From 17681769cd8263ba29f57edaa81d5467f5dbec1b Mon Sep 17 00:00:00 2001 From: intra0 Date: Sun, 15 Dec 2024 14:41:13 -0600 Subject: [PATCH] Fix to KoB-Kirito last commit Adds the files that were accidentailly added to wind waker into the mod they were supposed to be in --- .../7d7d874efcc7ba4b_0000000000000079_ps.txt | 67 ++++++++++ .../d80a321ea97e9415_0000000000000079_ps.txt | 115 ++++++++++++++++++ 2 files changed, 182 insertions(+) create mode 100644 src/TwilightPrincessHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt create mode 100644 src/TwilightPrincessHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt diff --git a/src/TwilightPrincessHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt new file mode 100644 index 00000000..51d1d7bb --- /dev/null +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt @@ -0,0 +1,67 @@ +#version 450 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable + + +// shader 7d7d874efcc7ba4b: textbox continue icon + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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; +R0f = passParameterSem0; +R1f = passParameterSem1; +R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw); +// 0 +R0f.x = mul_nonIEEE(R0f.x, R1f.x); +R0f.x = clamp(R0f.x, 0.0, 1.0); +R0f.y = mul_nonIEEE(R0f.y, R1f.y); +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = mul_nonIEEE(R0f.z, R1f.z); +R0f.z = clamp(R0f.z, 0.0, 1.0); +R0f.w = mul_nonIEEE(R0f.w, R1f.w); +R0f.w = clamp(R0f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); +} diff --git a/src/TwilightPrincessHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt new file mode 100644 index 00000000..d927ca40 --- /dev/null +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt @@ -0,0 +1,115 @@ +#version 450 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable + + +// shader d80a321ea97e9415: text shadow + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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; +R0f = passParameterSem0; +R1f = passParameterSem2; +R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw); +// 0 +PV0fx = intBitsToFloat(uf_remappedPS[0].w) * 0.99609375; +PV0fy = intBitsToFloat(uf_remappedPS[0].z) * 0.99609375; +PV0fz = intBitsToFloat(uf_remappedPS[0].y) * 0.99609375; +PV0fw = intBitsToFloat(uf_remappedPS[0].x) * 0.99609375; +// 1 +PV1fx = fract(PV0fw); +R127f.y = fract(PV0fx); +R127f.z = fract(PV0fy); +PV1fw = fract(PV0fz); +R127f.w = intBitsToFloat(uf_remappedPS[1].x) * 0.99609375; +// 2 +R127f.x = intBitsToFloat(uf_remappedPS[1].w) * 0.99609375; +PV0fy = intBitsToFloat(uf_remappedPS[1].z) * 0.99609375; +PV0fz = intBitsToFloat(uf_remappedPS[1].y) * 0.99609375; +R126f.w = PV1fx * intBitsToFloat(0x3f808081); +R126f.x = PV1fw * intBitsToFloat(0x3f808081); +// 3 +R125f.x = R127f.y * intBitsToFloat(0x3f808081); +PV1fy = fract(R127f.w); +PV1fz = fract(PV0fz); +R127f.w = R127f.z * intBitsToFloat(0x3f808081); +PS1f = fract(PV0fy); +// 4 +PV0fx = fract(R127f.x); +R123f.y = PS1f * intBitsToFloat(0x3f808081) + -(R127f.w); +R123f.z = PV1fz * intBitsToFloat(0x3f808081) + -(R126f.x); +R123f.w = PV1fy * intBitsToFloat(0x3f808081) + -(R126f.w); +// 5 +backupReg0f = R123f.y; +backupReg1f = R123f.z; +R123f.x = mul_nonIEEE(R123f.w,R1f.x) + R126f.w; +R123f.x = clamp(R123f.x, 0.0, 1.0); +R123f.y = PV0fx * intBitsToFloat(0x3f808081) + -(R125f.x); +R123f.z = mul_nonIEEE(backupReg0f,R1f.z) + R127f.w; +R123f.z = clamp(R123f.z, 0.0, 1.0); +R123f.w = mul_nonIEEE(backupReg1f,R1f.y) + R126f.x; +R123f.w = clamp(R123f.w, 0.0, 1.0); +// 6 +backupReg0f = R123f.x; +R123f.x = mul_nonIEEE(R123f.y,R1f.w) + R125f.x; +R123f.x = clamp(R123f.x, 0.0, 1.0); +R1f.y = mul_nonIEEE(R0f.y, R123f.w); +R1f.y = clamp(R1f.y, 0.0, 1.0); +R1f.z = mul_nonIEEE(R0f.z, R123f.z); +R1f.z = clamp(R1f.z, 0.0, 1.0); +R1f.x = mul_nonIEEE(R0f.x, backupReg0f); +R1f.x = clamp(R1f.x, 0.0, 1.0); +// 7 +R1f.w = mul_nonIEEE(R0f.w, R123f.x); +R1f.w = clamp(R1f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); +}