diff --git a/Enhancement/BreathOfTheWild_AdjustableFog/rules.txt b/Enhancement/BreathOfTheWild_AdjustableFog/rules.txt deleted file mode 100644 index 16571ddc..00000000 --- a/Enhancement/BreathOfTheWild_AdjustableFog/rules.txt +++ /dev/null @@ -1,4 +0,0 @@ -[Definition] -titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 -name = "The Legend of Zelda: Breath of the Wild - Adjustable Fog" -version = 2 \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_AdjustableFog/38d70ed9280bb3bc_0000000000000079_ps.txt b/Enhancement/BreathOfTheWild_Adjustable_Bloom/38d70ed9280bb3bc_0000000000000079_ps.txt similarity index 94% rename from Enhancement/BreathOfTheWild_AdjustableFog/38d70ed9280bb3bc_0000000000000079_ps.txt rename to Enhancement/BreathOfTheWild_Adjustable_Bloom/38d70ed9280bb3bc_0000000000000079_ps.txt index 59a61f89..a0f7620d 100644 --- a/Enhancement/BreathOfTheWild_AdjustableFog/38d70ed9280bb3bc_0000000000000079_ps.txt +++ b/Enhancement/BreathOfTheWild_Adjustable_Bloom/38d70ed9280bb3bc_0000000000000079_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -const float fogFactor = 0.4; +const float bloomFactor = 0.4; // shader 38d70ed9280bb3bc uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 @@ -35,9 +35,9 @@ R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; -R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x) * fogFactor); -R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y) * fogFactor); -R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z) * fogFactor); +R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x) * bloomFactor); +R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y) * bloomFactor); +R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z) * bloomFactor); R0f.w = 1.0; // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); diff --git a/Enhancement/BreathOfTheWild_Adjustable_Bloom/rules.txt b/Enhancement/BreathOfTheWild_Adjustable_Bloom/rules.txt new file mode 100644 index 00000000..d026df48 --- /dev/null +++ b/Enhancement/BreathOfTheWild_Adjustable_Bloom/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = "The Legend of Zelda: Breath of the Wild - Adjustable Bloom" +version = 2 \ No newline at end of file