Changed Categories for CelShade Pack and Distant Fog (#341)

* Changed Category For Cel-Shade & Distant Fog
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Skal Fate 2019-03-13 12:34:57 -06:00 committed by GitHub
parent 1a160d351d
commit 41c38f5568
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32 changed files with 9788 additions and 9788 deletions

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@ -1,55 +1,55 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "Amiibo Mode"
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Amiibo Mode"
description = Amiibo mode by Altros, add or remove that plastic look. Req Remove Links Cell Shading by SkalFate
version = 3
[Preset]
name = Plastic %100
$clarity = 0.05
[Preset]
name = Plastic %95
$clarity = 0.15
[Preset]
name = Plastic %90
$clarity = 0.30
[Preset]
name = Plastic %85
$clarity = 0.37
[Preset]
name = Plastic %75
$clarity = 0.43
[Preset]
name = Plastic %65
$clarity = 0.50
[Preset]
name = Plastic %55
$clarity = 0.57
[Preset]
name = Plastic %45
$clarity = 0.65
[Preset]
name = Plastic %35
$clarity = 0.75
[Preset]
name = Plastic %25
$clarity = 0.95
[Preset]
name = Plastic %15
$clarity = 1.15
[Preset]
name = Plastic %5
$clarity = 1.35
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "Amiibo Mode"
path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Amiibo Mode"
description = Amiibo mode by Altros, add or remove that plastic look. Req Remove Links Cell Shading by SkalFate
version = 3
[Preset]
name = Plastic %100
$clarity = 0.05
[Preset]
name = Plastic %95
$clarity = 0.15
[Preset]
name = Plastic %90
$clarity = 0.30
[Preset]
name = Plastic %85
$clarity = 0.37
[Preset]
name = Plastic %75
$clarity = 0.43
[Preset]
name = Plastic %65
$clarity = 0.50
[Preset]
name = Plastic %55
$clarity = 0.57
[Preset]
name = Plastic %45
$clarity = 0.65
[Preset]
name = Plastic %35
$clarity = 0.75
[Preset]
name = Plastic %25
$clarity = 0.95
[Preset]
name = Plastic %15
$clarity = 1.15
[Preset]
name = Plastic %5
$clarity = 1.35

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@ -1,90 +1,90 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 2f7ecb9f0022d8ca -- Pixel shader for Links Cel Shading World & Menu - Texture format 0x005d
#define mode $mode
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0); // comes from 3 vertex shaders, one of them handles the lighting that glitches the sky(314b77349f0636db), so lets exclude it
if (passParameterSem0.w == 4.0)
{
R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
R127i.y = int(uint(intBitsToFloat(R0i.z)));
PS0i = R127i.y;
// 1
if ( mode > 1) // if mode is greater than 1 then run our own code
{
// very interesting - Replace PS1i(which is integer) with any of these numbers, there are like 4 diff modes that repeat through diff integers, [4,6,7,8,10,11] [-5 -9 -10 -12 -18 -19 -25 -26 -28 -34 -40 -41 -42]
PS1i = int(mode);
}
else
{
PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
}
// 2
PV0i.z = R127i.y & PS1i;
// 3
PS1i = floatBitsToInt(float(uint(PV0i.z)));
// 4
R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
}
else
{
R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
R127i.y = int(uint(intBitsToFloat(R0i.z)));
PS0i = R127i.y;
// 1
PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
// 2
PV0i.z = R127i.y & PS1i;
// 3
PS1i = floatBitsToInt(float(uint(PV0i.z)));
// 4
R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
}
// export
gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x;
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 2f7ecb9f0022d8ca -- Pixel shader for Links Cel Shading World & Menu - Texture format 0x005d
#define mode $mode
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem0); // comes from 3 vertex shaders, one of them handles the lighting that glitches the sky(314b77349f0636db), so lets exclude it
if (passParameterSem0.w == 4.0)
{
R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
R127i.y = int(uint(intBitsToFloat(R0i.z)));
PS0i = R127i.y;
// 1
if ( mode > 1) // if mode is greater than 1 then run our own code
{
// very interesting - Replace PS1i(which is integer) with any of these numbers, there are like 4 diff modes that repeat through diff integers, [4,6,7,8,10,11] [-5 -9 -10 -12 -18 -19 -25 -26 -28 -34 -40 -41 -42]
PS1i = int(mode);
}
else
{
PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
}
// 2
PV0i.z = R127i.y & PS1i;
// 3
PS1i = floatBitsToInt(float(uint(PV0i.z)));
// 4
R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
}
else
{
R0i.w = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).x);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(0x437f0000));
R127i.y = int(uint(intBitsToFloat(R0i.z)));
PS0i = R127i.y;
// 1
PS1i = int(uint(intBitsToFloat(PV0i.x))); // orignal code
// 2
PV0i.z = R127i.y & PS1i;
// 3
PS1i = floatBitsToInt(float(uint(PV0i.z)));
// 4
R0i.x = floatBitsToInt(intBitsToFloat(PS1i) * intBitsToFloat(0x3b808081));
}
// export
gl_FragDepth = vec4(intBitsToFloat(R0i.x), 0, 0, 0).x;
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b77345f06369b -- Vertex shader for Links Cel Shading - Texture format 0x005d
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0); // we change R3i.w to 4 and send to to FS to catch it
// Multiplying xy by 200 minimizes the overlay and removes cel-shading, and multiplying z by 2 makes light shading
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b77345f06369b -- Vertex shader for Links Cel Shading - Texture format 0x005d
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].x) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0); // we change R3i.w to 4 and send to to FS to catch it
// Multiplying xy by 200 minimizes the overlay and removes cel-shading, and multiplying z by 2 makes light shading
}

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@ -1,85 +1,85 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b77349f0636db -- Vertex Shader -- Lights up Cel-Shade Link and NPCs but also messes up the sky in the new methods
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)); // propety w is not set to 4.0 so it wont get processed the same way as the other 2 vertex shader
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b77349f0636db -- Vertex Shader -- Lights up Cel-Shade Link and NPCs but also messes up the sky in the new methods
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].y) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.z)); // propety w is not set to 4.0 so it wont get processed the same way as the other 2 vertex shader
}

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@ -1,91 +1,91 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b7734df06371b -- Vertex Shader for Water/Magma and etc, one of the 3 vertex shaders involved with cel-shade removal
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0);
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader 314b7734df06371b -- Vertex Shader for Water/Magma and etc, one of the 3 vertex shaders involved with cel-shade removal
uniform ivec4 uf_remappedVS[1];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(binding = 32) uniform sampler2D textureUnitVS0;// Tex0 addr 0xf4ccf000 res 1280x720x1 dim 1 tm: 4 format 0007 compSel: 0 0 0 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler273 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyz = attrDataSem0.xyz;
attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
attrDecoder.w = 0;
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), floatBitsToInt(1.0));
attrDecoder.xy = attrDataSem1.xy;
attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
attrDecoder.z = 0;
attrDecoder.w = 0;
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), floatBitsToInt(0.0), floatBitsToInt(1.0));
// 0
backupReg0i = R1i.x;
backupReg1i = R1i.y;
R1i.x = backupReg0i;
R1i.x = floatBitsToInt(intBitsToFloat(R1i.x) * 2.0);
R1i.y = backupReg1i;
R1i.y = floatBitsToInt(intBitsToFloat(R1i.y) * 2.0);
R1i.z = 0x3f800000;
R0i.w = 0;
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x437f0000));
PS0i = R3i.z;
R0i.xy = ivec4(textureSize(textureUnitVS0, 0),1,1).xy;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.z));
// 0
R127i.z = floatBitsToInt(float(R0i.x));
PS0i = R127i.z;
// 1
R127i.y = floatBitsToInt(float(R0i.y));
PS1i = R127i.y;
// 2
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R127i.z));
// 3
R3i.x = floatBitsToInt((-(intBitsToFloat(PS0i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.x)));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y));
// 4
R3i.y = floatBitsToInt((-(intBitsToFloat(PS1i)) * intBitsToFloat(0x3c23d70a) + intBitsToFloat(R2i.y)));
// export
passParameterSem0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), 4.0);
}

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@ -1,28 +1,28 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = All NPC No Cel-Shading Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Cel-Shading - Main"
description = Changes the type of shading on Link and the world.
version = 3
[Preset]
name = Cel-Shading Disabled
$mode = 4
[Preset]
name = Light Shading
$mode = 6
[Preset]
name = Painting Shading (World)
$mode = 8
[Preset]
name = Painting Shading (World & Link)
$mode = 10
[Preset]
name = Normal Mode
$mode = 0
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = All NPC No Cel-Shading Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Cel-Shading - Main"
description = Changes the type of shading on Link and the world.
version = 3
[Preset]
name = Cel-Shading Disabled
$mode = 4
[Preset]
name = Light Shading
$mode = 6
[Preset]
name = Painting Shading (World)
$mode = 8
[Preset]
name = Painting Shading (World & Link)
$mode = 10
[Preset]
name = Normal Mode
$mode = 0
# Credits - SkalFate & Altros

