diff --git a/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt deleted file mode 100644 index 180c2096..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt +++ /dev/null @@ -1,72 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader 14e81f55c62139c7 -// Used for: Removing the button prompts in the HUD - - -#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 vec4 uf_fragCoordScale; -}; -#else -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f = passParameterSem1; -R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg2f = R0f.z; -backupReg3f = R0f.w; -R0f.x = mul_nonIEEE(backupReg0f, R1f.x); -R0f.x = clamp(R0f.x, 0.0, 1.0); -R0f.y = mul_nonIEEE(backupReg1f, R1f.y); -R0f.y = clamp(R0f.y, 0.0, 1.0); -R0f.z = mul_nonIEEE(backupReg2f, R1f.z); -R0f.z = clamp(R0f.z, 0.0, 1.0); -R0f.w = mul_nonIEEE(backupReg3f, R1f.w); -R0f.w = clamp(R0f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt deleted file mode 100644 index 37b1839a..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt +++ /dev/null @@ -1,125 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader 4e1d21b4863fc48c -// Used for: Removes the HUD icons like the hearts - - -#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[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f = passParameterSem2; -R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -// 0 -PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); -PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); -// 1 -PV1f.x = fract(PV0f.w); -R127f.y = fract(PV0f.x); -R127f.z = fract(PV0f.y); -PV1f.w = fract(PV0f.z); -R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); -PS1f = R127f.w; -// 2 -R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); -R126f.w = PV1f.x * intBitsToFloat(0x3f808081); -R126f.x = PV1f.w * intBitsToFloat(0x3f808081); -PS0f = R126f.x; -// 3 -R125f.x = R127f.y * intBitsToFloat(0x3f808081); -PV1f.y = fract(R127f.w); -PV1f.z = fract(PV0f.z); -R127f.w = R127f.z * intBitsToFloat(0x3f808081); -PV1f.w = R127f.w; -PS1f = fract(PV0f.y); -// 4 -PV0f.x = fract(R127f.x); -R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); -PV0f.y = R123f.y; -R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); -PV0f.z = R123f.z; -R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); -PV0f.w = R123f.w; -// 5 -R123f.x = (mul_nonIEEE(PV0f.w,R1f.x) + R126f.w); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV1f.x = R123f.x; -R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(PV0f.y,R1f.z) + R127f.w); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(PV0f.z,R1f.y) + R126f.x); -R123f.w = clamp(R123f.w, 0.0, 1.0); -PV1f.w = R123f.w; -// 6 -R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV0f.x = R123f.x; -R1f.y = mul_nonIEEE(R0f.y, PV1f.w); -R1f.y = clamp(R1f.y, 0.0, 1.0); -R1f.z = mul_nonIEEE(R0f.z, PV1f.z); -R1f.z = clamp(R1f.z, 0.0, 1.0); -R1f.x = mul_nonIEEE(R0f.x, PV1f.x); -R1f.x = clamp(R1f.x, 0.0, 1.0); -PS0f = R1f.x; -// 7 -R1f.w = mul_nonIEEE(R0f.w, PV0f.x); -R1f.w = clamp(R1f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt deleted file mode 100644 index 128020d9..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt +++ /dev/null @@ -1,125 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader 9f1ac253de80a927 -// Used for: Removing the blinking button in the HUD - - -#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[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f = passParameterSem2; -R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -// 0 -PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); -PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); -// 1 -PV1f.x = fract(PV0f.w); -R127f.y = fract(PV0f.x); -R127f.z = fract(PV0f.y); -PV1f.w = fract(PV0f.z); -R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); -PS1f = R127f.w; -// 2 -R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); -R126f.w = PV1f.x * intBitsToFloat(0x3f808081); -R126f.x = PV1f.w * intBitsToFloat(0x3f808081); -PS0f = R126f.x; -// 3 -R125f.x = R127f.y * intBitsToFloat(0x3f808081); -PV1f.y = fract(R127f.w); -PV1f.z = fract(PV0f.z); -R127f.w = R127f.z * intBitsToFloat(0x3f808081); -PV1f.w = R127f.w; -PS1f = fract(PV0f.y); -// 4 -PV0f.x = fract(R127f.x); -R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); -PV0f.y = R123f.y; -R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); -PV0f.z = R123f.z; -R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); -PV0f.w = R123f.w; -// 5 -R123f.x = (mul_nonIEEE(PV0f.w,R1f.x) + R126f.w); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV1f.x = R123f.x; -R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(PV0f.y,R1f.z) + R127f.w); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(PV0f.z,R1f.y) + R126f.x); -R123f.w = clamp(R123f.w, 0.0, 1.0); -PV1f.w = R123f.w; -// 6 -R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV0f.x = R123f.x; -R1f.y = mul_nonIEEE(R0f.y, PV1f.w); -R1f.y = clamp(R1f.y, 0.0, 1.0); -R1f.z = mul_nonIEEE(R0f.z, PV1f.z); -R1f.z = clamp(R1f.z, 0.0, 1.0); -R1f.x = mul_nonIEEE(R0f.x, PV1f.x); -R1f.x = clamp(R1f.x, 0.0, 1.0); -PS0f = R1f.x; -// 7 -R1f.w = mul_nonIEEE(R0f.w, PV0f.x); -R1f.w = clamp(R1f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt deleted file mode 100644 index 0ebc2d81..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt +++ /dev/null @@ -1,137 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader acd66e3570ee3a72 -// Used for: Removing the last bit of text in the HUD - - -#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[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R122f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R124f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f = passParameterSem2; -R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); -// 0 -PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); -PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); -R126f.w = R1f.x; -R126f.w = clamp(R126f.w, 0.0, 1.0); -PS0f = R126f.w; -// 1 -PV1f.x = fract(PV0f.w); -R127f.y = fract(PV0f.x); -R127f.z = fract(PV0f.y); -PV1f.w = fract(PV0f.z); -R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); -PS1f = R127f.w; -// 2 -R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); -R125f.w = PV1f.x * intBitsToFloat(0x3f808081); -R126f.x = PV1f.w * intBitsToFloat(0x3f808081); -PS0f = R126f.x; -// 3 -backupReg0f = R127f.z; -R125f.x = R127f.y * intBitsToFloat(0x3f808081); -PV1f.y = fract(R127f.w); -R127f.z = fract(PV0f.z); -R127f.w = backupReg0f * intBitsToFloat(0x3f808081); -R126f.z = fract(PV0f.y); -PS1f = R126f.z; -// 4 -PV0f.x = fract(R127f.x); -R127f.y = R1f.z; -R127f.y = clamp(R127f.y, 0.0, 1.0); -R125f.z = R1f.y; -R125f.z = clamp(R125f.z, 0.0, 1.0); -R124f.w = R1f.w; -R124f.w = clamp(R124f.w, 0.0, 1.0); -R122f.x = (PV1f.y * intBitsToFloat(0x3f808081) + -(R125f.w)); -PS0f = R122f.x; -// 5 -R123f.x = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); -PV1f.x = R123f.x; -R123f.y = (R126f.z * intBitsToFloat(0x3f808081) + -(R127f.w)); -PV1f.y = R123f.y; -R123f.z = (R127f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(PS0f,R126f.w) + R125f.w); -R123f.w = clamp(R123f.w, 0.0, 1.0); -PV1f.w = R123f.w; -// 6 -R123f.x = (mul_nonIEEE(PV1f.x,R124f.w) + R125f.x); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV0f.x = R123f.x; -R123f.z = (mul_nonIEEE(PV1f.y,R127f.y) + R127f.w); -R123f.z = clamp(R123f.z, 0.0, 1.0); -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(PV1f.z,R125f.z) + R126f.x); -R123f.w = clamp(R123f.w, 0.0, 1.0); -PV0f.w = R123f.w; -R1f.x = mul_nonIEEE(R0f.x, PV1f.w); -R1f.x = clamp(R1f.x, 0.0, 1.0); -PS0f = R1f.x; -// 7 -R1f.y = mul_nonIEEE(R0f.y, PV0f.w); -R1f.y = clamp(R1f.y, 0.0, 1.0); -R1f.z = mul_nonIEEE(R0f.z, PV0f.z); -R1f.z = clamp(R1f.z, 0.0, 1.0); -R1f.w = mul_nonIEEE(R0f.w, PV0f.x); -R1f.w = clamp(R1f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt deleted file mode 100644 index 5962d0c1..