[BotW] Removed obsolete code in AMD Light Circle fix

This commit is contained in:
Alex Chirila 2017-11-21 08:39:07 +02:00
parent 6bac72a840
commit e10fdfaa3e
2 changed files with 2 additions and 59 deletions

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@ -1,16 +1,8 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader cf2e9b7aab93e342 // shader cf2e9b7aab93e342
// Sheikah Tower - inactive, reflection pass // AMD Light Circle fix - World lights reflection pass
// Glow Lights Color Mod
// Credit for hsv functions http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
#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 0.9 //[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 0.65 //same as above; applies to Value
#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency
const float hueRotation = HUE_ROTATION / 360.0;
uniform ivec4 uf_remappedPS[10]; uniform ivec4 uf_remappedPS[10];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
@ -28,20 +20,6 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
} }
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() void main()
{ {
ivec4 R0i = ivec4(0); ivec4 R0i = ivec4(0);
@ -513,11 +491,4 @@ R1i.w = R4i.w;
// export // export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
vec3 colhsv = rgb2hsv(passPixelColor0.rgb);
passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
passPixelColor0.a *= ALPHA_FACTOR;
colhsv = rgb2hsv(passPixelColor1.rgb);
colhsv = rgb2hsv(passPixelColor1.rgb);
passPixelColor1.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
passPixelColor1.a *= ALPHA_FACTOR;
} }

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@ -1,16 +1,8 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader e95d54571be1c0a9 // shader e95d54571be1c0a9
// Shrine - balls, reflection pass // AMD Light Circle fix - Shrine lights reflection pass
// Glow Lights Color Mod
// Credit for hsv functions http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
#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 0.9 //[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 0.65 //same as above; applies to Value
#define ALPHA_FACTOR 1.0 //same as above; applies to Transparency
const float hueRotation = HUE_ROTATION / 360.0;
uniform ivec4 uf_remappedPS[8]; uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5054000 res 640x360x1 dim 1 tm: 4 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf494a800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
@ -28,20 +20,6 @@ else if( v == 0xFFFFFFFF )
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
} }
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
vec3 rgb2hsv(vec3 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
void main() void main()
{ {
ivec4 R0i = ivec4(0); ivec4 R0i = ivec4(0);
@ -416,11 +394,5 @@ R1i.xyz = ivec3(R7i.x,R7i.y,R7i.z);
R1i.w = R7i.w; R1i.w = R7i.w;
// export // export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
vec3 colhsv = rgb2hsv(passPixelColor0.rgb);
passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
passPixelColor0.a *= ALPHA_FACTOR;
passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); passPixelColor1 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
colhsv = rgb2hsv(passPixelColor1.rgb);
passPixelColor1.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
passPixelColor1.a *= ALPHA_FACTOR;
} }