BreathOFTheWild_Adjustable_Bloom

Fogfactor renamed back to bloomfactor , as it does NOT adjust fog, it adjusts Bloom... Do not enable with any pack that has it's own bloom handlng.
This commit is contained in:
Jamie 2017-11-24 02:15:39 -08:00
parent 78a3c695bb
commit 9b53233f31
3 changed files with 8 additions and 8 deletions

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@ -1,4 +0,0 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - Adjustable Fog"
version = 2

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@ -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);

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@ -0,0 +1,4 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - Adjustable Bloom"
version = 2