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@ -1,208 +1,208 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader f4e1147ab34a1677 -- Vertex Shader where links gets drawn in the menu
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem4;
layout(location = 3) out vec4 passParameterSem5;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000; // subtracting brings the black box top side down
PV0i.z = 0x3f800000; // subtracting slants down diagonally
PV0i.w = 0x40400000;
R127i.z = 0xbf800000; // unnecssary left side, extends the black box
PS0i = R127i.z;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R126i.z = uf_remappedVS[1].z;
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.w = R123i.w;
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 2
R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R1i.x;
R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R125i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) * 2.0);
PS0i = R4i.x;
// 3 -- links lighting
R2i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R2i.x;
R4i.y = uf_remappedVS[3].y;
R4i.y = floatBitsToInt(intBitsToFloat(R4i.y) * 2.0);
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R127i.w = PV0i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PS1i = R127i.x;
// 4 -- links lighting
R126i.x = floatBitsToInt(intBitsToFloat(R125i.w) + -(0.5));
R2i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
PV0i.y = R2i.y;
R6i.z = PV1i.x;
PV0i.z = R6i.z;
R124i.w = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
R126i.w = floatBitsToInt(-(intBitsToFloat(R4i.x)));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
PS0i = R126i.w;
// 5 -- links lighting
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.w));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.z = floatBitsToInt(-(intBitsToFloat(R4i.y)));
PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0);
R6i.w = PV0i.y;
PV1i.w = R6i.w;
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedVS[4].z));
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R126i.z)) + intBitsToFloat(R126i.w)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z)));
R126i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R124i.w));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV1i.y)));
PS0i = R127i.w;
// 7
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(backupReg0i)));
R125i.y = uf_remappedVS[4].x;
R125i.y = floatBitsToInt(intBitsToFloat(R125i.y) / 2.0);
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R126i.x));
R125i.w = uf_remappedVS[4].y;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
R0i.w = uf_remappedVS[4].z;
R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) * 2.0);
PS1i = R0i.w;
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg2i = R126i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(backupReg0i));
R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R124i.w));
R127i.z = uf_remappedVS[4].w;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(backupReg2i)));
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PV1i.z)));
PS0i = R125i.x;
// 9
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R125i.y)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R125i.w)) + 0.5));
R4i.z = R126i.y;
R5i.w = floatBitsToInt(1.0);
R4i.w = R126i.z;
PS1i = R4i.w;
// 10
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R127i.y)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R126i.x)));
R2i.z = R127i.w;
R2i.w = R127i.x;
R3i.z = R0i.w;
PS0i = R3i.z;
// 11
R0i.z = R126i.w;
R3i.w = R127i.z;
R0i.w = R125i.x;
PS1i = R0i.w;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)) * 0;
// export
passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
passParameterSem5 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // z= moves link left, w= moves link right, affects link cut out in menu
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#extension GL_ARB_shading_language_packing : enable
// shader f4e1147ab34a1677 -- Vertex Shader where links gets drawn in the menu
uniform ivec4 uf_remappedVS[5];
uniform vec2 uf_windowSpaceToClipSpaceTransform;
layout(location = 0) in uvec4 attrDataSem0;
layout(location = 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 0) out vec4 passParameterSem0;
layout(location = 2) out vec4 passParameterSem4;
layout(location = 3) out vec4 passParameterSem5;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z), int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000; // subtracting brings the black box top side down
PV0i.z = 0x3f800000; // subtracting slants down diagonally
PV0i.w = 0x40400000;
R127i.z = 0xbf800000; // unnecssary left side, extends the black box
PS0i = R127i.z;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) * intBitsToFloat(0x3b808081));
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R126i.z = uf_remappedVS[1].z;
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R123i.w = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.w = R123i.w;
R1i.w = 0x3f800000;
PS1i = R1i.w;
// 2
R1i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R1i.x;
R1i.y = ((R0i.x == 0)?(R127i.y):(PV1i.w));
PV0i.y = R1i.y;
R1i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + -(0.5));
R1i.z = floatBitsToInt(intBitsToFloat(R1i.z) * 2.0);
R125i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
R4i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R4i.x = floatBitsToInt(intBitsToFloat(R4i.x) * 2.0);
PS0i = R4i.x;
// 3 -- links lighting
R2i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PV1i.x = R2i.x;
R4i.y = uf_remappedVS[3].y;
R4i.y = floatBitsToInt(intBitsToFloat(R4i.y) * 2.0);
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R127i.w = PV0i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.x = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PS1i = R127i.x;
// 4 -- links lighting
R126i.x = floatBitsToInt(intBitsToFloat(R125i.w) + -(0.5));
R2i.y = floatBitsToInt((intBitsToFloat(PV1i.z) * 0.5 + 0.5));
PV0i.y = R2i.y;
R6i.z = PV1i.x;
PV0i.z = R6i.z;
R124i.w = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
R126i.w = floatBitsToInt(-(intBitsToFloat(R4i.x)));
R126i.w = floatBitsToInt(intBitsToFloat(R126i.w) / 2.0);
PS0i = R126i.w;
// 5 -- links lighting
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R125i.w));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(R126i.z));
PV1i.z = floatBitsToInt(-(intBitsToFloat(R4i.y)));
PV1i.z = floatBitsToInt(intBitsToFloat(PV1i.z) / 2.0);
R6i.w = PV0i.y;
PV1i.w = R6i.w;
R127i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(uf_remappedVS[4].z));
PS1i = R127i.y;
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedVS[4].w));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R126i.z)) + intBitsToFloat(R126i.w)));
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R125i.w)) + intBitsToFloat(PV1i.z)));
R126i.w = floatBitsToInt(intBitsToFloat(R2i.x) + intBitsToFloat(R124i.w));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(PV1i.y)));
PS0i = R127i.w;
// 7
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(backupReg0i)));
R125i.y = uf_remappedVS[4].x;
R125i.y = floatBitsToInt(intBitsToFloat(R125i.y) / 2.0);
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.x) + intBitsToFloat(R126i.x));
R125i.w = uf_remappedVS[4].y;
R125i.w = floatBitsToInt(intBitsToFloat(R125i.w) / 2.0);
R0i.w = uf_remappedVS[4].z;
R0i.w = floatBitsToInt(intBitsToFloat(R0i.w) * 2.0);
PS1i = R0i.w;
// 8
backupReg0i = R126i.x;
backupReg1i = R127i.y;
backupReg2i = R126i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R2i.y) + intBitsToFloat(backupReg0i));
R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(R124i.w));
R127i.z = uf_remappedVS[4].w;
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) * 2.0);
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(backupReg2i)));
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(PV1i.z)));
PS0i = R125i.x;
// 9
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R125i.y)) + 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R125i.w)) + 0.5));
R4i.z = R126i.y;
R5i.w = floatBitsToInt(1.0);
R4i.w = R126i.z;
PS1i = R4i.w;
// 10
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.x), intBitsToFloat(R127i.y)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.y), intBitsToFloat(R126i.x)));
R2i.z = R127i.w;
R2i.w = R127i.x;
R3i.z = R0i.w;
PS0i = R3i.z;
// 11
R0i.z = R126i.w;
R3i.w = R127i.z;
R0i.w = R125i.x;
PS1i = R0i.w;
// export
gl_Position = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)) * 0;
// export
passParameterSem0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
passParameterSem5 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem6 = vec4(intBitsToFloat(R6i.x), intBitsToFloat(R6i.x), intBitsToFloat(R6i.z), intBitsToFloat(R6i.w)); // z= moves link left, w= moves link right, affects link cut out in menu
}

View File

@ -1,9 +1,9 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Cel-Shade Removal Start Menu Workaround Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Cel-Shading - Start Menu Workaround"
description = Start Menu Workaround
version = 3
[Preset]
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Cel-Shade Removal Start Menu Workaround Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Cel-Shading - Start Menu Workaround"
description = Start Menu Workaround
version = 3
[Preset]
name = Start Menu Workaround

View File

@ -1,73 +1,73 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = No Cel-Shading Links Shadow Brightness Fix v0.8
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Shadow Brightness Fix v08 - Altros"
description = Fixes the very dark shadows on Links back-side in No Cel-Shade mode.
version = 3
[Preset]
name = Shadows 0.45% (Default)
$Bright = 0.45
[Preset]
name = Shadows 0.25%
$Bright = 0.25
[Preset]
name = Shadows 0.35%
$Bright = 0.35
[Preset]
name = Shadows 0.45%
$Bright = 0.45
[Preset]
name = Shadows 0.55%
$Bright = 0.55
[Preset]
name = Shadows 0.65%
$Bright = 0.65
[Preset]
name = Shadows 0.75%
$Bright = 0.75
[Preset]
name = Shadows 0.95%
$Bright = 0.95
[Preset]
name = Shadows 1.0% (Game Original)
$Bright = 1.0
[Preset]
name = Shadows 1.15%
$Bright = 1.15
[Preset]
name = Shadows 1.25%
$Bright = 1.25
[Preset]
name = Shadows 1.35%
$Bright = 1.35
[Preset]
name = Shadows 1.45%
$Bright = 1.45
[Preset]
name = Shadows 1.55%
$Bright = 1.55
[Preset]
name = Shadows 1.65%
$Bright = 1.65
[Preset]
name = Shadows 1.75%
$Bright = 1.75
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = No Cel-Shading Links Shadow Brightness Fix v0.8
path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Shadow Brightness Fix v08 - Altros"
description = Fixes the very dark shadows on Links back-side in No Cel-Shade mode.
version = 3
[Preset]
name = Shadows 0.45% (Default)
$Bright = 0.45
[Preset]
name = Shadows 0.25%
$Bright = 0.25
[Preset]
name = Shadows 0.35%
$Bright = 0.35
[Preset]
name = Shadows 0.45%
$Bright = 0.45
[Preset]
name = Shadows 0.55%
$Bright = 0.55
[Preset]
name = Shadows 0.65%
$Bright = 0.65
[Preset]
name = Shadows 0.75%
$Bright = 0.75
[Preset]
name = Shadows 0.95%
$Bright = 0.95
[Preset]
name = Shadows 1.0% (Game Original)
$Bright = 1.0
[Preset]
name = Shadows 1.15%
$Bright = 1.15
[Preset]
name = Shadows 1.25%
$Bright = 1.25
[Preset]
name = Shadows 1.35%
$Bright = 1.35
[Preset]
name = Shadows 1.45%
$Bright = 1.45
[Preset]
name = Shadows 1.55%
$Bright = 1.55
[Preset]
name = Shadows 1.65%
$Bright = 1.65
[Preset]
name = Shadows 1.75%
$Bright = 1.75
# Credits - Altros Shadow Brightness Fix v0.8

View File

@ -1,241 +1,241 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Links Shadow Brightness for No Cel-Shading Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Cel-Shading Removal/Shadow Brightness Fix - SkalFate"
description = Changes the strength of shadows on Links body. Fixes the very dark link issue in no cel-shade mode.
version = 3
[Preset]
name = Mode 1 - Shadows X1 (Best Mode)
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X1 (No Highlights)
$smode = 2
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X1 (Strong Highlights)
$smode = 3
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X1 (LightShade)
$smode = 4
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X1 (DarkShade)
$smode = 5
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 1 - Shadows X4 (Best Mode)
$smode = 1
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X4 (No Highlights)
$smode = 2
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X4 (Strong Highlights)
$smode = 3
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X4 (LightShade)
$smode = 4
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X4 (DarkShade)
$smode = 5
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 1 - Shadows X8 (Best Mode)
$smode = 1
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X8 (No Highlights)
$smode = 2
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X8 (Strong Highlights)
$smode = 3
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X8 (LightShade)
$smode = 4
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X8 (DarkShade)
$smode = 5
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Red Link
$smode = 1
$shadowsbrightness = 2
$sred = 10
$sgreen = 1
$sblue = 1
[Preset]
name = Red Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 20
$sgreen = 1
$sblue = 1
[Preset]
name = Green Link
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 10
$sblue = 1
[Preset]
name = Green Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 20
$sblue = 1
[Preset]
name = Blue Link
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 1
$sblue = 10
[Preset]
name = Blue Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 1
$sblue = 20
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Orignal Game Mode
$smode = 0
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Custom Settings
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
# Credits - SkalFate
#
# Shadow Mode (smode) -- Various visual styles can be achieved with mode 1-5
#
# Shadow Brihtness (shadowbrightness) - Controls how brightened up link and his back side will be
#
# RGB - sred, sgreen, sblue - adjusting this will add more intensity of the specific color.
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Links Shadow Brightness for No Cel-Shading Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Cel-Shading Removal (SkalFate & Altros)/Shadow Brightness Fix - SkalFate"
description = Changes the strength of shadows on Links body. Fixes the very dark link issue in no cel-shade mode.
version = 3
[Preset]
name = Mode 1 - Shadows X1 (Best Mode)
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X1 (No Highlights)
$smode = 2
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X1 (Strong Highlights)
$smode = 3
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X1 (LightShade)
$smode = 4
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X1 (DarkShade)
$smode = 5
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 1 - Shadows X4 (Best Mode)
$smode = 1
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X4 (No Highlights)
$smode = 2
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X4 (Strong Highlights)
$smode = 3
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X4 (LightShade)
$smode = 4
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X4 (DarkShade)
$smode = 5
$shadowsbrightness = 4
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 1 - Shadows X8 (Best Mode)
$smode = 1
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 2 - Shadows X8 (No Highlights)
$smode = 2
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 3 - Shadows X8 (Strong Highlights)
$smode = 3
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 4 - Shadows X8 (LightShade)
$smode = 4
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Mode 5 - Shadows X8 (DarkShade)
$smode = 5
$shadowsbrightness = 8
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Red Link
$smode = 1
$shadowsbrightness = 2
$sred = 10
$sgreen = 1
$sblue = 1
[Preset]
name = Red Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 20
$sgreen = 1
$sblue = 1
[Preset]
name = Green Link
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 10
$sblue = 1
[Preset]
name = Green Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 20
$sblue = 1
[Preset]
name = Blue Link
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 1
$sblue = 10
[Preset]
name = Blue Link X2
$smode = 1
$shadowsbrightness = 2
$sred = 1
$sgreen = 1
$sblue = 20
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Orignal Game Mode
$smode = 0
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = ----------------------------------------
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
[Preset]
name = Custom Settings
$smode = 1
$shadowsbrightness = 1
$sred = 1
$sgreen = 1
$sblue = 1
# Credits - SkalFate
#
# Shadow Mode (smode) -- Various visual styles can be achieved with mode 1-5
#
# Shadow Brihtness (shadowbrightness) - Controls how brightened up link and his back side will be
#
# RGB - sred, sgreen, sblue - adjusting this will add more intensity of the specific color.
# ------ Values are multiplied, so if you want to lower values use [0.01 - 1.0], or if you want to raise then use [1.00 - X.X]

