[BotW] Update ChangeAnicentGlowColor Mod (#387)

...Also added 'glow' in the file name to be more specific.
Add brightness scaling for Guardians, scale original brightness of others instead of overwriting them.
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NAVras-Z 2019-07-28 10:17:08 +08:00 committed by GitHub
parent b27294a2d9
commit 9b1e530fbe
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17 changed files with 7248 additions and 7222 deletions

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@ -1,187 +1,187 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
// Ancient Armor
// shader cc51c2b5a4fce06c
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = 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 = passParameterSem1;
R2f = passParameterSem7;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f.xy = (texture(textureUnitPS3, R0f.xy).xy);
R1f.w = (texture(textureUnitPS2, R0f.xy).x);
R1f.xyz = (texture(textureUnitPS4, R1f.xy).xyz);
R6f.xyz = (texture(textureUnitPS5, R0f.zw).xyz);
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
// 0
PV0f.x = fract(R2f.x);
R125f.y = (R5f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R125f.y;
R127f.z = mul_nonIEEE(R3f.y, R4f.z);
PV0f.w = fract(R2f.y);
R127f.x = mul_nonIEEE(R3f.z, R4f.x);
PS0f = R127f.x;
// 1
R126f.x = (R5f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV1f.y = PV0f.w + -(0.5);
PV1f.z = PV0f.x + -(0.5);
PV1f.w = mul_nonIEEE(R3f.x, R4f.y);
R127f.y = mul_nonIEEE(PV0f.y, PV0f.y);
PS1f = R127f.y;
// 2
backupReg0f = R127f.z;
R123f.x = (mul_nonIEEE(-(PV1f.z),PV1f.z) + 1.0);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R126f.y = (mul_nonIEEE(-(R4f.z),R3f.x) + R127f.x);
R127f.z = (mul_nonIEEE(-(R4f.y),R3f.z) + backupReg0f);
R123f.w = (mul_nonIEEE(-(PV1f.y),PV1f.y) + 1.0);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R127f.w = (mul_nonIEEE(-(R4f.x),R3f.y) + PV1f.w);
PS0f = R127f.w;
// 3
R123f.x = (mul_nonIEEE(R126f.x,R126f.x) + R127f.y);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(R4f.w, R126f.x);
PV1f.z = mul_nonIEEE(PV0f.x, PV0f.w);
R126f.w = mul_nonIEEE(Color.r, R1f.x);
R126f.x = mul_nonIEEE(Color.g, R1f.y);
PS1f = R126f.x;
// 4
PV0f.x = mul_nonIEEE(R127f.z, PV1f.y);
PV0f.y = mul_nonIEEE(R126f.y, PV1f.y);
PV0f.z = mul_nonIEEE(R127f.w, PV1f.y);
PV0f.w = -(PV1f.x) + 1.0;
PS0f = mul_nonIEEE(PV1f.z, PV1f.z);
// 5
R123f.x = (mul_nonIEEE(R4f.y,R125f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R4f.x,R125f.y) + PV0f.x);
PV1f.y = R123f.y;
PV1f.z = mul_nonIEEE(R1f.w, PS0f);
R123f.w = (mul_nonIEEE(R4f.z,R125f.y) + PV0f.z);
PV1f.w = R123f.w;
PS1f = sqrt(PV0f.w);
// 6
R127f.x = (mul_nonIEEE(R3f.x,PS1f) + PV1f.y);
PV0f.x = R127f.x;
R126f.y = (mul_nonIEEE(R3f.y,PS1f) + PV1f.x);
PV0f.y = R126f.y;
R126f.z = (mul_nonIEEE(R3f.z,PS1f) + PV1f.w);
PV0f.z = R126f.z;
PV0f.w = PV1f.z * intBitsToFloat(0x427f0000);
R127f.z = mul_nonIEEE(Color.b, R1f.z);
PS0f = R127f.z;
// 7
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.y = floor(PV0f.w);
R125f.y *= 4.0;
PS1f = R125f.y;
// 8
PV0f.x = mul_nonIEEE(R6f.z, R127f.z);
PV0f.y = mul_nonIEEE(R6f.y, R126f.x);
R127f.z = intBitsToFloat(0x3d008081);
PV0f.w = mul_nonIEEE(R6f.x, R126f.w);
tempResultf = 1.0 / sqrt(PV1f.x);
R127f.y = tempResultf;
R127f.y /= 2.0;
PS0f = R127f.y;
// 9
R126f.x = R125f.y + 2.0;
R6f.y = mul_nonIEEE(Light, PV0f.y);
R6f.z = mul_nonIEEE(Light, PV0f.x);
PV1f.w = intBitsToFloat(uf_remappedPS[2].z);
R6f.x = mul_nonIEEE(Light, PV0f.w);
PS1f = R6f.x;
// 10
R3f.x = R127f.z;
R3f.y = PV1f.w;
R1f.z = (mul_nonIEEE(R126f.z,R127f.y) + 0.5);
R3f.w = 1.0;
R1f.x = (mul_nonIEEE(R127f.x,R127f.y) + 0.5);
PS0f = R1f.x;
// 11
R1f.y = (mul_nonIEEE(R126f.y,R127f.y) + 0.5);
R6f.w = 1.0;
R1f.w = R126f.x * intBitsToFloat(0x3b808081);
PS1f = R1f.w;
// 12
R0f.w = intBitsToFloat(0x3e828283);
// 13
R7f.xyz = vec3(R6f.x,R6f.y,R6f.z);
R7f.w = R6f.w;
// 14
R6f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R6f.w = R1f.w;
// 15
R5f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R5f.w = R0f.w;
// 16
R4f.xyz = vec3(R3f.x,R3f.y,R3f.z);
R4f.w = R3f.w;
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor1 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor3 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
passPixelColor5 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Ancient Armor
// shader cc51c2b5a4fce06c
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = 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 = passParameterSem1;
R2f = passParameterSem7;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f.xy = (texture(textureUnitPS3, R0f.xy).xy);
R1f.w = (texture(textureUnitPS2, R0f.xy).x);
R1f.xyz = (texture(textureUnitPS4, R1f.xy).xyz);
R6f.xyz = (texture(textureUnitPS5, R0f.zw).xyz);
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
// 0
PV0f.x = fract(R2f.x);
R125f.y = (R5f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R125f.y;
R127f.z = mul_nonIEEE(R3f.y, R4f.z);
PV0f.w = fract(R2f.y);
R127f.x = mul_nonIEEE(R3f.z, R4f.x);
PS0f = R127f.x;
// 1
R126f.x = (R5f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV1f.y = PV0f.w + -(0.5);
PV1f.z = PV0f.x + -(0.5);
PV1f.w = mul_nonIEEE(R3f.x, R4f.y);
R127f.y = mul_nonIEEE(PV0f.y, PV0f.y);
PS1f = R127f.y;
// 2
backupReg0f = R127f.z;
R123f.x = (mul_nonIEEE(-(PV1f.z),PV1f.z) + 1.0);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R126f.y = (mul_nonIEEE(-(R4f.z),R3f.x) + R127f.x);
R127f.z = (mul_nonIEEE(-(R4f.y),R3f.z) + backupReg0f);
R123f.w = (mul_nonIEEE(-(PV1f.y),PV1f.y) + 1.0);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R127f.w = (mul_nonIEEE(-(R4f.x),R3f.y) + PV1f.w);
PS0f = R127f.w;
// 3
R123f.x = (mul_nonIEEE(R126f.x,R126f.x) + R127f.y);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(R4f.w, R126f.x);
PV1f.z = mul_nonIEEE(PV0f.x, PV0f.w);
R126f.w = mul_nonIEEE(Color.r, R1f.x);
R126f.x = mul_nonIEEE(Color.g, R1f.y);
PS1f = R126f.x;
// 4
PV0f.x = mul_nonIEEE(R127f.z, PV1f.y);
PV0f.y = mul_nonIEEE(R126f.y, PV1f.y);
PV0f.z = mul_nonIEEE(R127f.w, PV1f.y);
PV0f.w = -(PV1f.x) + 1.0;
PS0f = mul_nonIEEE(PV1f.z, PV1f.z);
// 5
R123f.x = (mul_nonIEEE(R4f.y,R125f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R4f.x,R125f.y) + PV0f.x);
PV1f.y = R123f.y;
PV1f.z = mul_nonIEEE(R1f.w, PS0f);
R123f.w = (mul_nonIEEE(R4f.z,R125f.y) + PV0f.z);
PV1f.w = R123f.w;
PS1f = sqrt(PV0f.w);
// 6
R127f.x = (mul_nonIEEE(R3f.x,PS1f) + PV1f.y);
PV0f.x = R127f.x;
R126f.y = (mul_nonIEEE(R3f.y,PS1f) + PV1f.x);
PV0f.y = R126f.y;
R126f.z = (mul_nonIEEE(R3f.z,PS1f) + PV1f.w);
PV0f.z = R126f.z;
PV0f.w = PV1f.z * intBitsToFloat(0x427f0000);
R127f.z = mul_nonIEEE(Color.b, R1f.z);
PS0f = R127f.z;
// 7
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.y = floor(PV0f.w);
R125f.y *= 4.0;
PS1f = R125f.y;
// 8
PV0f.x = mul_nonIEEE(R6f.z, R127f.z);
PV0f.y = mul_nonIEEE(R6f.y, R126f.x);
R127f.z = intBitsToFloat(0x3d008081);
PV0f.w = mul_nonIEEE(R6f.x, R126f.w);
tempResultf = 1.0 / sqrt(PV1f.x);
R127f.y = tempResultf;
R127f.y /= 2.0;
PS0f = R127f.y;
// 9
R126f.x = R125f.y + 2.0;
R6f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.y);
R6f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.x);
PV1f.w = intBitsToFloat(uf_remappedPS[2].z);
R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.w);
PS1f = R6f.x;
// 10
R3f.x = R127f.z;
R3f.y = PV1f.w;
R1f.z = (mul_nonIEEE(R126f.z,R127f.y) + 0.5);
R3f.w = 1.0;
R1f.x = (mul_nonIEEE(R127f.x,R127f.y) + 0.5);
PS0f = R1f.x;
// 11
R1f.y = (mul_nonIEEE(R126f.y,R127f.y) + 0.5);
R6f.w = 1.0;
R1f.w = R126f.x * intBitsToFloat(0x3b808081);
PS1f = R1f.w;
// 12
R0f.w = intBitsToFloat(0x3e828283);
// 13
R7f.xyz = vec3(R6f.x,R6f.y,R6f.z);
R7f.w = R6f.w;
// 14
R6f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R6f.w = R1f.w;
// 15
R5f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R5f.w = R0f.w;
// 16
R4f.xyz = vec3(R3f.x,R3f.y,R3f.z);
R4f.w = R3f.w;
// export
passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor1 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor3 = vec4(R6f.x, R6f.y, R6f.z, R6f.w);
passPixelColor5 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
}

