diff --git a/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt b/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt deleted file mode 100644 index 87dd52c3..00000000 --- a/Mods/WindWakerHD_RemoveHUD/2802e519ac163806_0000000000000079_ps.txt +++ /dev/null @@ -1,65 +0,0 @@ -#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 deleted file mode 100644 index 727fffd4..00000000 --- a/Mods/WindWakerHD_RemoveHUD/62b20d3dab5b31f4_00000000000003c9_ps.txt +++ /dev/null @@ -1,100 +0,0 @@ -#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/7d7d874efcc7ba4b_0000000000000079_ps.txt b/Mods/WindWakerHD_RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt deleted file mode 100644 index 7c4cfa86..00000000 --- a/Mods/WindWakerHD_RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt +++ /dev/null @@ -1,67 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable - - -// shader 7d7d874efcc7ba4b: textbox continue icon - - -#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.z, 1.0/gl_FragCoord.w) -#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; -float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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; -R0f = passParameterSem0; -R1f = passParameterSem1; -R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw); -// 0 -R0f.x = mul_nonIEEE(R0f.x, R1f.x); -R0f.x = clamp(R0f.x, 0.0, 1.0); -R0f.y = mul_nonIEEE(R0f.y, R1f.y); -R0f.y = clamp(R0f.y, 0.0, 1.0); -R0f.z = mul_nonIEEE(R0f.z, R1f.z); -R0f.z = clamp(R0f.z, 0.0, 1.0); -R0f.w = mul_nonIEEE(R0f.w, 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/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt b/Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt deleted file mode 100644 index bc921a92..00000000 --- a/Mods/WindWakerHD_RemoveHUD/b84517cef3bb49ad_000000000000007d_ps.txt +++ /dev/null @@ -1,115 +0,0 @@ -#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/d80a321ea97e9415_0000000000000079_ps.txt b/Mods/WindWakerHD_RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt deleted file mode 100644 index 65abeebf..00000000 --- a/Mods/WindWakerHD_RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt +++ /dev/null @@ -1,115 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable - - -// shader d80a321ea97e9415: text shadow - - -#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.z, 1.0/gl_FragCoord.w) -#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; -float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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; -R0f = passParameterSem0; -R1f = passParameterSem2; -R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw); -// 0 -PV0fx = intBitsToFloat(uf_remappedPS[0].w) * 0.99609375; -PV0fy = intBitsToFloat(uf_remappedPS[0].z) * 0.99609375; -PV0fz = intBitsToFloat(uf_remappedPS[0].y) * 0.99609375; -PV0fw = intBitsToFloat(uf_remappedPS[0].x) * 0.99609375; -// 1 -PV1fx = fract(PV0fw); -R127f.y = fract(PV0fx); -R127f.z = fract(PV0fy); -PV1fw = fract(PV0fz); -R127f.w = intBitsToFloat(uf_remappedPS[1].x) * 0.99609375; -// 2 -R127f.x = intBitsToFloat(uf_remappedPS[1].w) * 0.99609375; -PV0fy = intBitsToFloat(uf_remappedPS[1].z) * 0.99609375; -PV0fz = intBitsToFloat(uf_remappedPS[1].y) * 0.99609375; -R126f.w = PV1fx * intBitsToFloat(0x3f808081); -R126f.x = PV1fw * intBitsToFloat(0x3f808081); -// 3 -R125f.x = R127f.y * intBitsToFloat(0x3f808081); -PV1fy = fract(R127f.w); -PV1fz = fract(PV0fz); -R127f.w = R127f.z * intBitsToFloat(0x3f808081); -PS1f = fract(PV0fy); -// 4 -PV0fx = fract(R127f.x); -R123f.y = PS1f * intBitsToFloat(0x3f808081) + -(R127f.w); -R123f.z = PV1fz * intBitsToFloat(0x3f808081) + -(R126f.x); -R123f.w = PV1fy * intBitsToFloat(0x3f808081) + -(R126f.w); -// 5 -backupReg0f = R123f.y; -backupReg1f = R123f.z; -R123f.x = mul_nonIEEE(R123f.w,R1f.x) + R126f.w; -R123f.x = clamp(R123f.x, 0.0, 1.0); -R123f.y = PV0fx * intBitsToFloat(0x3f808081) + -(R125f.x); -R123f.z = mul_nonIEEE(backupReg0f,R1f.z) + R127f.w; -R123f.z = clamp(R123f.z, 0.0, 1.0); -R123f.w = mul_nonIEEE(backupReg1f,R1f.y) + R126f.x; -R123f.w = clamp(R123f.w, 0.0, 1.0); -// 6 -backupReg0f = R123f.x; -R123f.x = mul_nonIEEE(R123f.y,R1f.w) + R125f.x; -R123f.x = clamp(R123f.x, 0.0, 1.0); -R1f.y = mul_nonIEEE(R0f.y, R123f.w); -R1f.y = clamp(R1f.y, 0.0, 1.0); -R1f.z = mul_nonIEEE(R0f.z, R123f.z); -R1f.z = clamp(R1f.z, 0.0, 1.0); -R1f.x = mul_nonIEEE(R0f.x, backupReg0f); -R1f.x = clamp(R1f.x, 0.0, 1.0); -// 7 -R1f.w = mul_nonIEEE(R0f.w, R123f.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/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt b/Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt deleted file mode 100644 index f0425765..00000000 --- a/Mods/WindWakerHD_RemoveHUD/d9953dbd7354b119_000000000000007d_ps.txt +++ /dev/null @@ -1,103 +0,0 @@ -#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 deleted file mode 100644 index 53a7b51d..00000000 --- a/Mods/WindWakerHD_RemoveHUD/fcd26205b94e11ca_0000000000000079_ps.txt +++ /dev/null @@ -1,78 +0,0 @@ -#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 deleted file mode 100644 index 63c066c3..00000000 --- a/Mods/WindWakerHD_RemoveHUD/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[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