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https://github.com/cemu-project/cemu_graphic_packs.git
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[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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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Light = $L;
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const float Factor = $L_f;
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// Armor When Link is transparent
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// textureUnitPS12 uf_blockPS8[23].xyz uf_blockPS8[31].x
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@ -305,9 +305,9 @@ R16i.z = floatBitsToInt(uf_blockPS6[45].w + intBitsToFloat(PV1i.z));
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R6i.w = floatBitsToInt((-(uf_blockPS6[53].z) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(R3i.z)));
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R6i.w = clampFI32(R6i.w);
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// 7
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R10i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R126i.y)));
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R10i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R126i.x)));
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R10i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.w)));
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R10i.x = floatBitsToInt(mul_nonIEEE(uf_blockPS8[31].x * Factor, intBitsToFloat(R126i.y)));
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R10i.y = floatBitsToInt(mul_nonIEEE(uf_blockPS8[31].x * Factor, intBitsToFloat(R126i.x)));
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R10i.z = floatBitsToInt(mul_nonIEEE(uf_blockPS8[31].x * Factor, intBitsToFloat(R127i.w)));
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R3i.y = floatBitsToInt(fract(uf_blockPS8[36].w));
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PS1i = R3i.y;
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}
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Light = $L;
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const float Factor = $L_f;
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// Armor When teleporting
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@ -173,7 +173,7 @@ R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(PS0i)
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R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(backupReg0i)));
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PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
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// 10
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R5i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.x)));
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R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(PV1i.x)));
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R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PS1i)));
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R3i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3f969696));
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R3i.z = clampFI32(R3i.z);
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@ -182,8 +182,8 @@ R6i.y = 0x3f800000;
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PS0i = R6i.y;
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// 11
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R7i.y = 0;
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R5i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.z)));
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R5i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.w)));
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R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(R127i.z)));
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R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(R127i.w)));
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PS1i = R5i.y;
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// 12
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tempResultf = 1.0 / sqrt(intBitsToFloat(R126i.y));
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@ -3,7 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Light = $L;
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const float Factor = $L_f;
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// Ancient Armor
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@ -148,10 +148,10 @@ R127f.y /= 2.0;
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PS0f = R127f.y;
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// 9
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R126f.x = R125f.y + 2.0;
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R6f.y = mul_nonIEEE(Light, PV0f.y);
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R6f.z = mul_nonIEEE(Light, PV0f.x);
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R6f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.y);
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R6f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.x);
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PV1f.w = intBitsToFloat(uf_remappedPS[2].z);
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R6f.x = mul_nonIEEE(Light, PV0f.w);
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R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.w);
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PS1f = R6f.x;
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// 10
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R3f.x = R127f.z;
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@ -1,7 +1,7 @@
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Ancient Armor
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Ancient Armor"
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient Armor"
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description = Change Ancient Amor's color and brightness. Originally it's Ancient Orange.
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version = 3
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@ -10,46 +10,46 @@ name = Malice Red
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$R = 0.85
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$G = 0.029
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$B = 0.15
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$L = 20.0
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$L_f = 1.0
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[Preset]
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name = Guardian Yellow
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$R = 1.0
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$G = 0.2
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$B = 0.059
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$L = 40.0
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$L_f = 2.0
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[Preset]
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name = Guardian weapon Yellow
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$R = 1.0
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$G = 0.2
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$B = 0.0
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$L = 29.576
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$L_f = 1.5
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[Preset]
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name = Ancient Orange
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$R = 1.0
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$G = 0.2
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$B = 0.0006
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$L = 20.0
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$L_f = 1.0
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[Preset]
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name = Ancient weapon Orange
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$R = 1.0
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$G = 0.15
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$B = 0.05
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$L = 20.0
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$L_f = 1.0
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[Preset]
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name = Energy Blue
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$R = 0.03
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$G = 0.25
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$B = 1.0
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$L = 40.0
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$L_f = 2.0
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[Preset]
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name = Custom (Edit in rules.txt)
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$R = 0.000
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$G = 0.000
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$B = 0.000
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$L = 40.0 # Brightness, Armor only because others vary
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$L_f = 2.0 # Brightness scaling factor
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@ -1,7 +1,7 @@
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Ancient weapons
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Ancient weapons"
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Ancient weapons"
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description = Change Ancient weapons 's color and brightness. Originally it varies. Ancient Orange's Brightness is changed to Bow's.