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@ -1,7 +1,7 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Ancient Armor
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Ancient Armor"
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient Armor"
description = Change Ancient Amor's color and brightness. Originally it's Ancient Orange.
version = 3
@ -10,46 +10,46 @@ name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L = 20.0
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L = 40.0
$L_f = 2.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L = 29.576
$L_f = 1.5
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L = 20.0
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L = 20.0
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L = 40.0
$L_f = 2.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L = 40.0 # Brightness, Armor only because others vary
$L_f = 2.0 # Brightness scaling factor

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@ -1,199 +1,199 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
// Ancient weapons
// shader 5c4fc00fefe604eb
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem3;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem7;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = 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(passParameterSem3);
R2i = floatBitsToInt(passParameterSem4);
R3i = floatBitsToInt(passParameterSem7);
R4i.xy = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xy);
R6i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).xy);
R5i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz);
R7i.xyz = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
// 0
R126i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R2i.z)));
PV0i.z = floatBitsToInt(fract(intBitsToFloat(R3i.y)));
PV0i.w = floatBitsToInt(fract(intBitsToFloat(R3i.x)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R2i.x)));
PS0i = R126i.y;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + -(0.5));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R2i.y)));
R127i.w = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV1i.w = R127i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
// 2
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R1i.z)) + intBitsToFloat(R127i.y)));
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.z)),intBitsToFloat(R1i.x)) + intBitsToFloat(R126i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(PV1i.x)) + 1.0));
R123i.z = clampFI32(R123i.z);
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.w)) + intBitsToFloat(PS1i)));
R122i.x = clampFI32(R122i.x);
PS0i = R122i.x;
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(R127i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.z)));
PV1i.z = floatBitsToInt(intBitsToFloat(R6i.y) * intBitsToFloat(0x437f0000));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(R1i.y)) + intBitsToFloat(R127i.z)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
PS1i = R127i.w;
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.y)) + intBitsToFloat(R6i.y)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x)));
R127i.x = int(intBitsToFloat(PV1i.z));
PS0i = R127i.x;
// 5
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.z)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(sqrt(intBitsToFloat(R127i.w)));
// 6
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.x)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.z)));
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.w)));
PV0i.w = R127i.x & 0x000000e0;
R127i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x427f0000));
PS0i = R127i.y;
// 7
R127i.x = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R5i.y)));
R126i.y = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R5i.z)));
R127i.z = PV0i.w >> 0x00000003;
R127i.w = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R5i.x)));
R126i.w = ((intBitsToFloat(R6i.y) > 0.5)?int(0xFFFFFFFF):int(0x0));
PS1i = R126i.w;
// 8
backupReg0i = R127i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
R126i.x = floatBitsToInt(floor(intBitsToFloat(backupReg0i)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 4.0);
PS0i = R126i.x;
// 9
backupReg0i = R126i.y;
backupReg1i = R127i.z;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(R127i.w)));
R126i.y = ((R126i.w == 0)?(0x3d008081):(0x3d20a0a1));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(backupReg0i)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(R127i.x)));
PS1i = floatBitsToInt(float(backupReg1i));
// 10
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x42820000));
R7i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.w)));
R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + 2.0);
PV0i.w = uf_remappedPS[2].z;
R7i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.x)));
PS0i = R7i.x;
// 11
R6i.x = R126i.y;
R6i.y = PV0i.w;
R7i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.z)));
R6i.w = floatBitsToInt(1.0);
R7i.w = 0x3f800000;
PS1i = R7i.w;
// 12
R5i.w = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(0x3b808081));
R0i.w = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x3b808081));
PS0i = R0i.w;
// 13
tempResultf = 1.0 / sqrt(intBitsToFloat(R127i.y));
PS1i = floatBitsToInt(tempResultf);
PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
// 14
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(PS1i)) + 0.5));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PS1i)) + 0.5));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PS1i)) + 0.5));
// 15
R4i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R4i.w = R7i.w;
// 16
R3i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
R3i.w = R5i.w;
// 17
R2i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R2i.w = R0i.w;
// 18
R1i.xyz = ivec3(R6i.x,R6i.y,R6i.z);
R1i.w = R6i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
passPixelColor1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor5 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
// Ancient weapons
// shader 5c4fc00fefe604eb
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem3;
layout(location = 2) in vec4 passParameterSem4;
layout(location = 3) in vec4 passParameterSem7;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = 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(passParameterSem3);
R2i = floatBitsToInt(passParameterSem4);
R3i = floatBitsToInt(passParameterSem7);
R4i.xy = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xy);
R6i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).xy);
R5i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz);
R7i.xyz = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
// 0
R126i.x = floatBitsToInt((intBitsToFloat(R4i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.x = R126i.x;
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.y), intBitsToFloat(R2i.z)));
PV0i.z = floatBitsToInt(fract(intBitsToFloat(R3i.y)));
PV0i.w = floatBitsToInt(fract(intBitsToFloat(R3i.x)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), intBitsToFloat(R2i.x)));
PS0i = R126i.y;
// 1
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.z) + -(0.5));
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + -(0.5));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R2i.y)));
R127i.w = floatBitsToInt((intBitsToFloat(R4i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV1i.w = R127i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x)));
// 2
R127i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.y)),intBitsToFloat(R1i.z)) + intBitsToFloat(R127i.y)));
R127i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.z)),intBitsToFloat(R1i.x)) + intBitsToFloat(R126i.y)));
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.x)),intBitsToFloat(PV1i.x)) + 1.0));
R123i.z = clampFI32(R123i.z);
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(PV1i.w)) + intBitsToFloat(PS1i)));
R122i.x = clampFI32(R122i.x);
PS0i = R122i.x;
// 3
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.w), intBitsToFloat(R127i.w)));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PV0i.z)));
PV1i.z = floatBitsToInt(intBitsToFloat(R6i.y) * intBitsToFloat(0x437f0000));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R2i.x)),intBitsToFloat(R1i.y)) + intBitsToFloat(R127i.z)));
PV1i.w = R123i.w;
R127i.w = floatBitsToInt(-(intBitsToFloat(PS0i)) + 1.0);
PS1i = R127i.w;
// 4
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.y)) + intBitsToFloat(R6i.y)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PV1i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV1i.x)));
R127i.x = int(intBitsToFloat(PV1i.z));
PS0i = R127i.x;
// 5
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.z)));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R6i.x), intBitsToFloat(PV0i.x)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.z),intBitsToFloat(R126i.x)) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(sqrt(intBitsToFloat(R127i.w)));
// 6
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.x)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.y),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.z)));
R125i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.z),intBitsToFloat(PS1i)) + intBitsToFloat(PV1i.w)));
PV0i.w = R127i.x & 0x000000e0;
R127i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x427f0000));
PS0i = R127i.y;
// 7
R127i.x = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R5i.y)));
R126i.y = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R5i.z)));
R127i.z = PV0i.w >> 0x00000003;
R127i.w = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R5i.x)));
R126i.w = ((intBitsToFloat(R6i.y) > 0.5)?int(0xFFFFFFFF):int(0x0));
PS1i = R126i.w;
// 8
backupReg0i = R127i.y;
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R125i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),-0.0),vec4(intBitsToFloat(R125i.x),intBitsToFloat(R125i.y),intBitsToFloat(R125i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R127i.y = tempi.x;
R126i.x = floatBitsToInt(floor(intBitsToFloat(backupReg0i)));
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 4.0);
PS0i = R126i.x;
// 9
backupReg0i = R126i.y;
backupReg1i = R127i.z;
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(R127i.w)));
R126i.y = ((R126i.w == 0)?(0x3d008081):(0x3d20a0a1));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(backupReg0i)));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(R127i.x)));
PS1i = floatBitsToInt(float(backupReg1i));
// 10
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(intBitsToFloat(PS1i) + intBitsToFloat(0x42820000));
R7i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.w)));
R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + 2.0);
PV0i.w = uf_remappedPS[2].z;
R7i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.x)));
PS0i = R7i.x;
// 11
R6i.x = R126i.y;
R6i.y = PV0i.w;
R7i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.z)));
R6i.w = floatBitsToInt(1.0);
R7i.w = 0x3f800000;
PS1i = R7i.w;
// 12
R5i.w = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(0x3b808081));
R0i.w = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(0x3b808081));
PS0i = R0i.w;
// 13
tempResultf = 1.0 / sqrt(intBitsToFloat(R127i.y));
PS1i = floatBitsToInt(tempResultf);
PS1i = floatBitsToInt(intBitsToFloat(PS1i) / 2.0);
// 14
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.x),intBitsToFloat(PS1i)) + 0.5));
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PS1i)) + 0.5));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.z),intBitsToFloat(PS1i)) + 0.5));
// 15
R4i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R4i.w = R7i.w;
// 16
R3i.xyz = ivec3(R5i.x,R5i.y,R5i.z);
R3i.w = R5i.w;
// 17
R2i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R2i.w = R0i.w;
// 18
R1i.xyz = ivec3(R6i.x,R6i.y,R6i.z);
R1i.w = R6i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
passPixelColor1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor3 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor5 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
}