View File

@ -1,338 +1,338 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Distant Area Fog Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Distant Fog - Main"
description = Can Remove Distant Fog Haze from the world. Change its RGB color. Light up the Distance.
version = 3
[Preset]
name = Fog 0% Light x1
$distantlighting = 1
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 1
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x2
$distantlighting = 2
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 2
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x4
$distantlighting = 4
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 4
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x8
$distantlighting = 8
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 8
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog 10% Light x1
$distantlighting = 1
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 1
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x2
$distantlighting = 2
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 2
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x4
$distantlighting = 4
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 4
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x8
$distantlighting = 8
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 8
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog 30% Light x1
$distantlighting = 1
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 1
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x2
$distantlighting = 2
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 2
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x4
$distantlighting = 4
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 4
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x8
$distantlighting = 8
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 8
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog Red x4 Light x4
$distantlighting = 4
$dred = 4
$dgreen = 0
$dblue = 0
$greenerylighting = 1
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog Blue x4 Light x4
$distantlighting = 4
$dred = 0
$dgreen = 0
$dblue = 4
$greenerylighting = 4
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Original
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Custom Preset
$distantlighting = 2
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 2
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
# Information
# by SkalFate
# ----------------------
# Distant lighting - is for distant area lighting of the land and how far in the distance everything is lit up
# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
# Greenery lighting - is the same as above but for trees vines, bushes
# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
# RGB - Red, Green, Blue - is self explanatory for the color of the fog, trees, water.
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Distant Area Fog Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/Distant Fog - Main"
description = Can Remove Distant Fog Haze from the world. Change its RGB color. Light up the Distance.
version = 3
[Preset]
name = Fog 0% Light x1
$distantlighting = 1
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 1
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x2
$distantlighting = 2
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 2
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x4
$distantlighting = 4
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 4
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog 0% Light x8
$distantlighting = 8
$dred = 0
$dgreen = 0
$dblue = 0
$greenerylighting = 8
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog 10% Light x1
$distantlighting = 1
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 1
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x2
$distantlighting = 2
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 2
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x4
$distantlighting = 4
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 4
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = Fog 10% Light x8
$distantlighting = 8
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 8
$gred = 0.1
$ggreen = 0.1
$gblue = 0.1
$waterfogred = 0.1
$waterfoggreen = 0.1
$waterfogblue = 0.1
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog 30% Light x1
$distantlighting = 1
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 1
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x2
$distantlighting = 2
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 2
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x4
$distantlighting = 4
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 4
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = Fog 30% Light x8
$distantlighting = 8
$dred = 0.3
$dgreen = 0.3
$dblue = 0.3
$greenerylighting = 8
$gred = 0.3
$ggreen = 0.3
$gblue = 0.3
$waterfogred = 0.3
$waterfoggreen = 0.3
$waterfogblue = 0.3
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Fog Red x4 Light x4
$distantlighting = 4
$dred = 4
$dgreen = 0
$dblue = 0
$greenerylighting = 1
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = Fog Blue x4 Light x4
$distantlighting = 4
$dred = 0
$dgreen = 0
$dblue = 4
$greenerylighting = 4
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
[Preset]
name = ----------------------------------------
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Original
$distantlighting = 1
$dred = 1
$dgreen = 1
$dblue = 1
$greenerylighting = 1
$gred = 1
$ggreen = 1
$gblue = 1
$waterfogred = 1
$waterfoggreen = 1
$waterfogblue = 1
[Preset]
name = Custom Preset
$distantlighting = 2
$dred = 0.1
$dgreen = 0.1
$dblue = 0.1
$greenerylighting = 2
$gred = 0
$ggreen = 0
$gblue = 0
$waterfogred = 0
$waterfoggreen = 0
$waterfogblue = 0
# Information
# by SkalFate
# ----------------------
# Distant lighting - is for distant area lighting of the land and how far in the distance everything is lit up
# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
# Greenery lighting - is the same as above but for trees vines, bushes
# ------ Values are multiplied, so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X
# RGB - Red, Green, Blue - is self explanatory for the color of the fog, trees, water.
# ------ Values are multiplied so if you want to lower use 0.01-1.0, or if you want to go higher go from 1.0-X.X

View File

@ -1,180 +1,180 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 29c30aaa023dc7e6 -- Ganons middle and bottom big swirl
#define aurafog $aurafog
#define aurared $aurared
#define auragreen $auragreen
#define aurablue $aurablue
#define auraopacity $auraopacity
#ifndef aurafog
#define aurafog 1
#endif
#ifndef aurared
#define aurared 1
#endif
#ifndef auragreen
#define auragreen 1
#endif
#ifndef aurablue
#define aurablue 1
#endif
#ifndef auraopacity
#define auraopacity 1
#endif
uniform ivec4 uf_remappedPS[2];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem5;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem4;
R3f = passParameterSem5;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
R123f.z = (R3f.w * 2.0 + -(1.0));
PV0f.z = R123f.z;
R123f.w = (R3f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
// 1
PV1f.y = mul_nonIEEE(R2f.y, PV0f.w);
PV1f.w = mul_nonIEEE(R3f.y, PV0f.z);
// 2
backupReg0f = R3f.z;
backupReg0f = R3f.z;
R3f.x = R5f.z + PV1f.y;
R3f.y = R5f.w + PV1f.w;
R3f.z = (mul_nonIEEE(backupReg0f,PV1f.y) + R6f.x);
R3f.w = (mul_nonIEEE(backupReg0f,PV1f.w) + R6f.y);
R3f.x = (texture(textureUnitPS1, R3f.xy).w);
R5f.xw = (texture(textureUnitPS2, R3f.zw).xw); // how shiny ganons spirit
// 0
R127f.x = mul_nonIEEE(R5f.x, R5f.x);
R123f.z = (mul_nonIEEE(R4f.w,R3f.x) + -(R0f.w));
PV0f.z = R123f.z;
R127f.w = mul_nonIEEE(R5f.w, R5f.w);
// 1
PV1f.y = mul_nonIEEE(R1f.w, PV0f.z);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
// 2
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(backupReg0f, PV1f.y);
PV0f.y = PV1f.y;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.w = mul_nonIEEE(R127f.w, PV1f.y);
// 3
R123f.x = (mul_nonIEEE(R0f.z,PV0f.w) + intBitsToFloat(0x3d23d70a));
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R0f.y,PV0f.w) + intBitsToFloat(0x3c75c28f));
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.x,PV0f.w) + intBitsToFloat(0x3c75c28f));
PV1f.z = R123f.z;
PV1f.w = mul_nonIEEE(R2f.x, PV0f.y);
// 4
R127f.y = (mul_nonIEEE(R1f.z,R127f.x) + PV1f.x);
PV0f.y = R127f.y;
R127f.z = (mul_nonIEEE(R1f.y,R127f.x) + PV1f.y);
PV0f.z = R127f.z;
R127f.w = (mul_nonIEEE(R1f.x,R127f.x) + PV1f.z);
PV0f.w = R127f.w;
R1f.w = mul_nonIEEE(R7f.w, PV1f.w);
PS0f = R1f.w;
// 5
PV1f.x = -(PV0f.y) + intBitsToFloat(uf_remappedPS[0].z);
PV1f.y = -(PV0f.z) + intBitsToFloat(uf_remappedPS[0].y);
PV1f.z = -(PV0f.w) + intBitsToFloat(uf_remappedPS[0].x);
// 6
backupReg0f = R127f.y;
backupReg1f = R127f.z;
backupReg2f = R127f.w;
R127f.y = (mul_nonIEEE(PV1f.x,R9f.y) + backupReg0f);
PV0f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV1f.y,R9f.y) + backupReg1f);
PV0f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV1f.z,R9f.y) + backupReg2f);
PV0f.w = R127f.w;
// 7
R8f = vec4(aurafog); // custom code to set fog to 0 ------------------------------<<<<
PV1f.x = R8f.x + -(PV0f.w); // R8f looks like to be the fog
PV1f.z = R8f.z + -(PV0f.y); // R8f looks like to be the fog
PV1f.w = R8f.y + -(PV0f.z); // R8f looks like to be the fog
// 8
backupReg0f = R127f.y;
R127f.x = (mul_nonIEEE(PV1f.w,R8f.w) + R127f.z);
PV0f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV1f.x,R8f.w) + R127f.w);
PV0f.y = R127f.y;
R127f.w = (mul_nonIEEE(PV1f.z,R8f.w) + backupReg0f);
PV0f.w = R127f.w;
// 9
PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[1].z); // blue rgb
PV1f.y = -(PV0f.x) + intBitsToFloat(uf_remappedPS[1].y); // green rgb
PV1f.z = -(PV0f.y) + intBitsToFloat(uf_remappedPS[1].x); // red rgb
// 10
R1f.x = (mul_nonIEEE(PV1f.z,R9f.x) + R127f.y); // red rgb
R1f.y = (mul_nonIEEE(PV1f.y,R9f.x) + R127f.x); // green rgb
R1f.z = (mul_nonIEEE(PV1f.x,R9f.x) + R127f.w); // blue rgb
// export
if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R1f.x * aurared, R1f.y * auragreen, R1f.z * aurablue, R1f.w * auraopacity); // rgb color and opacity for the middle swirl effect
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 29c30aaa023dc7e6 -- Ganons middle and bottom big swirl
#define aurafog $aurafog
#define aurared $aurared
#define auragreen $auragreen
#define aurablue $aurablue
#define auraopacity $auraopacity
#ifndef aurafog
#define aurafog 1
#endif
#ifndef aurared
#define aurared 1
#endif
#ifndef auragreen
#define auragreen 1
#endif
#ifndef aurablue
#define aurablue 1
#endif
#ifndef auraopacity
#define auraopacity 1
#endif
uniform ivec4 uf_remappedPS[2];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem5;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem4;
R3f = passParameterSem5;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
R123f.z = (R3f.w * 2.0 + -(1.0));
PV0f.z = R123f.z;
R123f.w = (R3f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
// 1
PV1f.y = mul_nonIEEE(R2f.y, PV0f.w);
PV1f.w = mul_nonIEEE(R3f.y, PV0f.z);
// 2
backupReg0f = R3f.z;
backupReg0f = R3f.z;
R3f.x = R5f.z + PV1f.y;
R3f.y = R5f.w + PV1f.w;
R3f.z = (mul_nonIEEE(backupReg0f,PV1f.y) + R6f.x);
R3f.w = (mul_nonIEEE(backupReg0f,PV1f.w) + R6f.y);
R3f.x = (texture(textureUnitPS1, R3f.xy).w);
R5f.xw = (texture(textureUnitPS2, R3f.zw).xw); // how shiny ganons spirit
// 0
R127f.x = mul_nonIEEE(R5f.x, R5f.x);
R123f.z = (mul_nonIEEE(R4f.w,R3f.x) + -(R0f.w));
PV0f.z = R123f.z;
R127f.w = mul_nonIEEE(R5f.w, R5f.w);
// 1
PV1f.y = mul_nonIEEE(R1f.w, PV0f.z);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
// 2
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(backupReg0f, PV1f.y);
PV0f.y = PV1f.y;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.w = mul_nonIEEE(R127f.w, PV1f.y);
// 3
R123f.x = (mul_nonIEEE(R0f.z,PV0f.w) + intBitsToFloat(0x3d23d70a));
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R0f.y,PV0f.w) + intBitsToFloat(0x3c75c28f));
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.x,PV0f.w) + intBitsToFloat(0x3c75c28f));
PV1f.z = R123f.z;
PV1f.w = mul_nonIEEE(R2f.x, PV0f.y);
// 4
R127f.y = (mul_nonIEEE(R1f.z,R127f.x) + PV1f.x);
PV0f.y = R127f.y;
R127f.z = (mul_nonIEEE(R1f.y,R127f.x) + PV1f.y);
PV0f.z = R127f.z;
R127f.w = (mul_nonIEEE(R1f.x,R127f.x) + PV1f.z);
PV0f.w = R127f.w;
R1f.w = mul_nonIEEE(R7f.w, PV1f.w);
PS0f = R1f.w;
// 5
PV1f.x = -(PV0f.y) + intBitsToFloat(uf_remappedPS[0].z);
PV1f.y = -(PV0f.z) + intBitsToFloat(uf_remappedPS[0].y);
PV1f.z = -(PV0f.w) + intBitsToFloat(uf_remappedPS[0].x);
// 6
backupReg0f = R127f.y;
backupReg1f = R127f.z;
backupReg2f = R127f.w;
R127f.y = (mul_nonIEEE(PV1f.x,R9f.y) + backupReg0f);
PV0f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV1f.y,R9f.y) + backupReg1f);
PV0f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV1f.z,R9f.y) + backupReg2f);
PV0f.w = R127f.w;
// 7
R8f = vec4(aurafog); // custom code to set fog to 0 ------------------------------<<<<
PV1f.x = R8f.x + -(PV0f.w); // R8f looks like to be the fog
PV1f.z = R8f.z + -(PV0f.y); // R8f looks like to be the fog
PV1f.w = R8f.y + -(PV0f.z); // R8f looks like to be the fog
// 8
backupReg0f = R127f.y;
R127f.x = (mul_nonIEEE(PV1f.w,R8f.w) + R127f.z);
PV0f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV1f.x,R8f.w) + R127f.w);
PV0f.y = R127f.y;
R127f.w = (mul_nonIEEE(PV1f.z,R8f.w) + backupReg0f);
PV0f.w = R127f.w;
// 9
PV1f.x = -(PV0f.w) + intBitsToFloat(uf_remappedPS[1].z); // blue rgb
PV1f.y = -(PV0f.x) + intBitsToFloat(uf_remappedPS[1].y); // green rgb
PV1f.z = -(PV0f.y) + intBitsToFloat(uf_remappedPS[1].x); // red rgb
// 10
R1f.x = (mul_nonIEEE(PV1f.z,R9f.x) + R127f.y); // red rgb
R1f.y = (mul_nonIEEE(PV1f.y,R9f.x) + R127f.x); // green rgb
R1f.z = (mul_nonIEEE(PV1f.x,R9f.x) + R127f.w); // blue rgb
// export
if( ((vec4(R1f.x, R1f.y, R1f.z, R1f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R1f.x * aurared, R1f.y * auragreen, R1f.z * aurablue, R1f.w * auraopacity); // rgb color and opacity for the middle swirl effect
}

