diff --git a/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt b/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt index 7784a64e..c42a3920 100644 --- a/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt +++ b/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/6fa2baef8a4ece42_0000000000000709_ps.txt @@ -1,15 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : enable // shader 6fa2baef8a4ece42 -// Divine Laser Beams Customizer - beams +// Divine Laser Beams Customizer - rings // Credit for hsv functions below // http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl -#define DISABLE_BEAMS 1 -#define HUE_ROTATION 330 //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://dba.med.sc.edu/price/irf/Adobe_tg/models/images/hsl_top.JPG -#define SATURATION_FACTOR 1.0 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping +#define RAINBOW_EFFECT 0 // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored +#define DISABLE_BEAMS 1 // [0 or 1] set it to 1 to hide the lasers completely +#define HUE_ROTATION 0 //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://dba.med.sc.edu/price/irf/Adobe_tg/models/images/hsl_top.JPG +#define SATURATION_FACTOR 1.1 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping #define VALUE_FACTOR 1.0 //same as above; applies to Value -#define ALPHA_FACTOR 1.05 //same as above; applies to Transparency +#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; uniform ivec4 uf_remappedPS[3]; @@ -51,7 +52,7 @@ vec3 hsv2rgb(vec3 c) { } void main() { -#if (DISABLE_BEAMS == 1) +#if (DISABLE_BEAMS == 1) && (RAINBOW_EFFECT == 0) discard; #endif vec4 R0f = vec4(0.0); @@ -133,6 +134,10 @@ R7f.w = mul_nonIEEE(R6f.w, PV1f.x); if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); vec3 colhsv = rgb2hsv(passPixelColor0.rgb); +#if (RAINBOW_EFFECT == 1) +passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + 1.5*R5f.y, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR)); +#else passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR)); +#endif passPixelColor0.a *= ALPHA_FACTOR; } diff --git a/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt b/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt index 7aa2777a..80b5a661 100644 --- a/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt +++ b/Modifications/BreathOfTheWild_DivineLaserBeamCustomizer/de960d36a997b34d_0000000000000709_ps.txt @@ -1,15 +1,16 @@ #version 420 #extension GL_ARB_texture_gather : enable // shader de960d36a997b34d -// Divine Laser Beams Customizer - rings +// Divine Laser Beams Customizer - beams // Credit for hsv functions below // http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl -#define DISABLE_BEAMS 1 -#define HUE_ROTATION 330 //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://dba.med.sc.edu/price/irf/Adobe_tg/models/images/hsl_top.JPG -#define SATURATION_FACTOR 1.0 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping +#define RAINBOW_EFFECT 0 // [0 or 1] set it to 1 to enable rainbow beams effect. in that case, HUE_ROTATION is ignored +#define DISABLE_BEAMS 1 // [0 or 1] set it to 1 to hide the lasers completely +#define HUE_ROTATION 0 //[0, 360] where 0 and 360 is unchanged Hue and 180 is completely opposite Hue. Check http://dba.med.sc.edu/price/irf/Adobe_tg/models/images/hsl_top.JPG +#define SATURATION_FACTOR 1.1 //[0.0, 1.0] 1.0 means unchanged Saturation, 0.0 means completely desaturated. Values above 1.0 are accepted, but they may cause clipping #define VALUE_FACTOR 1.0 //same as above; applies to Value -#define ALPHA_FACTOR 1.05 //same as above; applies to Transparency +#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency const float hueRotation = HUE_ROTATION / 360.0; uniform ivec4 uf_remappedPS[3]; @@ -52,7 +53,7 @@ vec3 hsv2rgb(vec3 c) { } void main() { -#if (DISABLE_BEAMS == 1) +#if (DISABLE_BEAMS == 1) && (RAINBOW_EFFECT == 0) discard; #endif vec4 R0f = vec4(0.0); @@ -151,6 +152,10 @@ R0f.w = mul_nonIEEE(R7f.w, PV1f.x); if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard; passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 colhsv = rgb2hsv(passPixelColor0.rgb); +#if (RAINBOW_EFFECT == 1) +passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + 3.0*R5f.y, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR)); +#else passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR)); +#endif passPixelColor0.a *= ALPHA_FACTOR; }