View File

@ -1,7 +1,7 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Ancient weapons
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Ancient weapons"
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient weapons"
description = Change Ancient weapons 's color and brightness. Originally it varies. Ancient Orange's Brightness is changed to Bow's.
version = 3
@ -52,4 +52,4 @@ name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L = 40.0 # Brightness, Armor only because others vary
$L = 40.0 # Brightness, can't scale because original unnormalized color use L=1

View File

@ -1,203 +1,204 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
// Decayed Guardian
// shader 85d00659937443d5
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(binding = 7) uniform sampler2D textureUnitPS7;
layout(binding = 8) uniform sampler2D textureUnitPS8;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem5;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = 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 = passParameterSem1;
R2f = passParameterSem6;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f = passParameterSem5;
R8f.xyz = (texture(textureUnitPS5, R0f.xy).xyz);
R7f.xyz = (texture(textureUnitPS6, R0f.xy).xyz);
R6f.xyz = (texture(textureUnitPS7, R0f.zw).xyz);
R1f.xyz = (texture(textureUnitPS8, R1f.xy).xyz);
R1f.w = (texture(textureUnitPS4, R0f.xy).x);
R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
// 0
PV0f.x = mul_nonIEEE(R3f.y, R4f.z);
R126f.y = (R8f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R126f.y;
PV0f.z = mul_nonIEEE(R3f.z, R4f.x);
PV0f.w = mul_nonIEEE(R3f.x, R4f.y);
R127f.x = (R8f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PS0f = R127f.x;
// 1
R126f.x = (mul_nonIEEE(-(R4f.z),R3f.x) + PV0f.z);
R127f.y = (mul_nonIEEE(-(R4f.y),R3f.z) + PV0f.x);
PV1f.z = mul_nonIEEE(PV0f.y, PV0f.y);
R127f.w = (mul_nonIEEE(-(R4f.x),R3f.y) + PV0f.w);
R127f.z = mul_nonIEEE(R4f.w, PS0f);
PS1f = R127f.z;
// 2
backupReg0f = R127f.x;
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(R6f.x, R1f.x);
R125f.y = mul_nonIEEE(R6f.y, R1f.y);
R126f.z = mul_nonIEEE(R6f.z, R1f.z);
R123f.w = (mul_nonIEEE(backupReg0f,backupReg0f) + PV1f.z);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R124f.z = mul_nonIEEE(Color.g, R7f.y);
PS0f = R124f.z;
// 3
backupReg0f = R127f.y;
R125f.x = mul_nonIEEE(Color.b, R7f.z);
R127f.y = -(PV0f.w) + 1.0;
PV1f.z = mul_nonIEEE(backupReg0f, R127f.z);
R125f.w = mul_nonIEEE(Color.r, R7f.x);
PS1f = mul_nonIEEE(R126f.x, R127f.z);
// 4
PV0f.x = mul_nonIEEE(R127f.w, R127f.z);
R123f.y = (mul_nonIEEE(-(R2f.z),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y)));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
R127f.z = (mul_nonIEEE(R4f.x,R126f.y) + PV1f.z)/2.0;
R127f.w = (mul_nonIEEE(R4f.y,R126f.y) + PS1f)/2.0;
R124f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[1].x));
PS0f = R124f.y;
// 5
backupReg0f = R127f.y;
R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV0f.y);
R127f.y = (mul_nonIEEE(R4f.z,R126f.y) + PV0f.x)/2.0;
R125f.z = mul_nonIEEE(Color.g, R124f.z);
R126f.w = mul_nonIEEE(Color.r, R125f.w);
R127f.x = sqrt(backupReg0f);
R127f.x /= 2.0;
PS1f = R127f.x;
// 6
backupReg0f = R126f.z;
R124f.x = mul_nonIEEE(R125f.y, intBitsToFloat(uf_remappedPS[1].x));
R125f.y = mul_nonIEEE(Color.b, R125f.x);
R126f.z = intBitsToFloat(0x427f0000) * R1f.w;
R124f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
R126f.y = intBitsToFloat(0x427f0000) * R8f.z;
PS0f = R126f.y;
// 7
backupReg0f = R127f.x;
backupReg0f = R127f.x;
backupReg1f = R3f.y;
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(R3f.x,backupReg0f) + R127f.z);
R3f.y = (mul_nonIEEE(R3f.z,backupReg0f) + R127f.y);
R127f.z = (mul_nonIEEE(backupReg1f,backupReg0f) + R127f.w);
R127f.w = mul_nonIEEE(R126f.x, R126f.w);
R127f.y = mul_nonIEEE(R126f.x, R125f.z);
PS1f = R127f.y;
// 8
backupReg0f = R126f.x;
backupReg1f = R124f.z;
R126f.x = mul_nonIEEE(backupReg0f, R125f.y);
R125f.y = mul_nonIEEE(R125f.x, R124f.w);
R124f.z = mul_nonIEEE(backupReg1f, R124f.x);
PV0f.w = mul_nonIEEE(R125f.w, R124f.y);
R125f.w = intBitsToFloat(0x3c808081);
PS0f = R125f.w;
// 9
backupReg0f = R126f.y;
R125f.x = floor(R126f.z);
R125f.x *= 4.0;
R126f.y = floor(backupReg0f);
R126f.y *= 4.0;
R126f.z = intBitsToFloat(uf_remappedPS[2].z);
R4f.w = 1.0;
R1f.x = (mul_nonIEEE(R127f.w,R124f.y) + PV0f.w);
PS1f = R1f.x;
// 10
R4f.x = R125f.w;
R1f.y = (mul_nonIEEE(R127f.y,R124f.x) + R124f.z);
R1f.z = (mul_nonIEEE(R126f.x,R124f.w) + R125f.y);
R1f.w = 1.0;
R8f.y = mul_nonIEEE(R5f.x, R0f.y);
PS0f = R8f.y;
// 11
R8f.x = mul_nonIEEE(R5f.x, R0f.x);
R4f.y = R126f.z;
R8f.z = mul_nonIEEE(R5f.x, R0f.z);
R0f.w = (R126f.y * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081));
R0f.x = R127f.x + 0.5;
PS1f = R0f.x;
// 12
R0f.y = R127f.z + 0.5;
R0f.z = R3f.y + 0.5;
R8f.w = (R125f.x * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081));
// 13
R12f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R12f.w = R1f.w;
// 14
R11f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R11f.w = R0f.w;
// 15
R10f.xyz = vec3(R8f.x,R8f.y,R8f.z);
R10f.w = R8f.w;
// 16
