[WWHD & TPHD] Add Remove HUD graphic packs

This commit is contained in:
Crementif 2021-02-25 21:03:30 +01:00
parent 4e5fc5bb1b
commit 480c59b578
No known key found for this signature in database
GPG Key ID: 453870E0401C94C0
15 changed files with 1317 additions and 0 deletions

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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