diff --git a/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt b/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt new file mode 100644 index 00000000..38d58252 --- /dev/null +++ b/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt @@ -0,0 +1,93 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader d50af77827baa4cf +// Used for: Changing the brightness of the game's rendering + + +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#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[1]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[1]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; +TEXTURE_LAYOUT(3, 1, 1) uniform sampler2D textureUnitPS3; +layout(location = 0) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 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 = passParameterSem128; +R1f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); +R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); +// 0 +R127f.z = mul_nonIEEE(R1f.w, R1f.w); +PV0f.z = R127f.z; +R123f.w = (-(R1f.w) * 4.0 + 1.0); +R123f.w = clamp(R123f.w, 0.0, 1.0); +PV0f.w = R123f.w; +R2f.w = 1.0; +PS0f = R2f.w; +// 1 +PV1f.x = mul_nonIEEE(R1f.z, PV0f.z); +PV1f.y = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[0].x)); +PV1f.z = mul_nonIEEE(R1f.y, PV0f.z); +PV1f.w = mul_nonIEEE(R1f.x, PV0f.z); +// 2 +backupReg0f = R0f.x; +PV0f.x = R127f.z + PV1f.y; +R127f.y = (mul_nonIEEE(backupReg0f,PV1f.y) + PV1f.w); +R127f.z = (mul_nonIEEE(R0f.z,PV1f.y) + PV1f.x); +R127f.w = (mul_nonIEEE(R0f.y,PV1f.y) + PV1f.z); +// 3 +PV1f.y = PV0f.x + intBitsToFloat(0x3727c5ac); +// 4 +PS0f = 1.0 / PV1f.y; +// 5 +R2f.x = mul_nonIEEE(R127f.y, PS0f); +R2f.y = mul_nonIEEE(R127f.w, PS0f); +R2f.z = mul_nonIEEE(R127f.z, PS0f); +// export +passPixelColor0 = clamp(vec4(R2f.x, R2f.y, R2f.z, R2f.w)*$brightness, 0.0, 1.0); +} diff --git a/Mods/FatalFrame_Brightness/rules.txt b/Mods/FatalFrame_Brightness/rules.txt new file mode 100644 index 00000000..f6f34bfc --- /dev/null +++ b/Mods/FatalFrame_Brightness/rules.txt @@ -0,0 +1,35 @@ +[Definition] +titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 +name = Brightness +path = "Fatal Frame - Project Zero: Maiden of Black Water/Mods/Brightness" +description = Changes the brightness of the game. +version = 4 + +[Preset] +name = Much Darker +$brightness = 0.4 + +[Preset] +name = Darker +$brightness = 0.6 + +[Preset] +name = Much Darker +$brightness = 0.75 + +[Preset] +name = Normal (Default) +default=1 +$brightness = 1.0 + +[Preset] +name = Slightly Brighter +$brightness = 1.5 + +[Preset] +name = Brighter +$brightness = 2.5 + +[Preset] +name = Much Brighter +$brightness = 4.0 diff --git a/Mods/HyruleWarriors_CharacterSwap/rules.txt b/Mods/HyruleWarriors_CharacterSwap/rules.txt index 3daf51a9..e693ccde 100644 --- a/Mods/HyruleWarriors_CharacterSwap/rules.txt +++ b/Mods/HyruleWarriors_CharacterSwap/rules.txt @@ -1,8 +1,8 @@ [Definition] titleIds = 000500001017D800,000500001017D900,000500001017CD00 name = Character Swap -path = "Hyrule Warriors/Mods/Character Swap (in adventure mode)" -description = Allows you to use a character that isn't selectable from the character selection screen normally in adventure mode. Only works on the latest game update. +path = "Hyrule Warriors/Mods/Character Swap" +description = Overrides the character you pick during character selection or that you have to play as to the one you select here. Only works on the latest game update. version = 4 [Preset]