R9f.xyz = vec3(R4f.x,R4f.y,R4f.z);
R9f.w = R4f.w;
// export
passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R9f.w);
passPixelColor1 = vec4(R10f.x, R10f.y, R10f.z, R10f.w);
passPixelColor3 = vec4(R11f.x, R11f.y, R11f.z, R11f.w);
passPixelColor5 = vec4(R12f.x, R12f.y, R12f.z, R12f.w);
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Decayed Guardian
// shader 85d00659937443d5
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(binding = 7) uniform sampler2D textureUnitPS7;
layout(binding = 8) uniform sampler2D textureUnitPS8;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem6;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem5;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = 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 = passParameterSem1;
R2f = passParameterSem6;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f = passParameterSem5;
R8f.xyz = (texture(textureUnitPS5, R0f.xy).xyz);
R7f.xyz = (texture(textureUnitPS6, R0f.xy).xyz);
R6f.xyz = (texture(textureUnitPS7, R0f.zw).xyz);
R1f.xyz = (texture(textureUnitPS8, R1f.xy).xyz);
R1f.w = (texture(textureUnitPS4, R0f.xy).x);
R0f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
// 0
PV0f.x = mul_nonIEEE(R3f.y, R4f.z);
R126f.y = (R8f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R126f.y;
PV0f.z = mul_nonIEEE(R3f.z, R4f.x);
PV0f.w = mul_nonIEEE(R3f.x, R4f.y);
R127f.x = (R8f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PS0f = R127f.x;
// 1
R126f.x = (mul_nonIEEE(-(R4f.z),R3f.x) + PV0f.z);
R127f.y = (mul_nonIEEE(-(R4f.y),R3f.z) + PV0f.x);
PV1f.z = mul_nonIEEE(PV0f.y, PV0f.y);
R127f.w = (mul_nonIEEE(-(R4f.x),R3f.y) + PV0f.w);
R127f.z = mul_nonIEEE(R4f.w, PS0f);
PS1f = R127f.z;
// 2
backupReg0f = R127f.x;
backupReg0f = R127f.x;
R127f.x = mul_nonIEEE(R6f.x, R1f.x);
R125f.y = mul_nonIEEE(R6f.y, R1f.y);
R126f.z = mul_nonIEEE(R6f.z, R1f.z);
R123f.w = (mul_nonIEEE(backupReg0f,backupReg0f) + PV1f.z);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R124f.z = mul_nonIEEE(Color.g, R7f.y);
PS0f = R124f.z;
// 3
backupReg0f = R127f.y;
R125f.x = mul_nonIEEE(Color.b, R7f.z);
R127f.y = -(PV0f.w) + 1.0;
PV1f.z = mul_nonIEEE(backupReg0f, R127f.z);
R125f.w = mul_nonIEEE(Color.r, R7f.x);
PS1f = mul_nonIEEE(R126f.x, R127f.z);
// 4
PV0f.x = mul_nonIEEE(R127f.w, R127f.z);
R123f.y = (mul_nonIEEE(-(R2f.z),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y)));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
R127f.z = (mul_nonIEEE(R4f.x,R126f.y) + PV1f.z)/2.0;
R127f.w = (mul_nonIEEE(R4f.y,R126f.y) + PS1f)/2.0;
R124f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PS0f = R124f.y;
// 5
backupReg0f = R127f.y;
R126f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV0f.y);
R127f.y = (mul_nonIEEE(R4f.z,R126f.y) + PV0f.x)/2.0;
R125f.z = mul_nonIEEE(Color.g, R124f.z);
R126f.w = mul_nonIEEE(Color.r, R125f.w);
R127f.x = sqrt(backupReg0f);
R127f.x /= 2.0;
PS1f = R127f.x;
// 6
backupReg0f = R126f.z;
R124f.x = mul_nonIEEE(R125f.y, intBitsToFloat(uf_remappedPS[1].x) * Factor);
R125f.y = mul_nonIEEE(Color.b, R125f.x);
R126f.z = intBitsToFloat(0x427f0000) * R1f.w;
R124f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x) * Factor);
R126f.y = intBitsToFloat(0x427f0000) * R8f.z;
PS0f = R126f.y;
// 7
backupReg0f = R127f.x;
backupReg0f = R127f.x;
backupReg1f = R3f.y;
backupReg0f = R127f.x;
R127f.x = (mul_nonIEEE(R3f.x,backupReg0f) + R127f.z);
R3f.y = (mul_nonIEEE(R3f.z,backupReg0f) + R127f.y);
R127f.z = (mul_nonIEEE(backupReg1f,backupReg0f) + R127f.w);
R127f.w = mul_nonIEEE(R126f.x, R126f.w);
R127f.y = mul_nonIEEE(R126f.x, R125f.z);
PS1f = R127f.y;
// 8
backupReg0f = R126f.x;
backupReg1f = R124f.z;
R126f.x = mul_nonIEEE(backupReg0f, R125f.y);
R125f.y = mul_nonIEEE(R125f.x, R124f.w);
R124f.z = mul_nonIEEE(backupReg1f, R124f.x);
PV0f.w = mul_nonIEEE(R125f.w, R124f.y);
R125f.w = intBitsToFloat(0x3c808081);
PS0f = R125f.w;
// 9
backupReg0f = R126f.y;
R125f.x = floor(R126f.z);
R125f.x *= 4.0;
R126f.y = floor(backupReg0f);
R126f.y *= 4.0;
R126f.z = intBitsToFloat(uf_remappedPS[2].z);
R4f.w = 1.0;
R1f.x = (mul_nonIEEE(R127f.w,R124f.y) + PV0f.w);
PS1f = R1f.x;
// 10
R4f.x = R125f.w;
R1f.y = (mul_nonIEEE(R127f.y,R124f.x) + R124f.z);
R1f.z = (mul_nonIEEE(R126f.x,R124f.w) + R125f.y);
R1f.w = 1.0;
R8f.y = mul_nonIEEE(R5f.x, R0f.y);
PS0f = R8f.y;
// 11
R8f.x = mul_nonIEEE(R5f.x, R0f.x);
R4f.y = R126f.z;
R8f.z = mul_nonIEEE(R5f.x, R0f.z);
R0f.w = (R126f.y * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081));
R0f.x = R127f.x + 0.5;
PS1f = R0f.x;
// 12
R0f.y = R127f.z + 0.5;
R0f.z = R3f.y + 0.5;
R8f.w = (R125f.x * intBitsToFloat(0x3b808081) + intBitsToFloat(0x3b808081));
// 13
R12f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R12f.w = R1f.w;
// 14
R11f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R11f.w = R0f.w;
// 15
R10f.xyz = vec3(R8f.x,R8f.y,R8f.z);
R10f.w = R8f.w;
// 16
R9f.xyz = vec3(R4f.x,R4f.y,R4f.z);
R9f.w = R4f.w;
// export
passPixelColor0 = vec4(R9f.x, R9f.y, R9f.z, R9f.w);
passPixelColor1 = vec4(R10f.x, R10f.y, R10f.z, R10f.w);
passPixelColor3 = vec4(R11f.x, R11f.y, R11f.z, R11f.w);
passPixelColor5 = vec4(R12f.x, R12f.y, R12f.z, R12f.w);
}