View File

@ -1,203 +1,203 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 397f3d8521c96e30 -- ganons castle swirl shader
#define aurafog $aurafog
#define aurared $aurared
#define auragreen $auragreen
#define aurablue $aurablue
#define auraopacity $auraopacity
#ifndef aurafog
#define aurafog 1
#endif
#ifndef aurared
#define aurared 1
#endif
#ifndef auragreen
#define auragreen 1
#endif
#ifndef aurablue
#define aurablue 1
#endif
#ifndef auraopacity
#define auraopacity 1
#endif
uniform ivec4 uf_remappedPS[3];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem5;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem12;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem4;
R3f = passParameterSem5;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem12;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
R123f.x = (R3f.x * 2.0 + -(1.0));
PV0f.x = R123f.x;
PV0f.y = 1.0;
R123f.w = (R3f.w * 2.0 + -(1.0));
PV0f.w = R123f.w;
// 1
PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].w));
PV1f.y = mul_nonIEEE(R3f.y, PV0f.w);
PV1f.z = mul_nonIEEE(R2f.y, PV0f.x);
// 2
R3f.x = (mul_nonIEEE(R3f.z,PV1f.z) + R6f.x);
R3f.y = (mul_nonIEEE(R3f.z,PV1f.y) + R6f.y);
R3f.z = R5f.z + PV1f.z;
R3f.w = R5f.w + PV1f.y;
R5f.x = (mul_nonIEEE(R7f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
PS0f = R5f.x;
R6f.xw = (texture(textureUnitPS2, R3f.xy).xw); // how shiny ganons spirit
R3f.x = (texture(textureUnitPS1, R3f.zw).w);
// 0
tempf.x = dot(vec4(R7f.x,R7f.y,R5f.x,0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),1.0,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = mul_nonIEEE(R6f.w, R6f.w);
// 1
PV1f.x = mul_nonIEEE(R6f.x, R6f.x);
R127f.y = mul_nonIEEE(R4f.w, R3f.x);
PV1f.y = R127f.y;
PV1f.z = mul_nonIEEE(R4f.w, PS0f);
PV1f.w = -(PV0f.x) + intBitsToFloat(0xc2c80000);
// 2
R127f.x = mul_nonIEEE(PV1f.z, PV1f.y);
R126f.y = -(R0f.w) + PV1f.y;
R126f.y = clamp(R126f.y, 0.0, 1.0);
R127f.z = PV1f.w * intBitsToFloat(0x3ba3d70a);
R127f.z = clamp(R127f.z, 0.0, 1.0);
PV0f.z = R127f.z;
PV0f.w = mul_nonIEEE(R4f.w, PV1f.x);
// 3
backupReg0f = R0f.x;
backupReg1f = R0f.y;
PV1f.x = mul_nonIEEE(R0f.z, PV0f.z);
PV1f.y = mul_nonIEEE(backupReg0f, PV0f.z);
PV1f.z = mul_nonIEEE(backupReg1f, PV0f.z);
R126f.w = mul_nonIEEE(PV0f.w, R127f.y);
R127f.w = mul_nonIEEE(R1f.x, PV0f.z);
PS1f = R127f.w;
// 4
R123f.x = (mul_nonIEEE(PV1f.x,R127f.x) + intBitsToFloat(0x3d23d70a));
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(PV1f.z,R127f.x) + intBitsToFloat(0x3c75c28f));
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV1f.y,R127f.x) + intBitsToFloat(0x3c75c28f));
PV0f.z = R123f.z;
PV0f.w = mul_nonIEEE(R1f.y, R127f.z);
PS0f = mul_nonIEEE(R1f.z, R127f.z);
// 5
R127f.x = (mul_nonIEEE(R126f.w,R127f.w) + PV0f.z);
PV1f.x = R127f.x;
PV1f.y = mul_nonIEEE(R1f.w, R126f.y);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
R127f.z = (mul_nonIEEE(R126f.w,PS0f) + PV0f.x);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(R126f.w,PV0f.w) + PV0f.y);
PV1f.w = R127f.w;
// 6
PV0f.x = -(PV1f.z) + intBitsToFloat(uf_remappedPS[1].z);
PV0f.y = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].y);
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[1].x);
PV0f.w = mul_nonIEEE(R2f.x, PV1f.y);
// 7
backupReg0f = R8f.w;
R126f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R127f.z);
PV1f.y = R126f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R10f.y) + R127f.w);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV0f.z,R10f.y) + R127f.x);
PV1f.w = R127f.w;
R8f.w = mul_nonIEEE(backupReg0f, PV0f.w);
PS1f = R8f.w;
// 8
R9f = vec4(aurafog); // custom code - reinitilize the vector to set fog to 0 ------------------------------<<<<
PV0f.x = R9f.x + -(PV1f.w); // R9f looks like to be the fog
PV0f.z = R9f.z + -(PV1f.y); // R9f looks like to be the fog
PV0f.w = R9f.y + -(PV1f.z); // R9f looks like to be the fog
// 9
backupReg0f = R126f.y;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R127f.z);
PV1f.x = R127f.x;
R126f.y = (mul_nonIEEE(PV0f.x,R9f.w) + R127f.w);
PV1f.y = R126f.y;
R127f.w = (mul_nonIEEE(PV0f.z,R9f.w) + backupReg0f);
PV1f.w = R127f.w;
// 10
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[2].z);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].y);
PV0f.z = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].x);
// 11
R8f.x = (mul_nonIEEE(PV0f.z,R10f.x) + R126f.y);
R8f.y = (mul_nonIEEE(PV0f.y,R10f.x) + R127f.x);
R8f.z = (mul_nonIEEE(PV0f.x,R10f.x) + R127f.w);
// export
if( ((vec4(R8f.x, R8f.y, R8f.z, R8f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R8f.x * aurared, R8f.y * auragreen, R8f.z * aurablue, R8f.w * auraopacity); // rgb color for the top swirls effect
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 397f3d8521c96e30 -- ganons castle swirl shader
#define aurafog $aurafog
#define aurared $aurared
#define auragreen $auragreen
#define aurablue $aurablue
#define auraopacity $auraopacity
#ifndef aurafog
#define aurafog 1
#endif
#ifndef aurared
#define aurared 1
#endif
#ifndef auragreen
#define auragreen 1
#endif
#ifndef aurablue
#define aurablue 1
#endif
#ifndef auraopacity
#define auraopacity 1
#endif
uniform ivec4 uf_remappedPS[3];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20265000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x202df000 res 256x256x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1bf70000 res 256x256x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 0 0 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem5;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem12;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem4;
R3f = passParameterSem5;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem12;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R3f.xw = (texture(textureUnitPS0, R5f.xy).xw);
// 0
R123f.x = (R3f.x * 2.0 + -(1.0));
PV0f.x = R123f.x;
PV0f.y = 1.0;
R123f.w = (R3f.w * 2.0 + -(1.0));
PV0f.w = R123f.w;
// 1
PV1f.x = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[0].w));
PV1f.y = mul_nonIEEE(R3f.y, PV0f.w);
PV1f.z = mul_nonIEEE(R2f.y, PV0f.x);
// 2
R3f.x = (mul_nonIEEE(R3f.z,PV1f.z) + R6f.x);
R3f.y = (mul_nonIEEE(R3f.z,PV1f.y) + R6f.y);
R3f.z = R5f.z + PV1f.z;
R3f.w = R5f.w + PV1f.y;
R5f.x = (mul_nonIEEE(R7f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
PS0f = R5f.x;
R6f.xw = (texture(textureUnitPS2, R3f.xy).xw); // how shiny ganons spirit
R3f.x = (texture(textureUnitPS1, R3f.zw).w);
// 0
tempf.x = dot(vec4(R7f.x,R7f.y,R5f.x,0.0),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),1.0,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = mul_nonIEEE(R6f.w, R6f.w);
// 1
PV1f.x = mul_nonIEEE(R6f.x, R6f.x);
R127f.y = mul_nonIEEE(R4f.w, R3f.x);
PV1f.y = R127f.y;
PV1f.z = mul_nonIEEE(R4f.w, PS0f);
PV1f.w = -(PV0f.x) + intBitsToFloat(0xc2c80000);
// 2
R127f.x = mul_nonIEEE(PV1f.z, PV1f.y);
R126f.y = -(R0f.w) + PV1f.y;
R126f.y = clamp(R126f.y, 0.0, 1.0);
R127f.z = PV1f.w * intBitsToFloat(0x3ba3d70a);
R127f.z = clamp(R127f.z, 0.0, 1.0);
PV0f.z = R127f.z;
PV0f.w = mul_nonIEEE(R4f.w, PV1f.x);
// 3
backupReg0f = R0f.x;
backupReg1f = R0f.y;
PV1f.x = mul_nonIEEE(R0f.z, PV0f.z);
PV1f.y = mul_nonIEEE(backupReg0f, PV0f.z);
PV1f.z = mul_nonIEEE(backupReg1f, PV0f.z);
R126f.w = mul_nonIEEE(PV0f.w, R127f.y);
R127f.w = mul_nonIEEE(R1f.x, PV0f.z);
PS1f = R127f.w;
// 4
R123f.x = (mul_nonIEEE(PV1f.x,R127f.x) + intBitsToFloat(0x3d23d70a));
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(PV1f.z,R127f.x) + intBitsToFloat(0x3c75c28f));
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV1f.y,R127f.x) + intBitsToFloat(0x3c75c28f));
PV0f.z = R123f.z;
PV0f.w = mul_nonIEEE(R1f.y, R127f.z);
PS0f = mul_nonIEEE(R1f.z, R127f.z);
// 5
R127f.x = (mul_nonIEEE(R126f.w,R127f.w) + PV0f.z);
PV1f.x = R127f.x;
PV1f.y = mul_nonIEEE(R1f.w, R126f.y);
PV1f.y = clamp(PV1f.y, 0.0, 1.0);
R127f.z = (mul_nonIEEE(R126f.w,PS0f) + PV0f.x);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(R126f.w,PV0f.w) + PV0f.y);
PV1f.w = R127f.w;
// 6
PV0f.x = -(PV1f.z) + intBitsToFloat(uf_remappedPS[1].z);
PV0f.y = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].y);
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[1].x);
PV0f.w = mul_nonIEEE(R2f.x, PV1f.y);
// 7
backupReg0f = R8f.w;
R126f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R127f.z);
PV1f.y = R126f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R10f.y) + R127f.w);
PV1f.z = R127f.z;
R127f.w = (mul_nonIEEE(PV0f.z,R10f.y) + R127f.x);
PV1f.w = R127f.w;
R8f.w = mul_nonIEEE(backupReg0f, PV0f.w);
PS1f = R8f.w;
// 8
R9f = vec4(aurafog); // custom code - reinitilize the vector to set fog to 0 ------------------------------<<<<
PV0f.x = R9f.x + -(PV1f.w); // R9f looks like to be the fog
PV0f.z = R9f.z + -(PV1f.y); // R9f looks like to be the fog
PV0f.w = R9f.y + -(PV1f.z); // R9f looks like to be the fog
// 9
backupReg0f = R126f.y;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R127f.z);
PV1f.x = R127f.x;
R126f.y = (mul_nonIEEE(PV0f.x,R9f.w) + R127f.w);
PV1f.y = R126f.y;
R127f.w = (mul_nonIEEE(PV0f.z,R9f.w) + backupReg0f);
PV1f.w = R127f.w;
// 10
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[2].z);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].y);
PV0f.z = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].x);
// 11
R8f.x = (mul_nonIEEE(PV0f.z,R10f.x) + R126f.y);
R8f.y = (mul_nonIEEE(PV0f.y,R10f.x) + R127f.x);
R8f.z = (mul_nonIEEE(PV0f.x,R10f.x) + R127f.w);
// export
if( ((vec4(R8f.x, R8f.y, R8f.z, R8f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R8f.x * aurared, R8f.y * auragreen, R8f.z * aurablue, R8f.w * auraopacity); // rgb color for the top swirls effect
}

