From 48e6bd276df6574172ea9dbf8460258dbae38c12 Mon Sep 17 00:00:00 2001 From: Crementif <26669564+Crementif@users.noreply.github.com> Date: Sat, 9 May 2020 17:34:49 +0200 Subject: [PATCH] [Fatal Frame] Add brightness graphic pack Requested (?) by https://github.com/slashiee/cemu_graphic_packs/issues/436 Also improves the naming of the character swap mod since it can be used in any mode, not just adventure mode. This might've been done because it can cause problems in some missions. --- .../d50af77827baa4cf_00000000000003c9_ps.txt | 93 +++++++++++++++++++ Mods/FatalFrame_Brightness/rules.txt | 35 +++++++ Mods/HyruleWarriors_CharacterSwap/rules.txt | 4 +- 3 files changed, 130 insertions(+), 2 deletions(-) create mode 100644 Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt create mode 100644 Mods/FatalFrame_Brightness/rules.txt 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]