View File

@ -1,8 +1,8 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Decayed Guardian
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Decayed Guardian"
description = Change Decayed Guardian's color. Originally it's Malice Red.
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Decayed Guardian"
description = Change Decayed Guardian (including Stalkers with weathered appearance)'s color. Originally it's Malice Red.
version = 3
[Preset]
@ -10,39 +10,46 @@ name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L_f = 1.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L_f = 1.0
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L_f = 1.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L_f = 1.0

View File

@ -1,222 +1,223 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
// Guardian Stalker + Scout + Guardian weapons
// shader 91b6e09da2ff63cc
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = 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 = passParameterSem1;
R2f = passParameterSem7;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f = passParameterSem6;
R5f.xy = (texture(textureUnitPS3, R0f.xy).xy);
R1f.w = (texture(textureUnitPS2, R0f.xy).x);
R7f.xyz = (texture(textureUnitPS4, R0f.xy).xyz);
R6f.xyz = (texture(textureUnitPS5, R0f.zw).xyz);
R1f.xyz = (texture(textureUnitPS6, R1f.xy).xyz);
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
// 0
PV0f.x = fract(R2f.x);
R126f.y = (R5f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R126f.y;
R127f.z = mul_nonIEEE(R3f.y, R4f.z);
PV0f.w = fract(R2f.y);
R126f.z = mul_nonIEEE(R3f.z, R4f.x);
PS0f = R126f.z;
// 1
PV1f.x = mul_nonIEEE(R3f.x, R4f.y);
PV1f.y = PV0f.w + -(0.5);
PV1f.z = PV0f.x + -(0.5);
R127f.w = (R5f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV1f.w = R127f.w;
PS1f = mul_nonIEEE(PV0f.y, PV0f.y);
// 2
R123f.x = (mul_nonIEEE(-(PV1f.z),PV1f.z) + 1.0);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R127f.y = (mul_nonIEEE(-(R4f.y),R3f.z) + R127f.z);
R127f.z = (mul_nonIEEE(-(R4f.x),R3f.y) + PV1f.x);
R123f.w = (mul_nonIEEE(-(PV1f.y),PV1f.y) + 1.0);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R122f.x = (mul_nonIEEE(PV1f.w,PV1f.w) + PS1f);
R122f.x = clamp(R122f.x, 0.0, 1.0);
PS0f = R122f.x;
// 3
PV1f.x = -(PS0f) + 1.0;
PV1f.y = mul_nonIEEE(R4f.w, R127f.w);
PV1f.z = mul_nonIEEE(PV0f.x, PV0f.w);
R123f.w = (mul_nonIEEE(-(R4f.z),R3f.x) + R126f.z);
PV1f.w = R123f.w;
R125f.z = mul_nonIEEE(R6f.x, R1f.x);
PS1f = R125f.z;
// 4
PV0f.x = mul_nonIEEE(R127f.y, PV1f.y);
PV0f.y = mul_nonIEEE(PV1f.z, PV1f.z);
PV0f.z = mul_nonIEEE(R127f.z, PV1f.y);
PV0f.w = mul_nonIEEE(PV1f.w, PV1f.y);
R127f.z = sqrt(PV1f.x);
PS0f = R127f.z;
// 5
R123f.x = (mul_nonIEEE(R4f.y,R126f.y) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R4f.x,R126f.y) + PV0f.x);
PV1f.y = R123f.y;
R126f.z = mul_nonIEEE(R1f.w, PV0f.y);
R123f.w = (mul_nonIEEE(R4f.z,R126f.y) + PV0f.z);
PV1f.w = R123f.w;
R126f.y = mul_nonIEEE(R6f.z, R1f.z);
PS1f = R126f.y;
// 6
R124f.x = (mul_nonIEEE(R3f.x,R127f.z) + PV1f.y);
R124f.y = (mul_nonIEEE(R3f.y,R127f.z) + PV1f.x);
R1f.z = (mul_nonIEEE(R3f.z,R127f.z) + PV1f.w);
R127f.w = mul_nonIEEE(R6f.y, R1f.y);
R126f.w = mul_nonIEEE(Color.r, R7f.x);
PS0f = R126f.w;
// 7
R127f.x = mul_nonIEEE(Color.r, PS0f);
R127f.y = mul_nonIEEE(Color.g, R7f.y);
PV1f.z = R126f.z * intBitsToFloat(0x427f0000);
R125f.w = mul_nonIEEE(Color.b, R7f.z);
R124f.z = intBitsToFloat(0x3d008081);
PS1f = R124f.z;
// 8
R123f.x = (mul_nonIEEE(-(R5f.z),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y)));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R125f.y = mul_nonIEEE(R125f.z, intBitsToFloat(uf_remappedPS[1].x));
PV0f.y = R125f.y;
R127f.z = mul_nonIEEE(R127f.w, intBitsToFloat(uf_remappedPS[1].x));
PV0f.z = R127f.z;
R127f.w = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedPS[1].x));
PV0f.w = R127f.w;
R126f.y = floor(PV1f.z);
R126f.y *= 4.0;
PS0f = R126f.y;
// 9
backupReg0f = R126f.w;
R126f.x = mul_nonIEEE(R127f.y, PV0f.z);
PV1f.y = mul_nonIEEE(Color.g, R127f.y);
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV0f.x);
PV1f.z = R125f.z;
R126f.w = mul_nonIEEE(backupReg0f, PV0f.y);
R125f.x = mul_nonIEEE(R125f.w, PV0f.w);
PS1f = R125f.x;
// 10
backupReg0f = R126f.y;
PV0f.x = mul_nonIEEE(Color.b, R125f.w);
R126f.y = mul_nonIEEE(PV1f.z, R127f.x);
R126f.z = mul_nonIEEE(PV1f.z, PV1f.y);
R125f.w = intBitsToFloat(uf_remappedPS[2].z);
R127f.x = backupReg0f + 2.0;
PS0f = R127f.x;
// 11
backupReg0f = R125f.z;
tempf.x = dot(vec4(R124f.x,R124f.y,R1f.z,-0.0),vec4(R124f.x,R124f.y,R1f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.z = tempf.x;
PS1f = mul_nonIEEE(backupReg0f, PV0f.x);
// 12
R5f.x = (mul_nonIEEE(R126f.y,R125f.y) + R126f.w);
R5f.y = (mul_nonIEEE(R126f.z,R127f.z) + R126f.x);
R5f.z = (mul_nonIEEE(PS1f,R127f.w) + R125f.x);
R1f.w = 1.0;
R1f.x = R124f.z;
PS0f = R1f.x;
// 13
R1f.y = R125f.w;
R5f.w = 1.0;
R7f.w = R127f.x * intBitsToFloat(0x3b808081);
PS1f = R7f.w;
// 14
R0f.w = intBitsToFloat(0x3ec2c2c4);
tempResultf = 1.0 / sqrt(R125f.z);
PS0f = tempResultf;
PS0f /= 2.0;
// 15
R7f.x = (mul_nonIEEE(R124f.x,PS0f) + 0.5);
R7f.y = (mul_nonIEEE(R124f.y,PS0f) + 0.5);
R7f.z = (mul_nonIEEE(R1f.z,PS0f) + 0.5);
// 16
backupReg0f = R5f.x;
backupReg1f = R5f.y;
backupReg2f = R5f.z;
backupReg3f = R5f.w;
R5f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
R5f.w = backupReg3f;
// 17
R4f.xyz = vec3(R7f.x,R7f.y,R7f.z);