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@ -1,24 +1,24 @@
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
# (aurafog) -- Fog over Ganons Aura.
# ------------ 0 = disabled , 1 = Enabled
# (auraopacity) -- How opaque do you want the color strenght to be.
# ---------------- 0 = Transparent , Values from 1x to 100x
# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
# (aurafog) -- Fog over Ganons Aura.
# ------------ 0 = disabled , 1 = Enabled
# (auraopacity) -- How opaque do you want the color strenght to be.
# ---------------- 0 = Transparent , Values from 1x to 100x
# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

View File

@ -1,132 +1,132 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Castle Ganons Aura Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Hyrule Castle Ganons Aura"
description = Can Remove the Fog on Ganons Aura on Hyrule castle. Change its RGB color.
version = 3
[Preset]
name = Ganons Aura Fog Disabled
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog 10%
$aurafog = 0.1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog 30%
$aurafog = 0.3
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog Enabled
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = ----------------------------------------
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Opacity 3x
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 3
[Preset]
name = ----------------------------------------
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Black
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Navy
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 0.5
$auraopacity = 1
[Preset]
name = Ganons Aura Red
$aurafog = 0
$aurared = 1
$auragreen = 0
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Green
$aurafog = 0
$aurared = 0
$auragreen = 1
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Blue
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 1
$auraopacity = 1
[Preset]
name = ----------------------------------------
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Custom Preset
$aurafog = 0
$aurared = 2
$auragreen = 1
$aurablue = 2
$auraopacity = 1
# Information
# by SkalFate
# ----------------------
# (aurafog) -- Fog over Ganons Aura.
# ------------ 0 = disabled , 1 = Enabled
# (auraopacity) -- How opaque do you want the color strenght to be.
# ---------------- 0 = Transparent , Values from 1x to 100x
# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Castle Ganons Aura Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/Hyrule Castle Ganons Aura"
description = Can Remove the Fog on Ganons Aura on Hyrule castle. Change its RGB color.
version = 3
[Preset]
name = Ganons Aura Fog Disabled
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog 10%
$aurafog = 0.1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog 30%
$aurafog = 0.3
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Fog Enabled
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = ----------------------------------------
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Opacity 3x
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 3
[Preset]
name = ----------------------------------------
$aurafog = 1
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Ganons Aura Black
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Navy
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 0.5
$auraopacity = 1
[Preset]
name = Ganons Aura Red
$aurafog = 0
$aurared = 1
$auragreen = 0
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Green
$aurafog = 0
$aurared = 0
$auragreen = 1
$aurablue = 0
$auraopacity = 1
[Preset]
name = Ganons Aura Blue
$aurafog = 0
$aurared = 0
$auragreen = 0
$aurablue = 1
$auraopacity = 1
[Preset]
name = ----------------------------------------
$aurafog = 0
$aurared = 1
$auragreen = 1
$aurablue = 1
$auraopacity = 1
[Preset]
name = Custom Preset
$aurafog = 0
$aurared = 2
$auragreen = 1
$aurablue = 2
$auraopacity = 1
# Information
# by SkalFate
# ----------------------
# (aurafog) -- Fog over Ganons Aura.
# ------------ 0 = disabled , 1 = Enabled
# (auraopacity) -- How opaque do you want the color strenght to be.
# ---------------- 0 = Transparent , Values from 1x to 100x
# (aurared, auragreen, aurablue ) = RGB - Red, Green, Blue - allows for chaning the color of the Aura.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

