[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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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
const float Factor = $L_f;
// Armor When Link is transparent
// textureUnitPS12 uf_blockPS8[23].xyz uf_blockPS8[31].x
@ -305,9 +305,9 @@ R16i.z = floatBitsToInt(uf_blockPS6[45].w + intBitsToFloat(PV1i.z));
R6i.w = floatBitsToInt((-(uf_blockPS6[53].z) * intBitsToFloat(0x3d4ccccd) + intBitsToFloat(R3i.z)));
R6i.w = clampFI32(R6i.w);
// 7
R10i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R126i.y)));
R10i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R126i.x)));
R10i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.w)));
R10i.x = floatBitsToInt(mul_nonIEEE(uf_blockPS8[31].x * Factor, intBitsToFloat(R126i.y)));
R10i.y = floatBitsToInt(mul_nonIEEE(uf_blockPS8[31].x * Factor, intBitsToFloat(R126i.x)));
R10i.z = floatBitsToInt(mul_nonIEEE(uf_blockPS8[31].x * Factor, intBitsToFloat(R127i.w)));
R3i.y = floatBitsToInt(fract(uf_blockPS8[36].w));
PS1i = R3i.y;
}

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
const float Factor = $L_f;
// Armor When teleporting
@ -173,7 +173,7 @@ R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.z), intBitsToFloat(PS0i)
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R8i.y), intBitsToFloat(backupReg0i)));
PS1i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(PV0i.z)));
// 10
R5i.x = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(PV1i.x)));
R5i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(PV1i.x)));
R4i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.w), intBitsToFloat(PS1i)));
R3i.z = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(0x3f969696));
R3i.z = clampFI32(R3i.z);
@ -182,8 +182,8 @@ R6i.y = 0x3f800000;
PS0i = R6i.y;
// 11
R7i.y = 0;
R5i.z = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.z)));
R5i.y = floatBitsToInt(mul_nonIEEE(Light, intBitsToFloat(R127i.w)));
R5i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(R127i.z)));
R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x) * Factor, intBitsToFloat(R127i.w)));
PS1i = R5i.y;
// 12
tempResultf = 1.0 / sqrt(intBitsToFloat(R126i.y));

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@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Light = $L;
const float Factor = $L_f;
// Ancient Armor
@ -148,10 +148,10 @@ 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);
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(Light, PV0f.w);
R6f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x) * Factor, PV0f.w);
PS1f = R6f.x;
// 10
R3f.x = R127f.z;

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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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@ -1,7 +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

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@ -3,6 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Decayed Guardian
@ -116,7 +117,7 @@ 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));
R124f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[1].x) * Factor);
PS0f = R124f.y;
// 5
backupReg0f = R127f.y;
@ -129,10 +130,10 @@ R127f.x /= 2.0;
PS1f = R127f.x;
// 6
backupReg0f = R126f.z;
R124f.x = mul_nonIEEE(R125f.y, intBitsToFloat(uf_remappedPS[1].x));
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));
R124f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[1].x) * Factor);
R126f.y = intBitsToFloat(0x427f0000) * R8f.z;
PS0f = R126f.y;
// 7

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@ -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

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@ -3,6 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian weapons when Link is transparent
// uf_blockPS8[23].xyz uf_blockPS8[31].x
@ -300,11 +301,11 @@ R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.x), uf_blockPS6[45].x));
R125i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),uf_blockPS6[43].y) + intBitsToFloat(R127i.z)));
R126i.w = floatBitsToInt(mul_nonIEEE(Color.z, intBitsToFloat(R10i.z)));
// 3
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), uf_blockPS8[31].x));
R124i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R3i.w), uf_blockPS8[31].x * Factor));
PV1i.x = R124i.x;
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), uf_blockPS8[31].x));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), uf_blockPS8[31].x * Factor));
PV1i.y = R125i.y;
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), uf_blockPS8[31].x));
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.z), uf_blockPS8[31].x * Factor));
PV1i.z = R125i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R5i.z)),uf_blockPS8[31].z) + -(uf_blockPS8[31].y)));
R127i.w = clampFI32(R127i.w);

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@ -3,6 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian weapons when teleporting
@ -195,11 +196,11 @@ PS0i = R4i.y;
// 11
backupReg0i = R125i.y;
R127i.x = floatBitsToInt(mul_nonIEEE(Color.b, intBitsToFloat(R125i.x)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x)));
R125i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R4i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(R126i.w)));
PV1i.z = R4i.z;
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x)));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(uf_remappedPS[1].x)));
R126i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[1].x) * Factor));
R124i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(uf_remappedPS[1].x) * Factor));
PS1i = R124i.y;
// 12
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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@ -3,6 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// Guardian Stalker + Scout + Guardian weapons
@ -142,11 +143,11 @@ PS1f = R124f.z;
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));
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));
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));
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;

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@ -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

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@ -3,6 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
const vec3 Color = vec3($R,$G,$B);
const float Factor = $L_f;
// 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;

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@ -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