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[BotW] Added NoLaserBeams pack to hide the laser beams
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 6fa2baef8a4ece42
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// Laser Beams - hidden
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uniform ivec4 uf_remappedPS[3];
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x21594000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 0 0 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem3;
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layout(location = 3) in vec4 passParameterSem4;
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layout(location = 4) in vec4 passParameterSem7;
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layout(location = 5) in vec4 passParameterSem8;
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layout(location = 6) in vec4 passParameterSem14;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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discard;
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem3;
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R3f = passParameterSem4;
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R4f = passParameterSem7;
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R5f = passParameterSem8;
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R6f = passParameterSem14;
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R7f.xw = (texture(textureUnitPS0, R5f.xy).xw);
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// 0
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R123f.x = (R7f.x * 2.0 + -(1.0));
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PV0f.x = R123f.x;
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R123f.y = (R7f.w * 2.0 + -(1.0));
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PV0f.y = R123f.y;
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PV0f.z = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].y));
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PV0f.w = mul_nonIEEE(R3f.y, intBitsToFloat(uf_remappedPS[0].x));
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PS0f = 1.0 / R2f.w;
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// 1
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R5f.x = (mul_nonIEEE(PV0f.w,PV0f.x) + R5f.z);
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R5f.y = (mul_nonIEEE(PV0f.z,PV0f.y) + R5f.w);
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PV1f.z = R2f.z * PS0f;
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PS1f = 1.0 / R2f.w;
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// 2
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.x = mul_nonIEEE(backupReg0f, PS1f);
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R2f.y = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y)));
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R2f.z = mul_nonIEEE(backupReg1f, PS1f);
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R7f.x = mul_nonIEEE(R0f.x, R4f.x);
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PS0f = R7f.x;
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R2f.z = (texture(textureUnitPS4, R2f.xz).x);
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R5f.x = (texture(textureUnitPS1, R5f.xy).w);
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// 0
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R123f.x = (mul_nonIEEE(R4f.w,R5f.x) + -(R0f.w));
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PV0f.x = R123f.x;
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R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R2f.z) + intBitsToFloat(uf_remappedPS[1].x));
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R7f.z = mul_nonIEEE(R0f.z, R4f.z);
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PS0f = 1.0 / R2f.y;
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// 1
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R127f.x = mul_nonIEEE(R1f.w, PV0f.x);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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R7f.y = mul_nonIEEE(R0f.y, R4f.y);
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PV1f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f;
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R127f.w = 1.0 / intBitsToFloat(uf_remappedPS[2].y);
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PS1f = R127f.w;
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// 2
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PV0f.x = -(PV1f.w) + R127f.y;
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// 3
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PV1f.z = PV0f.x * R127f.w;
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PV1f.z = clamp(PV1f.z, 0.0, 1.0);
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// 4
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PV0f.y = mul_nonIEEE(R127f.x, PV1f.z);
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// 5
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PV1f.x = mul_nonIEEE(R3f.x, PV0f.y);
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// 6
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R7f.w = mul_nonIEEE(R6f.w, PV1f.x);
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// export
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if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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passPixelColor0.rgb = passPixelColor0.gbr;
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader de960d36a997b34d
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// Laser Beam rings - hidden
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uniform ivec4 uf_remappedPS[3];
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2188b000 res 128x128x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 0 0 border: 0
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layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4e91800 res 1280x720x1 dim 1 tm: 4 format 0806 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem3;
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layout(location = 3) in vec4 passParameterSem4;
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layout(location = 4) in vec4 passParameterSem5;
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layout(location = 5) in vec4 passParameterSem8;
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layout(location = 6) in vec4 passParameterSem12;
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layout(location = 7) in vec4 passParameterSem14;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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discard;
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem3;
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R3f = passParameterSem4;
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R4f = passParameterSem5;
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R5f = passParameterSem8;
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R6f = passParameterSem12;
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R7f = passParameterSem14;
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R1f.w = (texture(textureUnitPS0, R5f.xy).x);
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// 0
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backupReg0f = R4f.y;
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R127f.x = 1.0;
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R4f.y = R5f.w + 0.0;
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R3f.z = -(R3f.y) + backupReg0f;
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R123f.w = (R1f.w * 2.0 + -(1.0));
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PV0f.w = R123f.w;
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PS0f = 1.0 / R2f.w;
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// 1
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backupReg0f = R5f.z;
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R5f.x = mul_nonIEEE(R2f.x, PS0f);
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R5f.y = mul_nonIEEE(R2f.y, PS0f);
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R5f.z = R0f.x + -(R1f.x);
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R5f.w = R0f.y + -(R1f.y);
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R4f.x = (PV0f.w * intBitsToFloat(0x3dcccccd) + backupReg0f);
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PS1f = R4f.x;
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// 2
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backupReg0f = R6f.y;
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tempf.x = dot(vec4(R6f.x,backupReg0f,R6f.z,R127f.x),vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),intBitsToFloat(uf_remappedPS[0].w)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R6f.y = tempf.x;
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R6f.x = 1.0 / R2f.w;
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PS0f = R6f.x;
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R5f.x = (texture(textureUnitPS4, R5f.xy).x);
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R4f.xyzw = (texture(textureUnitPS1, R4f.xy).xyzw);
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// 0
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R127f.x = mul_nonIEEE(R0f.w, R4f.w);
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R127f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R5f.x) + intBitsToFloat(uf_remappedPS[1].x));
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PV0f.z = -(R3f.y) + -(R6f.y);
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PV0f.w = R2f.z * R6f.x;
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PS0f = 1.0 / R3f.z;
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// 1
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PV1f.x = mul_nonIEEE(PV0f.z, PS0f);
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PV1f.x = clamp(PV1f.x, 0.0, 1.0);
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R123f.y = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[1].w)) + -(intBitsToFloat(uf_remappedPS[1].y)));
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PV1f.y = R123f.y;
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R127f.w = R0f.z + -(R1f.z);
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R0f.x = (mul_nonIEEE(R5f.z,R4f.x) + R1f.x);
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PS1f = R0f.x;
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// 2
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R0f.y = (mul_nonIEEE(R5f.w,R4f.y) + R1f.y);
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R127f.z = mul_nonIEEE(R127f.x, PV1f.x);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PS0f = 1.0 / PV1f.y;
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// 3
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R0f.z = (mul_nonIEEE(R127f.w,R4f.z) + R1f.z);
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PV1f.w = -(intBitsToFloat(uf_remappedPS[1].z)) * PS0f;
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R127f.w = 1.0 / intBitsToFloat(uf_remappedPS[2].y);
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PS1f = R127f.w;
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// 4
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PV0f.x = -(PV1f.w) + R127f.y;
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// 5
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PV1f.z = PV0f.x * R127f.w;
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PV1f.z = clamp(PV1f.z, 0.0, 1.0);
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// 6
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PV0f.y = mul_nonIEEE(R127f.z, PV1f.z);
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// 7
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PV1f.x = mul_nonIEEE(R3f.x, PV0f.y);
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// 8
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R0f.w = mul_nonIEEE(R7f.w, PV1f.x);
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// export
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if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0.rgb = passPixelColor0.gbr;
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}
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5
Modifications/BreathOfTheWild_NoLaserBeams/rules.txt
Normal file
5
Modifications/BreathOfTheWild_NoLaserBeams/rules.txt
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - No Laser Beams"
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version = 2
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# Completely hides the laser beams from the Divine Beasts
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