View File

@ -1,189 +1,189 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 699b238ae15d113b -- Ganons Castle Moat Fog Fragment Shader
#define basefogred $basefogred
#define basefoggreen $basefoggreen
#define basefogblue $basefogblue
#define basefogopacity $basefogopacity
#ifndef basefogred
#define basefogred 1
#endif
#ifndef basefoggreen
#define basefoggreen 1
#endif
#ifndef basefogblue
#define basefogblue 1
#endif
#ifndef basefogopacity
#define basefogopacity 1
#endif
uniform ivec4 uf_remappedPS[5];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2003b000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem11;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem2;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem11;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R1f.w = (texture(textureUnitPS0, R5f.xy).w);
// 0
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
PS0f = 1.0 / R2f.w;
// 1
R5f.x = mul_nonIEEE(R2f.x, PS0f);
R5f.y = mul_nonIEEE(R2f.y, PS0f);
R3f.z = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w);
R3f.w = mul_nonIEEE(R0f.x, R4f.x);
PV1f.w = R3f.w;
PS1f = 1.0 / R2f.w;
// 2
R2f.x = R2f.z * PS1f;
R2f.y = mul_nonIEEE(R0f.y, R4f.y);
R5f.z = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].x);
R2f.w = mul_nonIEEE(R4f.w, R1f.w);
tempResultf = 1.0 / sqrt(R127f.z);
R1f.w = tempResultf;
PS0f = R1f.w;
R2f.z = (texture(textureUnitPS4, R5f.xy).x);
// 0
backupReg0f = R0f.z;
PV0f.x = mul_nonIEEE(R1f.x, R1f.w);
PV0f.y = mul_nonIEEE(R1f.y, R1f.w);
PV0f.z = mul_nonIEEE(R1f.z, R1f.w);
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[2].w)) + -(intBitsToFloat(uf_remappedPS[2].y)));
PV0f.w = R123f.w;
R1f.x = mul_nonIEEE(backupReg0f, R4f.z);
PS0f = R1f.x;
// 1
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = 1.0 / PV0f.w;
// 2
PV0f.x = max(PV1f.x, -(PV1f.x));
PV0f.y = -(intBitsToFloat(uf_remappedPS[2].z)) * PS1f;
R127f.z = mul_nonIEEE(R0f.w, R2f.w);
R127f.z = clamp(R127f.z, 0.0, 1.0);
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R2f.z) + intBitsToFloat(uf_remappedPS[2].x));
PV0f.w = R123f.w;
R127f.y = 1.0 / R3f.z;
PS0f = R127f.y;
// 3
R127f.x = (mul_nonIEEE(R5f.z,R9f.y) + R3f.w);
PV1f.x = R127f.x;
PV1f.z = -(PV0f.y) + PV0f.w;
PV1f.w = PV0f.x + -(intBitsToFloat(uf_remappedPS[0].z));
PS1f = 1.0 / intBitsToFloat(uf_remappedPS[3].y);
// 4
PV0f.x = PV1f.w * R127f.y;
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
PV0f.y = PV1f.z * PS1f;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.z = R8f.x + -(PV1f.x);
// 5
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(R127f.z, PV0f.y);
R0f.y = (mul_nonIEEE(PV0f.z,R8f.w) + backupReg0f);
R123f.z = (intBitsToFloat(0xc0000000) * PV0f.x + intBitsToFloat(0x40400000));
PV1f.z = R123f.z;
PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x);
// 6
PV0f.y = mul_nonIEEE(PV1f.w, PV1f.z);
// 7
PV1f.x = mul_nonIEEE(R127f.x, PV0f.y);
// 8
PV0f.w = mul_nonIEEE(R3f.x, PV1f.x);
// 9
backupReg0f = R7f.w;
R7f.w = mul_nonIEEE(backupReg0f, PV0f.w);
// 0
PV0f.x = -(R1f.x) + intBitsToFloat(uf_remappedPS[1].z);
PV0f.y = -(R2f.y) + intBitsToFloat(uf_remappedPS[1].y);
// 1
PV1f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].x);
R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R1f.x);
PV1f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + R2f.y);
PV1f.z = R127f.z;
// 2
R7f.x = (mul_nonIEEE(PV1f.x,R9f.x) + R0f.y);
PV0f.z = R8f.z + -(PV1f.y);
PV0f.w = R8f.y + -(PV1f.z);
// 3
R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z);
PV1f.x = R127f.x;
R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y);
PV1f.w = R127f.w;
// 4
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].y);
// 5
R7f.y = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x);
R7f.z = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w);
// export
if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R7f.x * basefogred, R7f.y * basefoggreen, R7f.z * basefogblue, R7f.w * basefogopacity); // rgb and opacity
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 699b238ae15d113b -- Ganons Castle Moat Fog Fragment Shader
#define basefogred $basefogred
#define basefoggreen $basefoggreen
#define basefogblue $basefogblue
#define basefogopacity $basefogopacity
#ifndef basefogred
#define basefogred 1
#endif
#ifndef basefoggreen
#define basefoggreen 1
#endif
#ifndef basefogblue
#define basefogblue 1
#endif
#ifndef basefogopacity
#define basefogopacity 1
#endif
uniform ivec4 uf_remappedPS[5];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2003b000 res 4x64x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem2;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem11;
layout(location = 7) in vec4 passParameterSem14;
layout(location = 8) in vec4 passParameterSem15;
layout(location = 9) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem2;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem11;
R7f = passParameterSem14;
R8f = passParameterSem15;
R9f = passParameterSem16;
R1f.w = (texture(textureUnitPS0, R5f.xy).w);
// 0
tempf.x = dot(vec4(R1f.x,R1f.y,R1f.z,-0.0),vec4(R1f.x,R1f.y,R1f.z,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.z = tempf.x;
PS0f = 1.0 / R2f.w;
// 1
R5f.x = mul_nonIEEE(R2f.x, PS0f);
R5f.y = mul_nonIEEE(R2f.y, PS0f);
R3f.z = -(intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[0].w);
R3f.w = mul_nonIEEE(R0f.x, R4f.x);
PV1f.w = R3f.w;
PS1f = 1.0 / R2f.w;
// 2
R2f.x = R2f.z * PS1f;
R2f.y = mul_nonIEEE(R0f.y, R4f.y);
R5f.z = -(PV1f.w) + intBitsToFloat(uf_remappedPS[1].x);
R2f.w = mul_nonIEEE(R4f.w, R1f.w);
tempResultf = 1.0 / sqrt(R127f.z);
R1f.w = tempResultf;
PS0f = R1f.w;
R2f.z = (texture(textureUnitPS4, R5f.xy).x);
// 0
backupReg0f = R0f.z;
PV0f.x = mul_nonIEEE(R1f.x, R1f.w);
PV0f.y = mul_nonIEEE(R1f.y, R1f.w);
PV0f.z = mul_nonIEEE(R1f.z, R1f.w);
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[2].w)) + -(intBitsToFloat(uf_remappedPS[2].y)));
PV0f.w = R123f.w;
R1f.x = mul_nonIEEE(backupReg0f, R4f.z);
PS0f = R1f.x;
// 1
tempf.x = dot(vec4(R6f.x,R6f.y,R6f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
PS1f = 1.0 / PV0f.w;
// 2
PV0f.x = max(PV1f.x, -(PV1f.x));
PV0f.y = -(intBitsToFloat(uf_remappedPS[2].z)) * PS1f;
R127f.z = mul_nonIEEE(R0f.w, R2f.w);
R127f.z = clamp(R127f.z, 0.0, 1.0);
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R2f.z) + intBitsToFloat(uf_remappedPS[2].x));
PV0f.w = R123f.w;
R127f.y = 1.0 / R3f.z;
PS0f = R127f.y;
// 3
R127f.x = (mul_nonIEEE(R5f.z,R9f.y) + R3f.w);
PV1f.x = R127f.x;
PV1f.z = -(PV0f.y) + PV0f.w;
PV1f.w = PV0f.x + -(intBitsToFloat(uf_remappedPS[0].z));
PS1f = 1.0 / intBitsToFloat(uf_remappedPS[3].y);
// 4
PV0f.x = PV1f.w * R127f.y;
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
PV0f.y = PV1f.z * PS1f;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
PV0f.z = R8f.x + -(PV1f.x);
// 5
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(R127f.z, PV0f.y);
R0f.y = (mul_nonIEEE(PV0f.z,R8f.w) + backupReg0f);
R123f.z = (intBitsToFloat(0xc0000000) * PV0f.x + intBitsToFloat(0x40400000));
PV1f.z = R123f.z;
PV1f.w = mul_nonIEEE(PV0f.x, PV0f.x);
// 6
PV0f.y = mul_nonIEEE(PV1f.w, PV1f.z);
// 7
PV1f.x = mul_nonIEEE(R127f.x, PV0f.y);
// 8
PV0f.w = mul_nonIEEE(R3f.x, PV1f.x);
// 9
backupReg0f = R7f.w;
R7f.w = mul_nonIEEE(backupReg0f, PV0f.w);
// 0
PV0f.x = -(R1f.x) + intBitsToFloat(uf_remappedPS[1].z);
PV0f.y = -(R2f.y) + intBitsToFloat(uf_remappedPS[1].y);
// 1
PV1f.x = -(R0f.y) + intBitsToFloat(uf_remappedPS[4].x);
R127f.y = (mul_nonIEEE(PV0f.x,R9f.y) + R1f.x);
PV1f.y = R127f.y;
R127f.z = (mul_nonIEEE(PV0f.y,R9f.y) + R2f.y);
PV1f.z = R127f.z;
// 2
R7f.x = (mul_nonIEEE(PV1f.x,R9f.x) + R0f.y);
PV0f.z = R8f.z + -(PV1f.y);
PV0f.w = R8f.y + -(PV1f.z);
// 3
R127f.x = (mul_nonIEEE(PV0f.w,R8f.w) + R127f.z);
PV1f.x = R127f.x;
R127f.w = (mul_nonIEEE(PV0f.z,R8f.w) + R127f.y);
PV1f.w = R127f.w;
// 4
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].y);
// 5
R7f.y = (mul_nonIEEE(PV0f.y,R9f.x) + R127f.x);
R7f.z = (mul_nonIEEE(PV0f.x,R9f.x) + R127f.w);
// export
if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R7f.x * basefogred, R7f.y * basefoggreen, R7f.z * basefogblue, R7f.w * basefogopacity); // rgb and opacity
}

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@ -1,21 +1,21 @@
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$basefogopacity = 1
$basefogred = 3
$basefoggreen = 1
$basefogblue = 2
# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue - Changes the color of the Hyrule Base Fog.
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$basefogopacity = 1
$basefogred = 3
$basefoggreen = 1
$basefogblue = 2
# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue - Changes the color of the Hyrule Base Fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

View File

@ -1,100 +1,100 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Hyrule Castle Base Fog Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/Hyrule Castle Base Fog"
description = Can Remove the Fog glow at the Base of Hyrule Castle. Can Change its RGB color.
version = 3
[Preset]
name = Castle Base Fog Disabled
$basefogopacity = 0
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog 30%
$basefogopacity = 0.3
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog 50%
$basefogopacity = 0.5
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Enabled
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Opacity 3X
$basefogopacity = 3
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Red
$basefogopacity = 1.4
$basefogred = 2
$basefoggreen = 0
$basefogblue = 0
[Preset]
name = Castle Base Fog Green
$basefogopacity = 1
$basefogred = 0
$basefoggreen = 1
$basefogblue = 0
[Preset]
name = Castle Base Fog Blue
$basefogopacity = 1
$basefogred = 0
$basefoggreen = 0
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Custom Preset
$basefogopacity = 1
$basefogred = 4
$basefoggreen = 1.0
$basefogblue = 1.5
# Information
# by SkalFate
# ----------------------
# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue - Changes the color of the Hyrule Base Fog.
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Hyrule Castle Base Fog Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/Hyrule Castle Base Fog"
description = Can Remove the Fog glow at the Base of Hyrule Castle. Can Change its RGB color.
version = 3
[Preset]
name = Castle Base Fog Disabled
$basefogopacity = 0
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog 30%
$basefogopacity = 0.3
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog 50%
$basefogopacity = 0.5
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Enabled
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Opacity 3X
$basefogopacity = 3
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Castle Base Fog Red
$basefogopacity = 1.4
$basefogred = 2
$basefoggreen = 0
$basefogblue = 0
[Preset]
name = Castle Base Fog Green
$basefogopacity = 1
$basefogred = 0
$basefoggreen = 1
$basefogblue = 0
[Preset]
name = Castle Base Fog Blue
$basefogopacity = 1
$basefogred = 0
$basefoggreen = 0
$basefogblue = 1
[Preset]
name = ----------------------------------------
$basefogopacity = 1
$basefogred = 1
$basefoggreen = 1
$basefogblue = 1
[Preset]
name = Custom Preset
$basefogopacity = 1
$basefogred = 4
$basefoggreen = 1.0
$basefogblue = 1.5
# Information
# by SkalFate
# ----------------------
# (basefogopacity) = Fog Transparency/Opacity - how thick you want the Hyrule Castle Base Fog to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (basefogred, basefoggreen, basefogblue ) = RGB - Red, Green, Blue - Changes the color of the Hyrule Base Fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

