From f05742803a786a8aab9e4611d46e95fb62d59495 Mon Sep 17 00:00:00 2001 From: intra0 Date: Fri, 13 Dec 2024 23:34:45 -0600 Subject: [PATCH] Delete Mods/SuperMario3DWorld_NoHUD directory --- .../b84517cef3bb49ad_000000000000007d_ps.txt | 114 ------------------ .../d9953dbd7354b119_000000000000007d_ps.txt | 105 ---------------- .../d9f064ae204238df_000000000000007d_ps.txt | 103 ---------------- Mods/SuperMario3DWorld_NoHUD/rules.txt | 6 - 4 files changed, 328 deletions(-) delete mode 100644 Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt delete mode 100644 Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt delete mode 100644 Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt delete mode 100644 Mods/SuperMario3DWorld_NoHUD/rules.txt diff --git a/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt b/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt deleted file mode 100644 index 89b3002c..00000000 --- a/Mods/SuperMario3DWorld_NoHUD/b84517cef3bb49ad_000000000000007d_ps.txt +++ /dev/null @@ -1,114 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader b84517cef3bb49ad -// start of shader inputs/outputs, predetermined by Cemu. Do not touch -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -// end of shader inputs/outputs -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = ivec4(0); -ivec4 R2i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R126i = ivec4(0); -ivec4 R127i = ivec4(0); -int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; -ivec4 PV0i = ivec4(0), PV1i = ivec4(0); -int PS0i = 0, PS1i = 0; -ivec4 tempi = ivec4(0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem0); -R1i = floatBitsToInt(passParameterSem1); -// 0 -backupReg0i = R1i.z; -R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); -R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); -R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); -// 0 -PV0i.x = R1i.w; -PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0); -PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); -PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); -PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0); -// 1 -R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x)); -R127i.z = ((PV0i.y == 0)?(PV0i.w):(0)); -PV1i.z = R127i.z; -// 2 -R123i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x))); -PV0i.w = R123i.w; -// 3 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedPS[0].w)); -R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z))); -PV1i.y = R123i.y; -R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); -R127i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); -// 4 -R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.y)); -R126i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x))); -PV0i.w = R123i.w; -// 5 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedPS[2].w)); -R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z))); -PV1i.y = R123i.y; -PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); -PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); -// 6 -backupReg0i = R0i.z; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV1i.x)); -R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w)); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y)); -R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z)); -PS0i = R0i.x; -// 7 -R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x)); -R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y)); -// export -passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.); -} diff --git a/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt b/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt deleted file mode 100644 index 14222ea6..00000000 --- a/Mods/SuperMario3DWorld_NoHUD/d9953dbd7354b119_000000000000007d_ps.txt +++ /dev/null @@ -1,105 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader d9953dbd7354b119 -// start of shader inputs/outputs, predetermined by Cemu. Do not touch -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -// end of shader inputs/outputs -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = ivec4(0); -ivec4 R2i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R126i = ivec4(0); -ivec4 R127i = ivec4(0); -int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; -ivec4 PV0i = ivec4(0), PV1i = ivec4(0); -int PS0i = 0, PS1i = 0; -ivec4 tempi = ivec4(0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem0); -R1i = floatBitsToInt(passParameterSem1); -// 0 -backupReg0i = R1i.z; -R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y)); -R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); -R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); -R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)); -R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w); -// 0 -backupReg0i = R0i.y; -R127i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(R2i.w)); -PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z)); -PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5)); -PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0); -PV0i.w = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0)); -R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(R2i.x)); -PS0i = R126i.w; -// 1 -R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV0i.y)); -R123i.y = ((PV0i.w == 0)?(PV0i.z):(0)); -PV1i.y = R123i.y; -PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y)); -PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x)); -// 2 -backupReg0i = R0i.x; -backupReg1i = R0i.y; -PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[3].w)); -PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[1].w)); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.w)); -R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.z)); -// 3 -PV1i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV0i.y)); -PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z)); -PV1i.z = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV0i.x)); -R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x)); -PS1i = R1i.x; -// 4 -backupReg0i = R0i.z; -R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w)); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y)); -R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x)); -// 5 -R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x)); -// export -passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.); -} diff --git a/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt b/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt deleted file mode 100644 index b37c4c34..00000000 --- a/Mods/SuperMario3DWorld_NoHUD/d9f064ae204238df_000000000000007d_ps.txt +++ /dev/null @@ -1,103 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader d9f064ae204238df -// start of shader inputs/outputs, predetermined by Cemu. Do not touch -#ifdef VULKAN -#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) -#else -#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) -#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) -#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) -#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) -#endif -#ifdef VULKAN -layout(set = 1, binding = 1) uniform ufBlock -{ -uniform ivec4 uf_remappedPS[4]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[4]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -// end of shader inputs/outputs -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -ivec4 R0i = ivec4(0); -ivec4 R1i = ivec4(0); -ivec4 R2i = ivec4(0); -ivec4 R123i = ivec4(0); -ivec4 R127i = ivec4(0); -int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; -ivec4 PV0i = ivec4(0), PV1i = ivec4(0); -int PS0i = 0, PS1i = 0; -ivec4 tempi = ivec4(0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0i = floatBitsToInt(passParameterSem0); -R1i = floatBitsToInt(passParameterSem1); -// 0 -backupReg0i = R1i.z; -R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0)); -R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i))); -R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).xyzw); -// 0 -R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x))); -PV0i.w = R123i.w; -// 1 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[0].w)); -R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z))); -PV1i.y = R123i.y; -R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); -R127i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); -// 2 -R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.y)); -R127i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x)); -R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y))); -PV0i.z = R123i.z; -R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x))); -PV0i.w = R123i.w; -// 3 -backupReg0i = R0i.x; -PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[2].w)); -R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z))); -PV1i.y = R123i.y; -PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w)); -PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z)); -// 4 -backupReg0i = R0i.z; -PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV1i.x)); -R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w)); -PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y)); -R0i.x = ((R2i.x == 0)?(PV1i.z):(R127i.z)); -PS0i = R0i.x; -// 5 -R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x)); -R0i.w = ((R2i.x == 0)?(PV0i.x):(R127i.y)); -// export -passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.); -} diff --git a/Mods/SuperMario3DWorld_NoHUD/rules.txt b/Mods/SuperMario3DWorld_NoHUD/rules.txt deleted file mode 100644 index 59735e4d..00000000 --- a/Mods/SuperMario3DWorld_NoHUD/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 5000010145d00,5000010145c00 -name = Remove All HUD Elements -path = "Super Mario 3D World/Mods/No HUD (breaks menus)" -description = Disable most of the UI while playing.|Use it only for screenshots as it breaks some menus.||Made by @etra0. -version = 6