon
|
||||
[CARM95]
|
||||
fpupreserve=true
|
||||
noactivateapp=true
|
||||
flipclear=true
|
||||
|
||||
; Carmageddon 2
|
||||
[Carma2_SW]
|
||||
fpupreserve=true
|
||||
noactivateapp=true
|
||||
|
||||
; Captain Claw
|
||||
[claw]
|
||||
adjmouse=true
|
||||
noactivateapp=true
|
||||
fpupreserve=true
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Command & Conquer: Sole Survivor
|
||||
@@ -413,7 +415,6 @@ boxing=false
|
||||
|
||||
; Caesar III
|
||||
[c3]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
@@ -432,25 +433,21 @@ adjmouse=true
|
||||
; Close Combat 2: A Bridge Too Far
|
||||
[cc2]
|
||||
adjmouse=true
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Close Combat 3: The Russian Front
|
||||
[cc3]
|
||||
adjmouse=true
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Close Combat 4: The Battle of the Bulge
|
||||
[cc4]
|
||||
adjmouse=true
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Close Combat 5: Invasion: Normandy
|
||||
[cc5]
|
||||
adjmouse=true
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Call To Power 2
|
||||
@@ -461,22 +458,12 @@ boxing=false
|
||||
; Corsairs Gold
|
||||
[corsairs]
|
||||
adjmouse=true
|
||||
renderer=gdi
|
||||
hook=2
|
||||
|
||||
; Divine Divinity
|
||||
[div]
|
||||
resolutions=2
|
||||
singlecpu=false
|
||||
|
||||
; Dune 2000
|
||||
[dune2000]
|
||||
fpupreserve=true
|
||||
|
||||
; Dune 2000 - CnCNet
|
||||
[dune2000-spawn]
|
||||
fpupreserve=true
|
||||
|
||||
; Dragon Throne: Battle of Red Cliffs
|
||||
[AdSanguo]
|
||||
maxgameticks=60
|
||||
@@ -485,7 +472,6 @@ limit_bltfast=true
|
||||
|
||||
; Dark Reign: The Future of War
|
||||
[DKReign]
|
||||
renderer=opengl
|
||||
maxgameticks=60
|
||||
|
||||
; Dungeon Keeper 2
|
||||
@@ -500,9 +486,16 @@ adjmouse=false
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Diablo
|
||||
[Diablo]
|
||||
devmode=true
|
||||
|
||||
; Diablo: Hellfire
|
||||
[hellfire]
|
||||
devmode=true
|
||||
|
||||
; Escape Velocity Nova
|
||||
[EV Nova]
|
||||
renderer=opengl
|
||||
devmode=true
|
||||
hook_peekmessage=true
|
||||
rgb555=true
|
||||
@@ -514,21 +507,12 @@ adjmouse=true
|
||||
maxgameticks=60
|
||||
fixnotresponding=true
|
||||
|
||||
; Fallout
|
||||
[falloutw]
|
||||
dinputhook=true
|
||||
|
||||
; Fallout 2
|
||||
[FALLOUT2]
|
||||
dinputhook=true
|
||||
|
||||
; Fairy Tale About Father Frost, Ivan and Nastya
|
||||
[mrazik]
|
||||
guard_lines=0
|
||||
|
||||
; Future Cop - L.A.P.D.
|
||||
[FCopLAPD]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
@@ -539,28 +523,32 @@ maxgameticks=60
|
||||
; Gangsters: Organized Crime
|
||||
[gangsters]
|
||||
adjmouse=true
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Grand Theft Auto
|
||||
[Grand Theft Auto]
|
||||
fixwndprochook=true
|
||||
singlecpu=false
|
||||
|
||||
; Grand Theft Auto: London 1969
|
||||
[gta_uk]
|
||||
fixwndprochook=true
|
||||
singlecpu=false
|
||||
|
||||
; Grand Theft Auto: London 1961
|
||||
[Gta_61]
|
||||
fixwndprochook=true
|
||||
singlecpu=false
|
||||
|
||||
; Heroes of Might and Magic II: The Succession Wars
|
||||
[HEROES2W]
|
||||
adjmouse=true
|
||||
|
||||
; Heroes of Might and Magic III
|
||||
[Heroes3]
|
||||
game_handles_close=true
|
||||
|
||||
; Heroes of Might and Magic III HD Mod
|
||||
[Heroes3 HD]
|
||||
game_handles_close=true
|
||||
|
||||
; Hard Truck: Road to Victory
|
||||
[htruck]
|
||||
maxgameticks=25
|
||||
@@ -570,13 +558,11 @@ noactivateapp=true
|
||||
; Invictus
|
||||
[Invictus]
|
||||
adjmouse=true
|
||||
fixwndprochook=true
|
||||
renderer=opengl
|
||||
|
||||
; Interstate 76
|
||||
[i76]
|
||||
adjmouse=true
|
||||
fpupreserve=true
|
||||
|
||||
; Infantry Online
|
||||
[infantry]
|
||||
@@ -591,7 +577,13 @@ singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
novidmem=true
|
||||
|
||||
; Jagged Alliance 2: Unfinished Business
|
||||
[JA2UB]
|
||||
singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
|
||||
; Jagged Alliance 2: Wildfire
|
||||
[WF6]
|
||||
@@ -599,7 +591,6 @@ singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
novidmem=true
|
||||
|
||||
; Jagged Alliance 2 - UC mod
|
||||
[JA2_UC]
|
||||
@@ -607,7 +598,6 @@ singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
novidmem=true
|
||||
|
||||
; Jagged Alliance 2 - Vengeance Reloaded mod