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version = 3
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@ -52,4 +52,4 @@ name = Custom (Edit in rules.txt)
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$R = 0.000
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$G = 0.000
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$B = 0.000
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$L = 40.0 # Brightness, Armor only because others vary
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$L = 40.0 # Brightness, can't scale because original unnormalized color use L=1
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@ -3,6 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Factor = $L_f;
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// Decayed Guardian
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@ -116,7 +117,7 @@ R123f.y = clamp(R123f.y, 0.0, 1.0);
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PV0f.y = R123f.y;
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R127f.z = (mul_nonIEEE(R4f.x,R126f.y) + PV1f.z)/2.0;
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R127f.w = (mul_nonIEEE(R4f.y,R126f.y) + PS1f)/2.0;
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R124f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[1].x));
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R124f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[1].x) * Factor);
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PS0f = R124f.y;
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// 5
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backupReg0f = R127f.y;
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@ -129,10 +130,10 @@ R127f.x /= 2.0;
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PS1f = R127f.x;
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// 6
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backupReg0f = R126f.z;
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R124f.x = mul_nonIEEE(R125f.y, intBitsToFloat(uf_remappedPS[1].x));
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R124f.x = mul_nonIEEE(R125f.y, intBitsToFloat(uf_remappedPS[1].x) * Factor);
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R125f.y = mul_nonIEEE(Color.b, R125f.x);
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R126f.z = intBitsToFloat(0x427f0000) * R1f.w;
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R124f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x));
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R124f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x) * Factor);
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R126f.y = intBitsToFloat(0x427f0000) * R8f.z;
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PS0f = R126f.y;
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// 7
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@ -1,8 +1,8 @@
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Decayed Guardian
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Decayed Guardian"
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description = Change Decayed Guardian's color. Originally it's Malice Red.
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Decayed Guardian"
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description = Change Decayed Guardian (including Stalkers with weathered appearance)'s color. Originally it's Malice Red.
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version = 3
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[Preset]
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@ -10,39 +10,46 @@ name = Malice Red
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$R = 0.85
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$G = 0.029
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$B = 0.15
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$L_f = 1.0
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[Preset]
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name = Guardian Yellow
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$R = 1.0
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$G = 0.2
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$B = 0.059
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$L_f = 1.0
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[Preset]
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name = Guardian weapon Yellow
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$R = 1.0
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$G = 0.2
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$B = 0.0
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$L_f = 1.0
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[Preset]
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name = Ancient Orange
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$R = 1.0
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$G = 0.2
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$B = 0.0006
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$L_f = 1.0
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[Preset]
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name = Ancient weapon Orange
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$R = 1.0
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$G = 0.15
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$B = 0.05
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$L_f = 1.0
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[Preset]
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name = Energy Blue
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$R = 0.03
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$G = 0.25
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$B = 1.0
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$L_f = 1.0
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[Preset]
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name = Custom (Edit in rules.txt)
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$R = 0.000
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$G = 0.000
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$B = 0.000
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$L_f = 1.0
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@ -3,6 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Factor = $L_f;
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// Guardian weapons when Link is transparent
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// uf_blockPS8[23].xyz uf_blockPS8[31].x
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@ -300,11 +301,11 @@ R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), uf_blockPS6[45].x));
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R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),uf_blockPS6[43].y) + intBitsToFloat(R127i.z)));
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R126i.w = floatBitsToInt(mul_nonIEEE(Color.z, intBitsToFloat(R10i.z)));
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// 3
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R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), uf_blockPS8[31].x));
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R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), uf_blockPS8[31].x * Factor));
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PV1i.x = R124i.x;
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R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), uf_blockPS8[31].x));
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R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), uf_blockPS8[31].x * Factor));
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PV1i.y = R125i.y;
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R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), uf_blockPS8[31].x));