R4f.w = R7f.w;
// 18
R3f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R3f.w = R0f.w;
// 19
R2f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R2f.w = R1f.w;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
passPixelColor3 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor5 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian Stalker + Scout + Guardian weapons
// shader 91b6e09da2ff63cc
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = 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 = passParameterSem1;
R2f = passParameterSem7;
R3f = passParameterSem3;
R4f = passParameterSem4;
R5f = passParameterSem6;
R5f.xy = (texture(textureUnitPS3, R0f.xy).xy);
R1f.w = (texture(textureUnitPS2, R0f.xy).x);
R7f.xyz = (texture(textureUnitPS4, R0f.xy).xyz);
R6f.xyz = (texture(textureUnitPS5, R0f.zw).xyz);
R1f.xyz = (texture(textureUnitPS6, R1f.xy).xyz);
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
// 0
PV0f.x = fract(R2f.x);
R126f.y = (R5f.x * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV0f.y = R126f.y;
R127f.z = mul_nonIEEE(R3f.y, R4f.z);
PV0f.w = fract(R2f.y);
R126f.z = mul_nonIEEE(R3f.z, R4f.x);
PS0f = R126f.z;
// 1
PV1f.x = mul_nonIEEE(R3f.x, R4f.y);
PV1f.y = PV0f.w + -(0.5);
PV1f.z = PV0f.x + -(0.5);
R127f.w = (R5f.y * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204));
PV1f.w = R127f.w;
PS1f = mul_nonIEEE(PV0f.y, PV0f.y);
// 2
R123f.x = (mul_nonIEEE(-(PV1f.z),PV1f.z) + 1.0);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R127f.y = (mul_nonIEEE(-(R4f.y),R3f.z) + R127f.z);
R127f.z = (mul_nonIEEE(-(R4f.x),R3f.y) + PV1f.x);
R123f.w = (mul_nonIEEE(-(PV1f.y),PV1f.y) + 1.0);
R123f.w = clamp(R123f.w, 0.0, 1.0);
PV0f.w = R123f.w;
R122f.x = (mul_nonIEEE(PV1f.w,PV1f.w) + PS1f);
R122f.x = clamp(R122f.x, 0.0, 1.0);
PS0f = R122f.x;
// 3
PV1f.x = -(PS0f) + 1.0;
PV1f.y = mul_nonIEEE(R4f.w, R127f.w);
PV1f.z = mul_nonIEEE(PV0f.x, PV0f.w);
R123f.w = (mul_nonIEEE(-(R4f.z),R3f.x) + R126f.z);
PV1f.w = R123f.w;
R125f.z = mul_nonIEEE(R6f.x, R1f.x);
PS1f = R125f.z;
// 4
PV0f.x = mul_nonIEEE(R127f.y, PV1f.y);
PV0f.y = mul_nonIEEE(PV1f.z, PV1f.z);
PV0f.z = mul_nonIEEE(R127f.z, PV1f.y);
PV0f.w = mul_nonIEEE(PV1f.w, PV1f.y);
R127f.z = sqrt(PV1f.x);
PS0f = R127f.z;
// 5
R123f.x = (mul_nonIEEE(R4f.y,R126f.y) + PV0f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R4f.x,R126f.y) + PV0f.x);
PV1f.y = R123f.y;
R126f.z = mul_nonIEEE(R1f.w, PV0f.y);
R123f.w = (mul_nonIEEE(R4f.z,R126f.y) + PV0f.z);
PV1f.w = R123f.w;
R126f.y = mul_nonIEEE(R6f.z, R1f.z);
PS1f = R126f.y;
// 6
R124f.x = (mul_nonIEEE(R3f.x,R127f.z) + PV1f.y);
R124f.y = (mul_nonIEEE(R3f.y,R127f.z) + PV1f.x);
R1f.z = (mul_nonIEEE(R3f.z,R127f.z) + PV1f.w);
R127f.w = mul_nonIEEE(R6f.y, R1f.y);
R126f.w = mul_nonIEEE(Color.r, R7f.x);
PS0f = R126f.w;
// 7
R127f.x = mul_nonIEEE(Color.r, PS0f);
R127f.y = mul_nonIEEE(Color.g, R7f.y);
PV1f.z = R126f.z * intBitsToFloat(0x427f0000);
R125f.w = mul_nonIEEE(Color.b, R7f.z);
R124f.z = intBitsToFloat(0x3d008081);
PS1f = R124f.z;
// 8
R123f.x = (mul_nonIEEE(-(R5f.z),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y)));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV0f.x = R123f.x;
R125f.y = mul_nonIEEE(R125f.z, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PV0f.y = R125f.y;
R127f.z = mul_nonIEEE(R127f.w, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PV0f.z = R127f.z;
R127f.w = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PV0f.w = R127f.w;
R126f.y = floor(PV1f.z);
R126f.y *= 4.0;
PS0f = R126f.y;
// 9
backupReg0f = R126f.w;
R126f.x = mul_nonIEEE(R127f.y, PV0f.z);
PV1f.y = mul_nonIEEE(Color.g, R127f.y);
R125f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), PV0f.x);
PV1f.z = R125f.z;
R126f.w = mul_nonIEEE(backupReg0f, PV0f.y);
R125f.x = mul_nonIEEE(R125f.w, PV0f.w);
PS1f = R125f.x;
// 10
backupReg0f = R126f.y;
PV0f.x = mul_nonIEEE(Color.b, R125f.w);
R126f.y = mul_nonIEEE(PV1f.z, R127f.x);
R126f.z = mul_nonIEEE(PV1f.z, PV1f.y);
R125f.w = intBitsToFloat(uf_remappedPS[2].z);
R127f.x = backupReg0f + 2.0;
PS0f = R127f.x;
// 11
backupReg0f = R125f.z;
tempf.x = dot(vec4(R124f.x,R124f.y,R1f.z,-0.0),vec4(R124f.x,R124f.y,R1f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R125f.z = tempf.x;
PS1f = mul_nonIEEE(backupReg0f, PV0f.x);
// 12
R5f.x = (mul_nonIEEE(R126f.y,R125f.y) + R126f.w);
R5f.y = (mul_nonIEEE(R126f.z,R127f.z) + R126f.x);
R5f.z = (mul_nonIEEE(PS1f,R127f.w) + R125f.x);
R1f.w = 1.0;
R1f.x = R124f.z;
PS0f = R1f.x;
// 13
R1f.y = R125f.w;
R5f.w = 1.0;
R7f.w = R127f.x * intBitsToFloat(0x3b808081);
PS1f = R7f.w;
// 14
R0f.w = intBitsToFloat(0x3ec2c2c4);
tempResultf = 1.0 / sqrt(R125f.z);
PS0f = tempResultf;
PS0f /= 2.0;
// 15
R7f.x = (mul_nonIEEE(R124f.x,PS0f) + 0.5);
R7f.y = (mul_nonIEEE(R124f.y,PS0f) + 0.5);
R7f.z = (mul_nonIEEE(R1f.z,PS0f) + 0.5);
// 16
backupReg0f = R5f.x;
backupReg1f = R5f.y;
backupReg2f = R5f.z;
backupReg3f = R5f.w;
R5f.xyz = vec3(backupReg0f,backupReg1f,backupReg2f);
R5f.w = backupReg3f;
// 17
R4f.xyz = vec3(R7f.x,R7f.y,R7f.z);
R4f.w = R7f.w;
// 18
R3f.xyz = vec3(R0f.x,R0f.y,R0f.z);
R3f.w = R0f.w;
// 19
R2f.xyz = vec3(R1f.x,R1f.y,R1f.z);
R2f.w = R1f.w;
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
passPixelColor1 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
passPixelColor3 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
passPixelColor5 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
}

