diff --git a/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt new file mode 100644 index 00000000..180c2096 --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt @@ -0,0 +1,72 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 14e81f55c62139c7 +// Used for: Removing the button prompts in the HUD + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +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; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = mul_nonIEEE(backupReg0f, R1f.x); +R0f.x = clamp(R0f.x, 0.0, 1.0); +R0f.y = mul_nonIEEE(backupReg1f, R1f.y); +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = mul_nonIEEE(backupReg2f, R1f.z); +R0f.z = clamp(R0f.z, 0.0, 1.0); +R0f.w = mul_nonIEEE(backupReg3f, R1f.w); +R0f.w = clamp(R0f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt new file mode 100644 index 00000000..37b1839a --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt @@ -0,0 +1,125 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 4e1d21b4863fc48c +// Used for: Removes the HUD icons like the hearts + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +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; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +// 1 +PV1f.x = fract(PV0f.w); +R127f.y = fract(PV0f.x); +R127f.z = fract(PV0f.y); +PV1f.w = fract(PV0f.z); +R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); +PS1f = R127f.w; +// 2 +R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); +R126f.w = PV1f.x * intBitsToFloat(0x3f808081); +R126f.x = PV1f.w * intBitsToFloat(0x3f808081); +PS0f = R126f.x; +// 3 +R125f.x = R127f.y * intBitsToFloat(0x3f808081); +PV1f.y = fract(R127f.w); +PV1f.z = fract(PV0f.z); +R127f.w = R127f.z * intBitsToFloat(0x3f808081); +PV1f.w = R127f.w; +PS1f = fract(PV0f.y); +// 4 +PV0f.x = fract(R127f.x); +R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); +PV0f.y = R123f.y; +R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); +PV0f.z = R123f.z; +R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); +PV0f.w = R123f.w; +// 5 +R123f.x = (mul_nonIEEE(PV0f.w,R1f.x) + R126f.w); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(PV0f.y,R1f.z) + R127f.w); +R123f.z = clamp(R123f.z, 0.0, 1.0); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV0f.z,R1f.y) + R126f.x); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV1f.w = R123f.w; +// 6 +R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV0f.x = R123f.x; +R1f.y = mul_nonIEEE(R0f.y, PV1f.w); +R1f.y = clamp(R1f.y, 0.0, 1.0); +R1f.z = mul_nonIEEE(R0f.z, PV1f.z); +R1f.z = clamp(R1f.z, 0.0, 1.0); +R1f.x = mul_nonIEEE(R0f.x, PV1f.x); +R1f.x = clamp(R1f.x, 0.0, 1.0); +PS0f = R1f.x; +// 7 +R1f.w = mul_nonIEEE(R0f.w, PV0f.x); +R1f.w = clamp(R1f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt new file mode 100644 index 00000000..128020d9 --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt @@ -0,0 +1,125 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 9f1ac253de80a927 +// Used for: Removing the blinking button in the HUD + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +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; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +// 1 +PV1f.x = fract(PV0f.w); +R127f.y = fract(PV0f.x); +R127f.z = fract(PV0f.y); +PV1f.w = fract(PV0f.z); +R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); +PS1f = R127f.w; +// 2 +R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); +R126f.w = PV1f.x * intBitsToFloat(0x3f808081); +R126f.x = PV1f.w * intBitsToFloat(0x3f808081); +PS0f = R126f.x; +// 3 +R125f.x = R127f.y * intBitsToFloat(0x3f808081); +PV1f.y = fract(R127f.w); +PV1f.z = fract(PV0f.z); +R127f.w = R127f.z * intBitsToFloat(0x3f808081); +PV1f.w = R127f.w; +PS1f = fract(PV0f.y); +// 4 +PV0f.x = fract(R127f.x); +R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); +PV0f.y = R123f.y; +R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); +PV0f.z = R123f.z; +R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); +PV0f.w = R123f.w; +// 5 +R123f.x = (mul_nonIEEE(PV0f.w,R1f.x) + R126f.w); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV1f.x = R123f.x; +R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(PV0f.y,R1f.z) + R127f.w); +R123f.z = clamp(R123f.z, 0.0, 1.0); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV0f.z,R1f.y) + R126f.x); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV1f.w = R123f.w; +// 6 +R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV0f.x = R123f.x; +R1f.y = mul_nonIEEE(R0f.y, PV1f.w); +R1f.y = clamp(R1f.y, 0.0, 1.0); +R1f.z = mul_nonIEEE(R0f.z, PV1f.z); +R1f.z = clamp(R1f.z, 0.0, 1.0); +R1f.x = mul_nonIEEE(R0f.x, PV1f.x); +R1f.x = clamp(R1f.x, 0.0, 1.0); +PS0f = R1f.x; +// 7 +R1f.w = mul_nonIEEE(R0f.w, PV0f.x); +R1f.w = clamp(R1f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt new file mode 100644 index 00000000..0ebc2d81 --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt @@ -0,0 +1,137 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader acd66e3570ee3a72 +// Used for: Removing the last bit of text in the HUD + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R122f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R124f = 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; +R0f = passParameterSem0; +R1f = passParameterSem2; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +R126f.w = R1f.x; +R126f.w = clamp(R126f.w, 0.0, 1.0); +PS0f = R126f.w; +// 1 +PV1f.x = fract(PV0f.w); +R127f.y = fract(PV0f.x); +R127f.z = fract(PV0f.y); +PV1f.w = fract(PV0f.z); +R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); +PS1f = R127f.w; +// 2 +R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); +R125f.w = PV1f.x * intBitsToFloat(0x3f808081); +R126f.x = PV1f.w * intBitsToFloat(0x3f808081); +PS0f = R126f.x; +// 3 +backupReg0f = R127f.z; +R125f.x = R127f.y * intBitsToFloat(0x3f808081); +PV1f.y = fract(R127f.w); +R127f.z = fract(PV0f.z); +R127f.w = backupReg0f * intBitsToFloat(0x3f808081); +R126f.z = fract(PV0f.y); +PS1f = R126f.z; +// 4 +PV0f.x = fract(R127f.x); +R127f.y = R1f.z; +R127f.y = clamp(R127f.y, 0.0, 1.0); +R125f.z = R1f.y; +R125f.z = clamp(R125f.z, 0.0, 1.0); +R124f.w = R1f.w; +R124f.w = clamp(R124f.w, 0.0, 1.0); +R122f.x = (PV1f.y * intBitsToFloat(0x3f808081) + -(R125f.w)); +PS0f = R122f.x; +// 5 +R123f.x = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); +PV1f.x = R123f.x; +R123f.y = (R126f.z * intBitsToFloat(0x3f808081) + -(R127f.w)); +PV1f.y = R123f.y; +R123f.z = (R127f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(PS0f,R126f.w) + R125f.w); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV1f.w = R123f.w; +// 6 +R123f.x = (mul_nonIEEE(PV1f.x,R124f.w) + R125f.x); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV0f.x = R123f.x; +R123f.z = (mul_nonIEEE(PV1f.y,R127f.y) + R127f.w); +R123f.z = clamp(R123f.z, 0.0, 1.0); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV1f.z,R125f.z) + R126f.x); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV0f.w = R123f.w; +R1f.x = mul_nonIEEE(R0f.x, PV1f.w); +R1f.x = clamp(R1f.x, 0.0, 1.0); +PS0f = R1f.x; +// 7 +R1f.y = mul_nonIEEE(R0f.y, PV0f.w); +R1f.y = clamp(R1f.y, 0.0, 1.0); +R1f.z = mul_nonIEEE(R0f.z, PV0f.z); +R1f.z = clamp(R1f.z, 0.0, 1.0); +R1f.w = mul_nonIEEE(R0f.w, PV0f.x); +R1f.w = clamp(R1f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt new file mode 100644 index 00000000..5962d0c1 --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt @@ -0,0 +1,122 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b567aed28aa42ec7 +// Used for: Removing the text from the HUD + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +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; +R1f.w = (texture(textureUnitPS0, R1f.xy).w); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +// 1 +PV1f.x = fract(PV0f.w); +R127f.y = fract(PV0f.x); +R127f.z = fract(PV0f.y); +PV1f.w = fract(PV0f.z); +R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); +PS1f = R127f.w; +// 2 +R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); +R126f.w = PV1f.x * intBitsToFloat(0x3f808081); +R126f.x = PV1f.w * intBitsToFloat(0x3f808081); +PS0f = R126f.x; +// 3 +R125f.x = R127f.y * intBitsToFloat(0x3f808081); +PV1f.y = fract(R127f.w); +PV1f.z = fract(PV0f.z); +R127f.w = R127f.z * intBitsToFloat(0x3f808081); +PV1f.w = R127f.w; +PS1f = fract(PV0f.y); +// 4 +PV0f.x = fract(R127f.x); +R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); +PV0f.y = R123f.y; +R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); +PV0f.z = R123f.z; +R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); +PV0f.w = R123f.w; +// 5 +PV1f.x = R126f.w + PV0f.w; +PV1f.x = clamp(PV1f.x, 0.0, 1.0); +R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); +PV1f.y = R123f.y; +PV1f.z = R127f.w + PV0f.y; +PV1f.z = clamp(PV1f.z, 0.0, 1.0); +PV1f.w = R126f.x + PV0f.z; +PV1f.w = clamp(PV1f.w, 0.0, 1.0); +// 6 +R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); +R123f.x = clamp(R123f.x, 0.0, 1.0); +PV0f.x = R123f.x; +R1f.y = mul_nonIEEE(R0f.y, PV1f.w); +R1f.y = clamp(R1f.y, 0.0, 1.0); +R1f.z = mul_nonIEEE(R0f.z, PV1f.z); +R1f.z = clamp(R1f.z, 0.0, 1.0); +R1f.x = mul_nonIEEE(R0f.x, PV1f.x); +R1f.x = clamp(R1f.x, 0.0, 1.0); +PS0f = R1f.x; +// 7 +R1f.w = mul_nonIEEE(R0f.w, PV0f.x); +R1f.w = clamp(R1f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt new file mode 100644 index 00000000..ca0c2c89 --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt @@ -0,0 +1,69 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader e264c779e7deb774 +// Used for: Removing the map from the HUD + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +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 = passParameterSem1; +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = backupReg0f; +R0f.x = clamp(R0f.x, 0.0, 1.0); +R0f.y = backupReg1f; +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = backupReg2f; +R0f.z = clamp(R0f.z, 0.0, 1.0); +R0f.w = backupReg3f; +R0f.w = clamp(R0f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt new file mode 100644 index 00000000..ecd8c11b --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt @@ -0,0 +1,122 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader f6e03fd012597dda +// Used for: Removing even more text from HUD + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R122f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R124f = 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; +R0f = passParameterSem1; +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +backupReg0f = R0f.x; +PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +R126f.w = backupReg0f; +R126f.w = clamp(R126f.w, 0.0, 1.0); +PS0f = R126f.w; +// 1 +PV1f.x = fract(PV0f.w); +R127f.y = fract(PV0f.x); +R127f.z = fract(PV0f.y); +PV1f.w = fract(PV0f.z); +R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); +PS1f = R127f.w; +// 2 +R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); +R125f.w = PV1f.x * intBitsToFloat(0x3f808081); +R126f.x = PV1f.w * intBitsToFloat(0x3f808081); +PS0f = R126f.x; +// 3 +backupReg0f = R127f.z; +R125f.x = R127f.y * intBitsToFloat(0x3f808081); +PV1f.y = fract(R127f.w); +R127f.z = fract(PV0f.z); +R127f.w = backupReg0f * intBitsToFloat(0x3f808081); +R126f.z = fract(PV0f.y); +PS1f = R126f.z; +// 4 +PV0f.x = fract(R127f.x); +R127f.y = R0f.z; +R127f.y = clamp(R127f.y, 0.0, 1.0); +R125f.z = R0f.y; +R125f.z = clamp(R125f.z, 0.0, 1.0); +R124f.w = R0f.w; +R124f.w = clamp(R124f.w, 0.0, 1.0); +R122f.x = (PV1f.y * intBitsToFloat(0x3f808081) + -(R125f.w)); +PS0f = R122f.x; +// 5 +R123f.x = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); +PV1f.x = R123f.x; +R123f.y = (R126f.z * intBitsToFloat(0x3f808081) + -(R127f.w)); +PV1f.y = R123f.y; +R123f.z = (R127f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); +PV1f.z = R123f.z; +R0f.x = (mul_nonIEEE(PS0f,R126f.w) + R125f.w); +R0f.x = clamp(R0f.x, 0.0, 1.0); +PS1f = R0f.x; +// 6 +R0f.y = (mul_nonIEEE(PV1f.z,R125f.z) + R126f.x); +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = (mul_nonIEEE(PV1f.y,R127f.y) + R127f.w); +R0f.z = clamp(R0f.z, 0.0, 1.0); +R0f.w = (mul_nonIEEE(PV1f.x,R124f.w) + R125f.x); +R0f.w = clamp(R0f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt new file mode 100644 index 00000000..89954f83 --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt @@ -0,0 +1,72 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader faace4c78d269ce1 +// Used for: Removing more text from HUD + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform vec4 uf_fragCoordScale; +}; +#else +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +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; +R1f.w = (texture(textureUnitPS0, R1f.xy).w); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = backupReg0f; +R0f.x = clamp(R0f.x, 0.0, 1.0); +R0f.y = backupReg1f; +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = backupReg2f; +R0f.z = clamp(R0f.z, 0.0, 1.0); +R0f.w = mul_nonIEEE(backupReg3f, R1f.w); +R0f.w = clamp(R0f.w, 0.0, 1.0); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/rules.txt b/Mods/TwilightPrincessHD_RemoveHUD/rules.txt new file mode 100644 index 00000000..b89b4d39 --- /dev/null +++ b/Mods/TwilightPrincessHD_RemoveHUD/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 000500001019E500,000500001019E600,000500001019C800 +name = Remove HUD +path = "The Legend of Zelda: Twilight Princess HD/Mods/Remove HUD (breaks menus)" +description = Hides the HUD elements like the hearts, controller buttons and rupees count.|You should only enable this graphic pack when you want to make a screenshot without the HUD. +version = 7 \ No newline at end of file diff --git a/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt b/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt new file mode 100644 index 00000000..87dd52c3 --- /dev/null +++ b/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt @@ -0,0 +1,65 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 2802e519ac163806 +// Used for: Removing the red part of the hearts + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +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; +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R1f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)); +R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)); +// 1 +R1f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)); +R1f.w = (mul_nonIEEE(R0f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w)); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); +} diff --git a/Mods/WindWakerHD_RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt b/Mods/WindWakerHD_RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt new file mode 100644 index 00000000..727fffd4 --- /dev/null +++ b/Mods/WindWakerHD_RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt @@ -0,0 +1,100 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 62b20d3dab5b31f4 +// Used for: Removing the red glanse from the red hearts + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 2) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[3]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[3]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 2) in vec4 passParameterSem2; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R123i = 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); +R1i = floatBitsToInt(passParameterSem1); +R2i = floatBitsToInt(passParameterSem2); +R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyzw); +R2i.xyzw = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R2i.xy)).xyzw); +// 0 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x), intBitsToFloat(R2i.w))); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R2i.w)) + 1.0); +R127i.z = uf_remappedPS[0].x & 0x00000080; +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(R2i.w))); +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.z), intBitsToFloat(R2i.w))); +// 1 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.x))); +PV1i.x = R123i.x; +PV1i.y = floatBitsToInt(min(intBitsToFloat(R1i.w), intBitsToFloat(R2i.w))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(R1i.w), intBitsToFloat(R2i.w))); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PV0i.y)) + intBitsToFloat(PV0i.w))); +PV1i.w = R123i.w; +R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PV0i.y)) + intBitsToFloat(PS0i))); +PS1i = R127i.w; +// 2 +R123i.x = ((R127i.z == 0)?(PV1i.z):(PV1i.y)); +PV0i.x = R123i.x; +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[1].y)) + intBitsToFloat(uf_remappedPS[2].y))); +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(uf_remappedPS[2].x))); +PV0i.w = R123i.w; +// 3 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[1].w)) + intBitsToFloat(uf_remappedPS[2].w))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(uf_remappedPS[1].z)) + intBitsToFloat(uf_remappedPS[2].z))); +PV1i.y = R123i.y; +R1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(PV0i.w))); +PS1i = R1i.x; +// 4 +R1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(R127i.z))); +R1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y))); +R1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x))); +// export +passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.0); +} diff --git a/Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt b/Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt new file mode 100644 index 00000000..bc921a92 --- /dev/null +++ b/Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt @@ -0,0 +1,115 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader b84517cef3bb49ad +// Used for: Removes the text from the HUD, also breaks other text menus though. + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[4]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = 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); +R1i = floatBitsToInt(passParameterSem1); +// 0 +backupReg0i = R1i.z; +R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); +R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); +R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); +// 0 +PV0i.x = R1i.w; +PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); +PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); +// 1 +R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x)); +R127i.z = ((PV0i.y == 0)?(PV0i.w):(0)); +PV1i.z = R127i.z; +// 2 +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.z),intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x))); +PV0i.w = R123i.w; +// 3 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[0].w))); +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z))); +PV1i.y = R123i.y; +R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w))); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z))); +// 4 +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV1i.y))); +R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV1i.x))); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].y)) + intBitsToFloat(uf_remappedPS[3].y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(uf_remappedPS[3].x))); +PV0i.w = R123i.w; +// 5 +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[2].w))); +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(uf_remappedPS[2].z)) + intBitsToFloat(uf_remappedPS[3].z))); +PV1i.y = R123i.y; +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV0i.w))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.y), intBitsToFloat(PV0i.z))); +// 6 +backupReg0i = R0i.z; +PV0i.x = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV1i.x))); +R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w)); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y))); +R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z)); +PS0i = R0i.x; +// 7 +R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x)); +R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y)); +// export +passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.0); +} diff --git a/Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt b/Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt new file mode 100644 index 00000000..f0425765 --- /dev/null +++ b/Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt @@ -0,0 +1,103 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader d9953dbd7354b119 +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[4]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[4]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = 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); +R1i = floatBitsToInt(passParameterSem1); +// 0 +backupReg0i = R1i.z; +R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y)); +R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); +R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); +R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)); +R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); +// 0 +backupReg0i = R0i.y; +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.x), intBitsToFloat(R2i.w))); +PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z)); +PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); +PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); +PV0i.w = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); +R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R2i.x))); +PS0i = R126i.w; +// 1 +R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.z), intBitsToFloat(PV0i.y))); +R123i.y = ((PV0i.w == 0)?(PV0i.z):(0)); +PV1i.y = R123i.y; +PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y)); +PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x)); +// 2 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[3].w))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].w))); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.w))); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.z))); +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R0i.w), intBitsToFloat(PV0i.y))); +PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z)); +PV1i.z = floatBitsToInt(mul_nonIEEE(-(intBitsToFloat(R0i.w)), intBitsToFloat(PV0i.x))); +R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x)); +PS1i = R1i.x; +// 4 +backupReg0i = R0i.z; +R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w)); +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PV1i.y))); +R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x)); +// 5 +R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x)); +// export +passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.0); +} diff --git a/Mods/WindWakerHD_RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt b/Mods/WindWakerHD_RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt new file mode 100644 index 00000000..53a7b51d --- /dev/null +++ b/Mods/WindWakerHD_RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt @@ -0,0 +1,78 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader fcd26205b94e11ca +// Used for: Removing the bigger red glanse/glow of the red hearts + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 1) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[2]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[2]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +layout(location = 0) out vec4 passPixelColor0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +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; +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +// 0 +R127f.z = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[1].y)); +R123f.w = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[1].x)); +PV0f.w = R123f.w; +// 1 +R123f.x = (mul_nonIEEE(R1f.w,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[1].w)); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R1f.z,intBitsToFloat(uf_remappedPS[0].z)) + intBitsToFloat(uf_remappedPS[1].z)); +PV1f.y = R123f.y; +R1f.x = mul_nonIEEE(R0f.x, PV0f.w); +PS1f = R1f.x; +// 2 +R1f.y = mul_nonIEEE(R0f.y, R127f.z); +R1f.z = mul_nonIEEE(R0f.z, PV1f.y); +R1f.w = mul_nonIEEE(R0f.w, PV1f.x); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); +} diff --git a/Mods/WindWakerHD_RemoveHUD/rules.txt b/Mods/WindWakerHD_RemoveHUD/rules.txt new file mode 100644 index 00000000..63c066c3 --- /dev/null +++ b/Mods/WindWakerHD_RemoveHUD/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 0005000010143500,0005000010143600,0005000010143400 +name = Remove HUD +path = "The Legend of Zelda: The Wind Waker HD/Mods/Remove HUD (breaks menus)" +description = Removes the HUD elements for taking screenshots.|This will break other menus making it very hard to navigate those. +version = 7 \ No newline at end of file