View File

@ -1,16 +1,16 @@
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

View File

@ -1,74 +1,74 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Distant NPCs Fog Removal Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/NPC Fog Removal"
description = Can Remove Fog from Distant NPCs. Conflicts with Cel-Shade ShadowFix Packs.
version = 3
[Preset]
name = Distant NPC Fog Disabled
$npcfogred = 0
$npcfoggreen = 0
$npcfogblue = 0
[Preset]
name = Distant NPC Fog 10%
$npcfogred = 0.1
$npcfoggreen = 0.1
$npcfogblue = 0.1
[Preset]
name = Distant NPC Fog 30%
$npcfogred = 0.3
$npcfoggreen = 0.3
$npcfogblue = 0.3
[Preset]
name = Distant NPC Fog Enabled
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = ----------------------------------------
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = Distant NPC Fog Red
$npcfogred = 2
$npcfoggreen = 0
$npcfogblue = 0
[Preset]
name = Distant NPC Fog Green
$npcfogred = 0
$npcfoggreen = 1
$npcfogblue = 0
[Preset]
name = Distant NPC Fog Blue
$npcfogred = 0
$npcfoggreen = 0
$npcfogblue = 1
[Preset]
name = ----------------------------------------
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = Custom Preset
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
# Information
# by SkalFate
# ----------------------
# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Distant NPCs Fog Removal Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/NPC Fog Removal"
description = Can Remove Fog from Distant NPCs. Conflicts with Cel-Shade ShadowFix Packs.
version = 3
[Preset]
name = Distant NPC Fog Disabled
$npcfogred = 0
$npcfoggreen = 0
$npcfogblue = 0
[Preset]
name = Distant NPC Fog 10%
$npcfogred = 0.1
$npcfoggreen = 0.1
$npcfogblue = 0.1
[Preset]
name = Distant NPC Fog 30%
$npcfogred = 0.3
$npcfoggreen = 0.3
$npcfogblue = 0.3
[Preset]
name = Distant NPC Fog Enabled
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = ----------------------------------------
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = Distant NPC Fog Red
$npcfogred = 2
$npcfoggreen = 0
$npcfogblue = 0
[Preset]
name = Distant NPC Fog Green
$npcfogred = 0
$npcfoggreen = 1
$npcfogblue = 0
[Preset]
name = Distant NPC Fog Blue
$npcfogred = 0
$npcfoggreen = 0
$npcfogblue = 1
[Preset]
name = ----------------------------------------
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
[Preset]
name = Custom Preset
$npcfogred = 1
$npcfoggreen = 1
$npcfogblue = 1
# Information
# by SkalFate
# ----------------------
# (npcfogred, npcfoggreen, npcblue ) = RGB - Red, Green, Blue - Changes the color of distant npcs fog.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

View File

@ -1,328 +1,328 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 527591781440691a -- Controls RGb of the Fog Fields in the distance ans their opacity
#define ffopacity $ffopacity
#define ffred $ffred
#define ffgreen $ffgreen
#define ffblue $ffblue
uniform ivec4 uf_remappedPS[7];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2022c000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20234000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x200c2000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3c6ee800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem11;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = vec4(0.0);
vec4 R13f = vec4(0.0);
vec4 R122f = 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;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem11;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R11f.xw = (texture(textureUnitPS0, R5f.xy).xw);
R13f.x = (texture(textureUnitPS2, R6f.xy).w);
// 0
backupReg0f = R7f.z;
R127f.x = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].y));
PV0f.y = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].x));
R7f.z = -(backupReg0f);
PV0f.z = R7f.z;
R123f.w = (R11f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
R127f.z = (R11f.w * 2.0 + -(1.0));
PS0f = R127f.z;
// 1
redcCUBE(vec4(PV0f.z,PV0f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,PV0f.z,PV0f.z),cubeMapSTM,cubeMapFaceId);
R126f.x = cubeMapSTM.x;
R126f.y = cubeMapSTM.y;
R126f.z = cubeMapSTM.z;
R126f.w = intBitsToFloat(cubeMapFaceId);
PV1f.x = R126f.x;
PV1f.y = R126f.y;
PV1f.z = R126f.z;
PV1f.w = R126f.w;
R7f.x = (mul_nonIEEE(PV0f.y,PV0f.w) + R5f.z);
PS1f = R7f.x;
// 2
R11f.x = R0f.x + -(R1f.x);
R7f.y = (mul_nonIEEE(R127f.x,R127f.z) + R5f.w);
R5f.z = PV1f.w;
R5f.w = intBitsToFloat(uf_remappedPS[1].x);
PS0f = 1.0 / abs(PV1f.z);
// 3
R6f.x = R0f.z + -(R1f.z);
R6f.y = R0f.y + -(R1f.y);
R123f.z = (mul_nonIEEE(R126f.y,PS0f) + 1.5);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R126f.x,PS0f) + 1.5);
PV1f.w = R123f.w;
PS1f = 1.0 / R2f.w;
// 4
R5f.x = PV1f.z;
R5f.y = PV1f.w;
R7f.z = mul_nonIEEE(R2f.x, PS1f);
R7f.w = mul_nonIEEE(R2f.y, PS1f);
R11f.w = 1.0 / R2f.w;
PS0f = R11f.w;
R12f.xyzw = (texture(textureUnitPS1, R7f.xy).xyzw);
R5f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R5f.xy,floatBitsToInt(R5f.z)),cubeMapArrayIndex10),R5f.w).xyz);
R7f.x = (texture(textureUnitPS4, R7f.zw).x);
// 0
PV0f.x = mul_nonIEEE(R12f.y, R12f.y);
PV0f.y = mul_nonIEEE(R12f.x, R12f.x);
R126f.z = R5f.x * 1.0;
PV0f.w = mul_nonIEEE(R12f.z, R12f.z);
R126f.x = R5f.y * 1.0;
PS0f = R126f.x;
// 1
PV1f.x = PV0f.w * 1.0;
PV1f.y = PV0f.x * 1.0;
PV1f.z = PV0f.y * 1.0;
R126f.w = R5f.z * 1.0;
R127f.w = R8f.x + 0.0;
PS1f = R127f.w;
// 2
R127f.x = R8f.y + 0.0;
R126f.y = (mul_nonIEEE(R6f.x,PV1f.x) + R1f.z);
R123f.z = (mul_nonIEEE(R6f.y,PV1f.y) + R1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R11f.x,PV1f.z) + R1f.x);
PV0f.w = R123f.w;
R127f.y = R8f.z + 0.0;
PS0f = R127f.y;
// 3
R123f.x = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.z = R123f.z;
R126f.w = mul_nonIEEE(R4f.x, PV0f.w);
R125f.w = mul_nonIEEE(R4f.y, PV0f.z);
PS1f = R125f.w;
// 4
R2f.x = R2f.z * R11f.w;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + R127f.x);
PV0f.y = R123f.y;
PV0f.z = mul_nonIEEE(R4f.z, R126f.y);
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R127f.w);
PV0f.w = R123f.w;
R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.x) + R127f.y);
PS0f = R122f.x;
// 5
R127f.x = mul_nonIEEE(R126f.w, PV0f.w);
PV1f.x = R127f.x;
PV1f.y = mul_nonIEEE(R12f.w, R13f.x);
R126f.z = mul_nonIEEE(PV0f.z, PS0f);
PV1f.z = R126f.z;
R126f.w = mul_nonIEEE(R125f.w, PV0f.y);
PV1f.w = R126f.w;
// 6
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x);
R123f.z = (mul_nonIEEE(R4f.w,PV1f.y) + -(R0f.w))*4.0;
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z);
// 7
backupReg0f = R127f.x;
backupReg1f = R1f.w;
R127f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z);
PV1f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w);
PV1f.y = R127f.y;
R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f);
PV1f.z = R126f.z;
R1f.w = mul_nonIEEE(backupReg1f, PV0f.z);
R1f.w = clamp(R1f.w, 0.0, 1.0);
// 8
PV0f.y = R9f.z + -(PV1f.x);
PV0f.z = R9f.y + -(PV1f.y);
PV0f.w = R9f.x + -(PV1f.z);
// 9
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z);
PV1f.x = R127f.x;
R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f);
PV1f.z = R126f.z;
R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y);
PV1f.w = R126f.w;
// 10
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
// 11
backupReg0f = R10f.x;
backupReg0f = R10f.x;
backupReg0f = R10f.x;
R10f.x = (mul_nonIEEE(PV0f.y,backupReg0f) + R127f.x);
R10f.y = (mul_nonIEEE(PV0f.x,backupReg0f) + R126f.w);
R10f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R126f.z);
// 0
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w),R7f.x) + intBitsToFloat(uf_remappedPS[5].x));
R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[5].w)) + -(intBitsToFloat(uf_remappedPS[5].y)));
PV0f.y = R123f.y;
// 1
PS1f = 1.0 / PV0f.y;
// 2
PV0f.z = -(intBitsToFloat(uf_remappedPS[5].z)) * PS1f;
R126f.z = 1.0 / intBitsToFloat(uf_remappedPS[6].y);
PS0f = R126f.z;
// 3
PV1f.w = -(PV0f.z) + R127f.x;
// 4
PV0f.y = PV1f.w * R126f.z;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
// 5
PV1f.x = mul_nonIEEE(R1f.w, PV0f.y);
// 6
R10f.w = mul_nonIEEE(R3f.x, PV1f.x);
// export
if( ((vec4(R10f.x, R10f.y, R10f.z, R10f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R10f.x * ffred, R10f.y * ffgreen, R10f.z * ffblue, R10f.w * ffopacity); // RGB for fog fields in the distance
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 527591781440691a -- Controls RGb of the Fog Fields in the distance ans their opacity
#define ffopacity $ffopacity
#define ffred $ffred
#define ffgreen $ffgreen
#define ffblue $ffblue
uniform ivec4 uf_remappedPS[7];
uniform float uf_alphaTestRef;
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2022c000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x20234000 res 256x64x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 2 0 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x200c2000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
layout(binding = 10) uniform samplerCubeArray textureUnitPS10;// Tex10 addr 0x3c6ee800 res 16x16x1 dim 3 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x6) Sampler10 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem3;
layout(location = 3) in vec4 passParameterSem4;
layout(location = 4) in vec4 passParameterSem7;
layout(location = 5) in vec4 passParameterSem8;
layout(location = 6) in vec4 passParameterSem9;
layout(location = 7) in vec4 passParameterSem11;
layout(location = 8) in vec4 passParameterSem14;
layout(location = 9) in vec4 passParameterSem15;
layout(location = 10) in vec4 passParameterSem16;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
void redcCUBE(vec4 src0, vec4 src1, out vec3 stm, out int faceId)
{
// stm -> x .. s, y .. t, z .. MajorAxis*2.0
vec3 inputCoord = normalize(vec3(src1.y, src1.x, src0.x));
float rx = inputCoord.x;
float ry = inputCoord.y;
float rz = inputCoord.z;
if( abs(rx) > abs(ry) && abs(rx) > abs(rz) )
{
stm.z = rx*2.0;
stm.xy = vec2(ry,rz);
if( rx >= 0.0 )
{
faceId = 0;
}
else
{
faceId = 1;
}
}
else if( abs(ry) > abs(rx) && abs(ry) > abs(rz) )
{
stm.z = ry*2.0;
stm.xy = vec2(rx,rz);
if( ry >= 0.0 )
{
faceId = 2;
}
else
{
faceId = 3;
}
}
else //if( abs(rz) > abs(ry) && abs(rz) > abs(rx) )
{
stm.z = rz*2.0;
stm.xy = vec2(rx,ry);
if( rz >= 0.0 )
{
faceId = 4;
}
else
{
faceId = 5;
}
}
}
vec3 redcCUBEReverse(vec2 st, int faceId)
{
st.yx = st.xy;
vec3 v;
float majorAxis = 1.0;
if( faceId == 0 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = 1.0;
}
else if( faceId == 1 )
{
v.yz = (st-vec2(1.5))*(majorAxis*2.0);
v.x = -1.0;
}
else if( faceId == 2 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = 1.0;
}
else if( faceId == 3 )
{
v.xz = (st-vec2(1.5))*(majorAxis*2.0);
v.y = -1.0;
}
else if( faceId == 4 )
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = 1.0;
}
else
{
v.xy = (st-vec2(1.5))*(majorAxis*2.0);
v.z = -1.0;
}
return v;
}
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = vec4(0.0);
vec4 R13f = vec4(0.0);
vec4 R122f = 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;
vec4 PV0f = vec4(0.0), PV1f = vec4(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;
vec3 cubeMapSTM;
int cubeMapFaceId;
float cubeMapArrayIndex10 = 0.0;
R0f = passParameterSem0;
R1f = passParameterSem1;
R2f = passParameterSem3;
R3f = passParameterSem4;
R4f = passParameterSem7;
R5f = passParameterSem8;
R6f = passParameterSem9;
R7f = passParameterSem11;
R8f = passParameterSem14;
R9f = passParameterSem15;
R10f = passParameterSem16;
R11f.xw = (texture(textureUnitPS0, R5f.xy).xw);
R13f.x = (texture(textureUnitPS2, R6f.xy).w);
// 0
backupReg0f = R7f.z;
R127f.x = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].y));
PV0f.y = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].x));
R7f.z = -(backupReg0f);
PV0f.z = R7f.z;
R123f.w = (R11f.x * 2.0 + -(1.0));
PV0f.w = R123f.w;
R127f.z = (R11f.w * 2.0 + -(1.0));
PS0f = R127f.z;
// 1
redcCUBE(vec4(PV0f.z,PV0f.z,R7f.x,R7f.y),vec4(R7f.y,R7f.x,PV0f.z,PV0f.z),cubeMapSTM,cubeMapFaceId);
R126f.x = cubeMapSTM.x;
R126f.y = cubeMapSTM.y;
R126f.z = cubeMapSTM.z;
R126f.w = intBitsToFloat(cubeMapFaceId);
PV1f.x = R126f.x;
PV1f.y = R126f.y;
PV1f.z = R126f.z;
PV1f.w = R126f.w;
R7f.x = (mul_nonIEEE(PV0f.y,PV0f.w) + R5f.z);
PS1f = R7f.x;
// 2
R11f.x = R0f.x + -(R1f.x);
R7f.y = (mul_nonIEEE(R127f.x,R127f.z) + R5f.w);
R5f.z = PV1f.w;
R5f.w = intBitsToFloat(uf_remappedPS[1].x);
PS0f = 1.0 / abs(PV1f.z);
// 3
R6f.x = R0f.z + -(R1f.z);
R6f.y = R0f.y + -(R1f.y);
R123f.z = (mul_nonIEEE(R126f.y,PS0f) + 1.5);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R126f.x,PS0f) + 1.5);
PV1f.w = R123f.w;
PS1f = 1.0 / R2f.w;
// 4
R5f.x = PV1f.z;
R5f.y = PV1f.w;
R7f.z = mul_nonIEEE(R2f.x, PS1f);
R7f.w = mul_nonIEEE(R2f.y, PS1f);
R11f.w = 1.0 / R2f.w;
PS0f = R11f.w;
R12f.xyzw = (texture(textureUnitPS1, R7f.xy).xyzw);
R5f.xyz = (textureLod(textureUnitPS10, vec4(redcCUBEReverse(R5f.xy,floatBitsToInt(R5f.z)),cubeMapArrayIndex10),R5f.w).xyz);
R7f.x = (texture(textureUnitPS4, R7f.zw).x);
// 0
PV0f.x = mul_nonIEEE(R12f.y, R12f.y);
PV0f.y = mul_nonIEEE(R12f.x, R12f.x);
R126f.z = R5f.x * 1.0;
PV0f.w = mul_nonIEEE(R12f.z, R12f.z);
R126f.x = R5f.y * 1.0;
PS0f = R126f.x;
// 1
PV1f.x = PV0f.w * 1.0;
PV1f.y = PV0f.x * 1.0;
PV1f.z = PV0f.y * 1.0;
R126f.w = R5f.z * 1.0;
R127f.w = R8f.x + 0.0;
PS1f = R127f.w;
// 2
R127f.x = R8f.y + 0.0;
R126f.y = (mul_nonIEEE(R6f.x,PV1f.x) + R1f.z);
R123f.z = (mul_nonIEEE(R6f.y,PV1f.y) + R1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(R11f.x,PV1f.z) + R1f.x);
PV0f.w = R123f.w;
R127f.y = R8f.z + 0.0;
PS0f = R127f.y;
// 3
R123f.x = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[2].y)) + 0.0);
PV1f.z = R123f.z;
R126f.w = mul_nonIEEE(R4f.x, PV0f.w);
R125f.w = mul_nonIEEE(R4f.y, PV0f.z);
PS1f = R125f.w;
// 4
R2f.x = R2f.z * R11f.w;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.y) + R127f.x);
PV0f.y = R123f.y;
PV0f.z = mul_nonIEEE(R4f.z, R126f.y);
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.z) + R127f.w);
PV0f.w = R123f.w;
R122f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),PV1f.x) + R127f.y);
PS0f = R122f.x;
// 5
R127f.x = mul_nonIEEE(R126f.w, PV0f.w);
PV1f.x = R127f.x;
PV1f.y = mul_nonIEEE(R12f.w, R13f.x);
R126f.z = mul_nonIEEE(PV0f.z, PS0f);
PV1f.z = R126f.z;
R126f.w = mul_nonIEEE(R125f.w, PV0f.y);
PV1f.w = R126f.w;
// 6
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[3].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[3].x);
R123f.z = (mul_nonIEEE(R4f.w,PV1f.y) + -(R0f.w))*4.0;
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[3].z);
// 7
backupReg0f = R127f.x;
backupReg1f = R1f.w;
R127f.x = (mul_nonIEEE(PV0f.w,R10f.y) + R126f.z);
PV1f.x = R127f.x;
R127f.y = (mul_nonIEEE(PV0f.x,R10f.y) + R126f.w);
PV1f.y = R127f.y;
R126f.z = (mul_nonIEEE(PV0f.y,R10f.y) + backupReg0f);
PV1f.z = R126f.z;
R1f.w = mul_nonIEEE(backupReg1f, PV0f.z);
R1f.w = clamp(R1f.w, 0.0, 1.0);
// 8
PV0f.y = R9f.z + -(PV1f.x);
PV0f.z = R9f.y + -(PV1f.y);
PV0f.w = R9f.x + -(PV1f.z);
// 9
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(PV0f.w,R9f.w) + R126f.z);
PV1f.x = R127f.x;
R126f.z = (mul_nonIEEE(PV0f.y,R9f.w) + backupReg0f);
PV1f.z = R126f.z;
R126f.w = (mul_nonIEEE(PV0f.z,R9f.w) + R127f.y);
PV1f.w = R126f.w;
// 10
PV0f.x = -(PV1f.w) + intBitsToFloat(uf_remappedPS[4].y);
PV0f.y = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].x);
PV0f.w = -(PV1f.z) + intBitsToFloat(uf_remappedPS[4].z);
// 11
backupReg0f = R10f.x;
backupReg0f = R10f.x;
backupReg0f = R10f.x;
R10f.x = (mul_nonIEEE(PV0f.y,backupReg0f) + R127f.x);
R10f.y = (mul_nonIEEE(PV0f.x,backupReg0f) + R126f.w);
R10f.z = (mul_nonIEEE(PV0f.w,backupReg0f) + R126f.z);
// 0
R127f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[5].w),R7f.x) + intBitsToFloat(uf_remappedPS[5].x));
R123f.y = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[5].w)) + -(intBitsToFloat(uf_remappedPS[5].y)));
PV0f.y = R123f.y;
// 1
PS1f = 1.0 / PV0f.y;
// 2
PV0f.z = -(intBitsToFloat(uf_remappedPS[5].z)) * PS1f;
R126f.z = 1.0 / intBitsToFloat(uf_remappedPS[6].y);
PS0f = R126f.z;
// 3
PV1f.w = -(PV0f.z) + R127f.x;
// 4
PV0f.y = PV1f.w * R126f.z;
PV0f.y = clamp(PV0f.y, 0.0, 1.0);
// 5
PV1f.x = mul_nonIEEE(R1f.w, PV0f.y);
// 6
R10f.w = mul_nonIEEE(R3f.x, PV1f.x);
// export
if( ((vec4(R10f.x, R10f.y, R10f.z, R10f.w)).a > uf_alphaTestRef) == false) discard;
passPixelColor0 = vec4(R10f.x * ffred, R10f.y * ffgreen, R10f.z * ffblue, R10f.w * ffopacity); // RGB for fog fields in the distance
}