View File

@ -1,7 +1,7 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Guardian Stalker & Guardian Scout & The top Half of Guardian weapons
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Guardian Stalker & Scout & Guardian weapons"
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Guardian Stalker & Scout & Guardian weapons"
description = Change Guardian Stalker, Scout, Guardian weapons's color. Originally it depends on whether it's corrupted by malice, or the state of the Guardian Scout.
version = 3
@ -10,39 +10,46 @@ name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L_f = 1.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L_f = 1.0
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L_f = 1.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L_f = 1.0

View File

@ -1,303 +1,304 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
// Guardian Turret + Skywatcher
// shader 133297c9a66bfc98
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = 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);
R2i = floatBitsToInt(passParameterSem7);
R3i = floatBitsToInt(passParameterSem3);
R4i = floatBitsToInt(passParameterSem4);
R5i = floatBitsToInt(passParameterSem6);
R6i.xy = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xy);
R9i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).xy);
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).w);
R8i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz);
R7i.xyz = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).xyz);
R1i.xyz = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R1i.xy)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R4i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R4i.x)));
R127i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R4i.z)));
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PS0i = R127i.y;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.x)),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS0i)));
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.x)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R126i.x = floatBitsToInt(fract(intBitsToFloat(R2i.x)));
PS0i = R126i.x;
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.z)));
R127i.z = floatBitsToInt(fract(intBitsToFloat(R2i.y)));
PS1i = R127i.z;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.z)));
// 5
backupReg0i = R127i.x;
backupReg1i = R127i.y;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg0i)));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.w)));
PV1i.y = R127i.y;
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg1i)));
PV1i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R126i.x) + -(0.5));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 7
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.z) + -(0.5));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS0i)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PS0i)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 8
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
PV0i.x = R3i.x;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
PV0i.y = R3i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS1i)));
PV0i.z = R3i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R127i.w)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
R122i.x = clampFI32(R122i.x);
PS0i = R122i.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.z),intBitsToFloat(R126i.w),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PS0i)));
// 10
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(PS1i)) + intBitsToFloat(R9i.y)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(0x437f0000));
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.w) + -(1.0));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + 1.0);
PV0i.w = clampFI32(PV0i.w);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(R1i.x)));
PS0i = R127i.y;
// 11
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(R1i.y)));
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(PV0i.z));
PV1i.y = R126i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(R1i.z)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV0i.x)));
PS1i = int(intBitsToFloat(PV0i.y));
// 12
R127i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R8i.x)));
R125i.y = PS1i & 0x000000e0;
R126i.z = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R8i.y)));
R127i.w = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R8i.z)));
R125i.x = floatBitsToInt(intBitsToFloat(R8i.x) + intBitsToFloat(PV1i.y));
PS0i = R125i.x;
// 13
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[1].x)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x)));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x)));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y))));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
R125i.w = floatBitsToInt(intBitsToFloat(R8i.y) + intBitsToFloat(R126i.y));
PS1i = R125i.w;
// 14
backupReg0i = R126i.y;
backupReg1i = R126i.w;
PV0i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R127i.x)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), intBitsToFloat(PV1i.w)));
PV0i.y = R126i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R126i.z)));
R126i.w = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(backupReg0i));
R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(0x427f0000));
PS0i = R127i.y;
// 15
backupReg0i = R125i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.x)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.z)));
R127i.z = backupReg0i >> 0x00000003;
PV1i.w = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R127i.w)));
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R126i.x)));
PS1i = R124i.x;
// 16
backupReg0i = R125i.x;
backupReg1i = R126i.y;
backupReg2i = R126i.z;
backupReg3i = R127i.w;
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(backupReg0i)));
R125i.x = clampFI32(R125i.x);
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.w)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R124i.y)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(R125i.z)));
R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(R125i.w)));
R8i.x = clampFI32(R8i.x);
PS0i = R8i.x;
// 17
backupReg0i = R127i.x;
backupReg1i = R9i.y;
backupReg2i = R127i.z;
R127i.x = floatBitsToInt(floor(intBitsToFloat(R127i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 4.0);
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.x)) + intBitsToFloat(R124i.x)));
R127i.z = ((intBitsToFloat(backupReg1i) > 0.5)?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(R126i.w)));
PV1i.w = clampFI32(PV1i.w);
R127i.y = floatBitsToInt(float(backupReg2i));
PS1i = R127i.y;
// 18
backupReg0i = R125i.x;
backupReg1i = R126i.y;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.z)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(R8i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(backupReg0i)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(R125i.z)) + intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(PV1i.w)));
PS0i = R127i.w;
// 19
backupReg0i = R127i.z;
backupReg1i = R9i.y;
R8i.x = floatBitsToInt(intBitsToFloat(R127i.x) + 2.0);
R9i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(0x42c20000));
R127i.z = uf_remappedPS[4].z;
R125i.w = ((backupReg0i == 0)?(0x3d008081):(0x3d20a0a1));
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(PV0i.z)) + intBitsToFloat(backupReg1i)));
PS1i = R5i.x;
// 20
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.x)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.x)));
R1i.x = clampFI32(R1i.x);
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(R126i.y)) + intBitsToFloat(R125i.x)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(R127i.w)) + intBitsToFloat(R126i.w)));
R7i.w = floatBitsToInt(1.0);
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.y)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.y)));
R1i.y = clampFI32(R1i.y);
PS0i = R1i.y;
// 21
R7i.x = R125i.w;
R7i.y = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.z)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.z)));
R1i.z = clampFI32(R1i.z);
R5i.w = 0x3f800000;
R0i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + 0.5));
PS1i = R0i.x;
// 0
R0i.y = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + 0.5));
R0i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + 0.5));
R0i.w = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(0x3b808081));
R1i.w = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(0x3b808081));
PS0i = R1i.w;
// 1
backupReg0i = R5i.x;
backupReg1i = R5i.y;
backupReg2i = R5i.z;
backupReg3i = R5i.w;
R5i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R5i.w = backupReg3i;
// 2
R4i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R4i.w = R0i.w;
// 3
R3i.xyz = ivec3(R1i.x,R1i.y,R1i.z);
R3i.w = R1i.w;
// 4
R2i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R2i.w = R7i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor1 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor3 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
passPixelColor5 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian Turret + Skywatcher
// shader 133297c9a66bfc98
uniform ivec4 uf_remappedPS[5];
uniform vec2 uf_fragCoordScale;
layout(binding = 1) uniform sampler2D textureUnitPS1;
layout(binding = 2) uniform sampler2D textureUnitPS2;
layout(binding = 3) uniform sampler2D textureUnitPS3;
layout(binding = 4) uniform sampler2D textureUnitPS4;
layout(binding = 5) uniform sampler2D textureUnitPS5;
layout(binding = 6) uniform sampler2D textureUnitPS6;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem7;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 4) in vec4 passParameterSem4;
layout(location = 5) in vec4 passParameterSem6;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
layout(location = 3) out vec4 passPixelColor3;
layout(location = 5) out vec4 passPixelColor5;
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()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R6i = ivec4(0);
ivec4 R7i = ivec4(0);
ivec4 R8i = ivec4(0);
ivec4 R9i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = 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);
R2i = floatBitsToInt(passParameterSem7);
R3i = floatBitsToInt(passParameterSem3);
R4i = floatBitsToInt(passParameterSem4);
R5i = floatBitsToInt(passParameterSem6);
R6i.xy = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xy);
R9i.xy = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).xy);
R2i.w = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.zw)).w);
R8i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz);
R7i.xyz = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.zw)).xyz);
R1i.xyz = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R1i.xy)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R0i.xy)).xyz);