|
||||
[JA2_Vengeance]
|
||||
@@ -615,7 +605,6 @@ singlecpu=false
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
novidmem=true
|
||||
|
||||
; Kings Quest 8
|
||||
[Mask]
|
||||
@@ -636,12 +625,10 @@ vhack=true
|
||||
; KKND2: Krossfire
|
||||
[KKND2]
|
||||
noactivateapp=true
|
||||
renderer=gdi
|
||||
hook=2
|
||||
|
||||
; Lionheart
|
||||
[Lionheart]
|
||||
locktopleft=true
|
||||
hook_peekmessage=true
|
||||
|
||||
; Majesty Gold
|
||||
[Majesty]
|
||||
@@ -657,16 +644,10 @@ adjmouse=true
|
||||
|
||||
; Mech Warrior 3
|
||||
[Mech3]
|
||||
fpupreserve=true
|
||||
nonexclusive=true
|
||||
|
||||
; Moorhuhn
|
||||
[Moorhuhn]
|
||||
dinputhook=true
|
||||
|
||||
; Moorhuhn 2
|
||||
[Moorhuhn2]
|
||||
dinputhook=true
|
||||
releasealt=true
|
||||
|
||||
; New Robinson
|
||||
@@ -687,7 +668,6 @@ adjmouse=true
|
||||
|
||||
; Pax Imperia
|
||||
[Pax Imperia]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Railroad Tycoon II
|
||||
@@ -699,24 +679,17 @@ adjmouse=true
|
||||
adjmouse=true
|
||||
fixchilds=1
|
||||
|
||||
; Septerra Core
|
||||
[septerra]
|
||||
hook=2
|
||||
|
||||
; Sim Copter
|
||||
[SimCopter]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Settlers 3
|
||||
[s3]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
|
||||
; Star Trek - Armada
|
||||
[Armada]
|
||||
armadahack=true
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
maintas=false
|
||||
@@ -724,13 +697,11 @@ boxing=false
|
||||
|
||||
; Star Wars: Galactic Battlegrounds
|
||||
[battlegrounds]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
; Star Wars: Galactic Battlegrounds: Clone Campaigns
|
||||
[battlegrounds_x1]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
|
||||
@@ -738,25 +709,30 @@ adjmouse=true
|
||||
[StarCraft]
|
||||
game_handles_close=true
|
||||
|
||||
; Stronghold Crusader HD
|
||||
[Stronghold Crusader]
|
||||
adjmouse=true
|
||||
|
||||
; Space Rangers
|
||||
[Rangers]
|
||||
locktopleft=true
|
||||
hook_peekmessage=true
|
||||
|
||||
; Stronghold Crusader HD
|
||||
[Stronghold Crusader]
|
||||
resolutions=2
|
||||
stronghold_hack=true
|
||||
adjmouse=true
|
||||
|
||||
; Stronghold Crusader Extreme HD
|
||||
[Stronghold_Crusader_Extreme]
|
||||
resolutions=2
|
||||
stronghold_hack=true
|
||||
adjmouse=true
|
||||
|
||||
; Stronghold HD
|
||||
[Stronghold]
|
||||
resolutions=2
|
||||
stronghold_hack=true
|
||||
adjmouse=true
|
||||
|
||||
; Sim City 3000
|
||||
[SC3]
|
||||
fpupreserve=true
|
||||
minfps=-2
|
||||
|
||||
; Shadow Watch
|
||||
@@ -765,27 +741,22 @@ adjmouse=true
|
||||
|
||||
; Shadow Flare
|
||||
[ShadowFlare]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
adjmouse=true
|
||||
maintas=false
|
||||
boxing=false
|
||||
|
||||
; Theme Park World
|
||||
[TP]
|
||||
fixwndprochook=true
|
||||
|
||||
; Total Annihilation (Unofficial Beta Patch v3.9.02)
|
||||
[TotalA]
|
||||
resolutions=2
|
||||
lock_surfaces=true
|
||||
singlecpu=false
|
||||
fixwndprochook=true
|
||||
|
||||
; Total Annihilation Replay Viewer (Unofficial Beta Patch v3.9.02)
|
||||
[Viewer]
|
||||
resolutions=2
|
||||
lock_surfaces=true
|
||||
singlecpu=false
|
||||
fixwndprochook=true
|
||||
|
||||
; Three Kingdoms: Fate of the Dragon
|
||||
[sanguo]
|
||||
@@ -793,16 +764,21 @@ maxgameticks=60
|
||||
noactivateapp=true
|
||||
limit_bltfast=true
|
||||
|
||||
; RollerCoaster Tycoon
|
||||
[rct]
|
||||
no_dinput_hook=true
|
||||
singlecpu=false
|
||||
maxfps=0
|
||||
adjmouse=true
|
||||
|
||||
; Twisted Metal
|
||||
[TWISTED]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
maxgameticks=25
|
||||
minfps=5
|
||||
|
||||
; Twisted Metal 2
|
||||
[Tm2]
|
||||
renderer=opengl
|
||||
nonexclusive=true
|
||||
maxgameticks=60
|
||||
adjmouse=true
|
||||
@@ -829,7 +805,6 @@ adjmouse=true
|
||||
fixmousehook=true
|
||||
noactivateapp=true
|
||||
releasealt=true
|
||||
novidmem=true
|
||||
|
||||
; Worms Armageddon
|
||||
[WA]
|
||||
@@ -838,14 +813,9 @@ width=0
|
||||
height=0
|
||||
resizable=false
|
||||
|
||||
; Wizards and Warriors
|
||||
[deep6]
|
||||
renderer=gdi
|
||||
hook=2
|
||||
|
||||
; War Wind
|
||||
[WW]
|
||||
renderer=opengl
|
||||
minfps=-1
|
||||
|
||||
; Zeus and Poseidon
|
||||
[Zeus]
|
||||
|
||||
Reference in New Issue
Block a user