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@ -1,21 +1,21 @@
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$ffopacity = 1
$ffred = 2
$ffgreen = 1
$ffblue = 2
# (ffopacity) = Fog Transparency/Opacity - how thick you want the fog fields to look
# 0 = transparent
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
# Information
# by SkalFate
# ----------------------
Example Preset :
// Changing it here doesn't do anything, this is for demonstration. Change it in rules.txt file instead.
[Preset]
name = Custom Preset
$ffopacity = 1
$ffred = 2
$ffgreen = 1
$ffblue = 2
# (ffopacity) = Fog Transparency/Opacity - how thick you want the fog fields to look
# 0 = transparent
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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@ -1,100 +1,100 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Fog Fields Pack
path = "The Legend of Zelda: Breath of the Wild/Enhancements/Distant Fog Removal/World Fog Fields"
description = Can Remove Fog Fields from the whole world. Change its RGB color.
version = 3
[Preset]
name = Fog Fields Disabled
$ffopacity = 0
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Enabled
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 50%
$ffopacity = 0.5
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 2x
$ffopacity = 2
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 3x
$ffopacity = 3
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Red
$ffopacity = 1
$ffred = 1
$ffgreen = 0
$ffblue = 0
[Preset]
name = Fog Fields Green
$ffopacity = 1
$ffred = 0
$ffgreen = 1
$ffblue = 0
[Preset]
name = Fog Fields Blue
$ffopacity = 1
$ffred = 0
$ffgreen = 0
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Custom Preset
$ffopacity = 1
$ffred = 2
$ffgreen = 1
$ffblue = 2
# Information
# by SkalFate
# ----------------------
# (ffopacity) = Fog Transparency/Opacity - how thick or thin you want the fog fields to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Fog Fields Pack
path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/World Fog Fields"
description = Can Remove Fog Fields from the whole world. Change its RGB color.
version = 3
[Preset]
name = Fog Fields Disabled
$ffopacity = 0
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Enabled
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 50%
$ffopacity = 0.5
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 2x
$ffopacity = 2
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Opacity 3x
$ffopacity = 3
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Fog Fields Red
$ffopacity = 1
$ffred = 1
$ffgreen = 0
$ffblue = 0
[Preset]
name = Fog Fields Green
$ffopacity = 1
$ffred = 0
$ffgreen = 1
$ffblue = 0
[Preset]
name = Fog Fields Blue
$ffopacity = 1
$ffred = 0
$ffgreen = 0
$ffblue = 1
[Preset]
name = ----------------------------------------
$ffopacity = 1
$ffred = 1
$ffgreen = 1
$ffblue = 1
[Preset]
name = Custom Preset
$ffopacity = 1
$ffred = 2
$ffgreen = 1
$ffblue = 2
# Information
# by SkalFate
# ----------------------
# (ffopacity) = Fog Transparency/Opacity - how thick or thin you want the fog fields to look
# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]

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