// 0
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.x), intBitsToFloat(R4i.y)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.z), intBitsToFloat(R4i.x)));
R127i.z = floatBitsToInt((intBitsToFloat(R6i.x) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PV0i.z = R127i.z;
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.y), intBitsToFloat(R4i.z)));
R127i.y = floatBitsToInt((intBitsToFloat(R6i.y) * intBitsToFloat(0x40008102) + intBitsToFloat(0xbf810204)));
PS0i = R127i.y;
// 1
PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.x)),intBitsToFloat(R3i.y)) + intBitsToFloat(PV0i.x)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.y)),intBitsToFloat(R3i.z)) + intBitsToFloat(PV0i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R4i.z)),intBitsToFloat(R3i.x)) + intBitsToFloat(PV0i.y)));
PV1i.w = R123i.w;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R4i.w), intBitsToFloat(PS0i)));
// 2
PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(PS1i)));
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(PS1i)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(PS1i)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.y),intBitsToFloat(R127i.y)) + intBitsToFloat(PV1i.x)));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R126i.x = floatBitsToInt(fract(intBitsToFloat(R2i.x)));
PS0i = R126i.x;
// 3
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.x)));
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.y)));
PV1i.z = floatBitsToInt(-(intBitsToFloat(PV0i.w)) + 1.0);
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(R127i.z)) + intBitsToFloat(PV0i.z)));
R127i.z = floatBitsToInt(fract(intBitsToFloat(R2i.y)));
PS1i = R127i.z;
// 4
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),-0.0),vec4(intBitsToFloat(R5i.x),intBitsToFloat(R5i.y),intBitsToFloat(R5i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(sqrt(intBitsToFloat(PV1i.z)));
// 5
backupReg0i = R127i.x;
backupReg1i = R127i.y;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.x),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg0i)));
PV1i.x = R127i.x;
R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.y),intBitsToFloat(PS0i)) + intBitsToFloat(R127i.w)));
PV1i.y = R127i.y;
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R3i.z),intBitsToFloat(PS0i)) + intBitsToFloat(backupReg1i)));
PV1i.z = R126i.z;
R127i.w = floatBitsToInt(intBitsToFloat(R126i.x) + -(0.5));
PS1i = floatBitsToInt(sqrt(intBitsToFloat(PV0i.x)));
// 6
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PS1i));
// 7
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), intBitsToFloat(PS0i)));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.z) + -(0.5));
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.y), intBitsToFloat(PS0i)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(PS0i)));
tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x));
PS1i = floatBitsToInt(tempResultf);
// 8
R3i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i)));
PV0i.x = R3i.x;
R3i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS1i)));
PV0i.y = R3i.y;
R3i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(PS1i)));
PV0i.z = R3i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R127i.w)),intBitsToFloat(R127i.w)) + 1.0));
R123i.w = clampFI32(R123i.w);
PV0i.w = R123i.w;
R122i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PV1i.y)),intBitsToFloat(PV1i.y)) + 1.0));
R122i.x = clampFI32(R122i.x);
PS0i = R122i.x;
// 9
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R127i.z),intBitsToFloat(R126i.w),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(PV0i.z),0.0)));
PV1i.x = tempi.x;
PV1i.y = tempi.x;
PV1i.z = tempi.x;
PV1i.w = tempi.x;
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(PS0i)));
// 10
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(PS1i)) + intBitsToFloat(R9i.y)));
R123i.x = clampFI32(R123i.x);
PV0i.x = R123i.x;
PV0i.y = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(0x437f0000));
PV0i.z = floatBitsToInt(intBitsToFloat(R2i.w) + -(1.0));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.x) + 1.0);
PV0i.w = clampFI32(PV0i.w);
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.x), intBitsToFloat(R1i.x)));
PS0i = R127i.y;
// 11
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.y), intBitsToFloat(R1i.y)));
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.w) + intBitsToFloat(PV0i.z));
PV1i.y = R126i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R7i.z), intBitsToFloat(R1i.z)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R9i.x), intBitsToFloat(PV0i.x)));
PS1i = int(intBitsToFloat(PV0i.y));
// 12
R127i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R8i.x)));
R125i.y = PS1i & 0x000000e0;
R126i.z = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R8i.y)));
R127i.w = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R8i.z)));
R125i.x = floatBitsToInt(intBitsToFloat(R8i.x) + intBitsToFloat(PV1i.y));
PS0i = R125i.x;
// 13
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R123i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y))));
R123i.w = clampFI32(R123i.w);
PV1i.w = R123i.w;
R125i.w = floatBitsToInt(intBitsToFloat(R8i.y) + intBitsToFloat(R126i.y));
PS1i = R125i.w;
// 14
backupReg0i = R126i.y;
backupReg1i = R126i.w;
PV0i.x = floatBitsToInt(mul_nonIEEE(Color.r, intBitsToFloat(R127i.x)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w), intBitsToFloat(PV1i.w)));
PV0i.y = R126i.y;
PV0i.z = floatBitsToInt(mul_nonIEEE(Color.g, intBitsToFloat(R126i.z)));
R126i.w = floatBitsToInt(intBitsToFloat(R8i.z) + intBitsToFloat(backupReg0i));
R127i.y = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(0x427f0000));
PS0i = R127i.y;
// 15
backupReg0i = R125i.y;
backupReg1i = R127i.x;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.x)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(PV0i.z)));
R127i.z = backupReg0i >> 0x00000003;
PV1i.w = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R127i.w)));
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(R126i.x)));
PS1i = R124i.x;
// 16
backupReg0i = R125i.x;
backupReg1i = R126i.y;
backupReg2i = R126i.z;
backupReg3i = R127i.w;
R125i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(backupReg0i)));
R125i.x = clampFI32(R125i.x);
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.w)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg2i), intBitsToFloat(R124i.y)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg3i), intBitsToFloat(R125i.z)));
R8i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(R125i.w)));
R8i.x = clampFI32(R8i.x);
PS0i = R8i.x;
// 17
backupReg0i = R127i.x;
backupReg1i = R9i.y;
backupReg2i = R127i.z;
R127i.x = floatBitsToInt(floor(intBitsToFloat(R127i.y)));
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) * 4.0);
R9i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(R126i.x)) + intBitsToFloat(R124i.x)));
R127i.z = ((intBitsToFloat(backupReg1i) > 0.5)?int(0xFFFFFFFF):int(0x0));
PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x), intBitsToFloat(R126i.w)));
PV1i.w = clampFI32(PV1i.w);
R127i.y = floatBitsToInt(float(backupReg2i));
PS1i = R127i.y;
// 18
backupReg0i = R125i.x;
backupReg1i = R126i.y;
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(R124i.y)) + intBitsToFloat(R126i.z)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y), intBitsToFloat(R8i.x)));
PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x), intBitsToFloat(backupReg0i)));
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(R125i.z)) + intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z), intBitsToFloat(PV1i.w)));
PS0i = R127i.w;
// 19
backupReg0i = R127i.z;
backupReg1i = R9i.y;
R8i.x = floatBitsToInt(intBitsToFloat(R127i.x) + 2.0);
R9i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(0x42c20000));
R127i.z = uf_remappedPS[4].z;
R125i.w = ((backupReg0i == 0)?(0x3d008081):(0x3d20a0a1));
R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(PV0i.z)) + intBitsToFloat(backupReg1i)));
PS1i = R5i.x;
// 20
R1i.x = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.x)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.x)));
R1i.x = clampFI32(R1i.x);
R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(R126i.y)) + intBitsToFloat(R125i.x)));
R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),intBitsToFloat(R127i.w)) + intBitsToFloat(R126i.w)));
R7i.w = floatBitsToInt(1.0);
R1i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.y)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.y)));
R1i.y = clampFI32(R1i.y);
PS0i = R1i.y;
// 21
R7i.x = R125i.w;
R7i.y = R127i.z;
R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R0i.z)),intBitsToFloat(uf_remappedPS[2].x)) + intBitsToFloat(R0i.z)));
R1i.z = clampFI32(R1i.z);
R5i.w = 0x3f800000;
R0i.x = floatBitsToInt((intBitsToFloat(R3i.x) * 0.5 + 0.5));
PS1i = R0i.x;
// 0
R0i.y = floatBitsToInt((intBitsToFloat(R3i.y) * 0.5 + 0.5));
R0i.z = floatBitsToInt((intBitsToFloat(R3i.z) * 0.5 + 0.5));
R0i.w = floatBitsToInt(intBitsToFloat(R8i.x) * intBitsToFloat(0x3b808081));
R1i.w = floatBitsToInt(intBitsToFloat(R9i.y) * intBitsToFloat(0x3b808081));
PS0i = R1i.w;
// 1
backupReg0i = R5i.x;
backupReg1i = R5i.y;
backupReg2i = R5i.z;
backupReg3i = R5i.w;
R5i.xyz = ivec3(backupReg0i,backupReg1i,backupReg2i);
R5i.w = backupReg3i;
// 2
R4i.xyz = ivec3(R0i.x,R0i.y,R0i.z);
R4i.w = R0i.w;
// 3
R3i.xyz = ivec3(R1i.x,R1i.y,R1i.z);
R3i.w = R1i.w;
// 4
R2i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R2i.w = R7i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y), intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
passPixelColor1 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
passPixelColor3 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y), intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
passPixelColor5 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
}

View File

@ -1,7 +1,7 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = Guardian Turret & Skywatcher
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Guardian Turret & Skywatcher"
path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Guardian Turret & Skywatcher"
description = Change Guardian Turret, Skywatcher's color. Originally it depends on whether it's corrupted by malice or not.
version = 3
@ -10,39 +10,46 @@ name = Malice Red
$R = 0.85
$G = 0.029
$B = 0.15
$L_f = 1.0
[Preset]
name = Guardian Yellow
$R = 1.0
$G = 0.2
$B = 0.059
$L_f = 1.0
[Preset]
name = Guardian weapon Yellow
$R = 1.0
$G = 0.2
$B = 0.0
$L_f = 1.0
[Preset]
name = Ancient Orange
$R = 1.0
$G = 0.2
$B = 0.0006
$L_f = 1.0
[Preset]
name = Ancient weapon Orange
$R = 1.0
$G = 0.15
$B = 0.05
$L_f = 1.0
[Preset]
name = Energy Blue
$R = 0.03
$G = 0.25
$B = 1.0
$L_f = 1.0
[Preset]
name = Custom (Edit in rules.txt)
$R = 0.000
$G = 0.000
$B = 0.000
$L_f = 1.0