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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.
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - Adjustable Fog"
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version = 2
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@ -1,6 +1,6 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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const float fogFactor = 0.4;
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const float bloomFactor = 0.4;
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// shader 38d70ed9280bb3bc
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uniform ivec4 uf_remappedPS[1];
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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
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@ -35,9 +35,9 @@ R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x) * fogFactor);
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R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y) * fogFactor);
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R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z) * fogFactor);
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R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x) * bloomFactor);
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R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y) * bloomFactor);
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R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z) * bloomFactor);
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R0f.w = 1.0;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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Enhancement/BreathOfTheWild_Adjustable_Bloom/rules.txt
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4
Enhancement/BreathOfTheWild_Adjustable_Bloom/rules.txt
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - Adjustable Bloom"
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version = 2
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