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R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), uf_blockPS8[31].x * Factor));
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PV1i.z = R125i.z;
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R127i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),uf_blockPS8[31].z) + -(uf_blockPS8[31].y)));
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R127i.w = clampFI32(R127i.w);
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@ -3,6 +3,7 @@
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Factor = $L_f;
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// Guardian weapons when teleporting
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@ -195,11 +196,11 @@ PS0i = R4i.y;
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// 11
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backupReg0i = R125i.y;
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R127i.x = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R125i.x)));
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R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x)));
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R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x) * Factor));
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R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R126i.w)));
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PV1i.z = R4i.z;
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R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x)));
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R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(uf_remappedPS[1].x)));
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R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x) * Factor));
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R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(uf_remappedPS[1].x) * Factor));
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PS1i = R124i.y;
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// 12
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tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.y),intBitsToFloat(R127i.w),intBitsToFloat(R126i.z),-0.0),vec4(intBitsToFloat(R3i.x),intBitsToFloat(R4i.y),intBitsToFloat(PV1i.z),0.0)));
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Factor = $L_f;
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// Guardian Stalker + Scout + Guardian weapons
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@ -142,11 +143,11 @@ PS1f = R124f.z;
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R123f.x = (mul_nonIEEE(-(R5f.z),intBitsToFloat(uf_remappedPS[1].z)) + -(intBitsToFloat(uf_remappedPS[1].y)));
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R123f.x = clamp(R123f.x, 0.0, 1.0);
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PV0f.x = R123f.x;
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R125f.y = mul_nonIEEE(R125f.z, intBitsToFloat(uf_remappedPS[1].x));
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R125f.y = mul_nonIEEE(R125f.z, intBitsToFloat(uf_remappedPS[1].x) * Factor);
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PV0f.y = R125f.y;
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R127f.z = mul_nonIEEE(R127f.w, intBitsToFloat(uf_remappedPS[1].x));
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R127f.z = mul_nonIEEE(R127f.w, intBitsToFloat(uf_remappedPS[1].x) * Factor);
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PV0f.z = R127f.z;
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R127f.w = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedPS[1].x));
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R127f.w = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedPS[1].x) * Factor);
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PV0f.w = R127f.w;
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R126f.y = floor(PV1f.z);
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R126f.y *= 4.0;
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Guardian Stalker & Guardian Scout & The top Half of Guardian weapons
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Color/Guardian Stalker & Scout & Guardian weapons"
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path = "The Legend of Zelda: Breath of the Wild/Mods/Change Ancient Glow Color/Guardian Stalker & Scout & Guardian weapons"
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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.
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version = 3
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@ -10,39 +10,46 @@ name = Malice Red
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$R = 0.85
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$G = 0.029
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$B = 0.15
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$L_f = 1.0
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[Preset]
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name = Guardian Yellow
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$R = 1.0
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$G = 0.2
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$B = 0.059
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$L_f = 1.0
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[Preset]
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name = Guardian weapon Yellow
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$R = 1.0
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$G = 0.2
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$B = 0.0
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$L_f = 1.0
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[Preset]
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name = Ancient Orange
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$R = 1.0
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$G = 0.2
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$B = 0.0006
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$L_f = 1.0
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[Preset]
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name = Ancient weapon Orange
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$R = 1.0
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$G = 0.15
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$B = 0.05
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$L_f = 1.0
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[Preset]
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name = Energy Blue
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$R = 0.03
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$G = 0.25
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$B = 1.0
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$L_f = 1.0
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[Preset]
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name = Custom (Edit in rules.txt)
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$R = 0.000
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$G = 0.000
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$B = 0.000
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$L_f = 1.0
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#extension GL_ARB_separate_shader_objects : enable
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const vec3 Color = vec3($R,$G,$B);
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const float Factor = $L_f;
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||||
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||||
// Guardian Turret + Skywatcher
|
||||
|
||||
@ -186,9 +187,9 @@ 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)));
|
||||
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;
|
@ -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
|
Loading…
Reference in New Issue
Block a user