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt +++ /dev/null @@ -1,122 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader b567aed28aa42ec7 -// Used for: Removing the text from the HUD - - -#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[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem2; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f = passParameterSem2; -R1f.w = (texture(textureUnitPS0, R1f.xy).w); -// 0 -PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); -PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); -// 1 -PV1f.x = fract(PV0f.w); -R127f.y = fract(PV0f.x); -R127f.z = fract(PV0f.y); -PV1f.w = fract(PV0f.z); -R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); -PS1f = R127f.w; -// 2 -R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); -R126f.w = PV1f.x * intBitsToFloat(0x3f808081); -R126f.x = PV1f.w * intBitsToFloat(0x3f808081); -PS0f = R126f.x; -// 3 -R125f.x = R127f.y * intBitsToFloat(0x3f808081); -PV1f.y = fract(R127f.w); -PV1f.z = fract(PV0f.z); -R127f.w = R127f.z * intBitsToFloat(0x3f808081); -PV1f.w = R127f.w; -PS1f = fract(PV0f.y); -// 4 -PV0f.x = fract(R127f.x); -R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); -PV0f.y = R123f.y; -R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); -PV0f.z = R123f.z; -R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); -PV0f.w = R123f.w; -// 5 -PV1f.x = R126f.w + PV0f.w; -PV1f.x = clamp(PV1f.x, 0.0, 1.0); -R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); -PV1f.y = R123f.y; -PV1f.z = R127f.w + PV0f.y; -PV1f.z = clamp(PV1f.z, 0.0, 1.0); -PV1f.w = R126f.x + PV0f.z; -PV1f.w = clamp(PV1f.w, 0.0, 1.0); -// 6 -R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV0f.x = R123f.x; -R1f.y = mul_nonIEEE(R0f.y, PV1f.w); -R1f.y = clamp(R1f.y, 0.0, 1.0); -R1f.z = mul_nonIEEE(R0f.z, PV1f.z); -R1f.z = clamp(R1f.z, 0.0, 1.0); -R1f.x = mul_nonIEEE(R0f.x, PV1f.x); -R1f.x = clamp(R1f.x, 0.0, 1.0); -PS0f = R1f.x; -// 7 -R1f.w = mul_nonIEEE(R0f.w, PV0f.x); -R1f.w = clamp(R1f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt deleted file mode 100644 index ca0c2c89..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt +++ /dev/null @@ -1,69 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader e264c779e7deb774 -// Used for: Removing the map from the HUD - - -#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 vec4 uf_fragCoordScale; -}; -#else -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem1; -R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg2f = R0f.z; -backupReg3f = R0f.w; -R0f.x = backupReg0f; -R0f.x = clamp(R0f.x, 0.0, 1.0); -R0f.y = backupReg1f; -R0f.y = clamp(R0f.y, 0.0, 1.0); -R0f.z = backupReg2f; -R0f.z = clamp(R0f.z, 0.0, 1.0); -R0f.w = backupReg3f; -R0f.w = clamp(R0f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt deleted file mode 100644 index ecd8c11b..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt +++ /dev/null @@ -1,122 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader f6e03fd012597dda -// Used for: Removing even more text from HUD - - -#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[2]; -uniform vec4 uf_fragCoordScale; -}; -#else -uniform ivec4 uf_remappedPS[2]; -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R122f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R124f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem1; -R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -// 0 -backupReg0f = R0f.x; -PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); -PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); -R126f.w = backupReg0f; -R126f.w = clamp(R126f.w, 0.0, 1.0); -PS0f = R126f.w; -// 1 -PV1f.x = fract(PV0f.w); -R127f.y = fract(PV0f.x); -R127f.z = fract(PV0f.y); -PV1f.w = fract(PV0f.z); -R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); -PS1f = R127f.w; -// 2 -R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); -PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); -PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); -R125f.w = PV1f.x * intBitsToFloat(0x3f808081); -R126f.x = PV1f.w * intBitsToFloat(0x3f808081); -PS0f = R126f.x; -// 3 -backupReg0f = R127f.z; -R125f.x = R127f.y * intBitsToFloat(0x3f808081); -PV1f.y = fract(R127f.w); -R127f.z = fract(PV0f.z); -R127f.w = backupReg0f * intBitsToFloat(0x3f808081); -R126f.z = fract(PV0f.y); -PS1f = R126f.z; -// 4 -PV0f.x = fract(R127f.x); -R127f.y = R0f.z; -R127f.y = clamp(R127f.y, 0.0, 1.0); -R125f.z = R0f.y; -R125f.z = clamp(R125f.z, 0.0, 1.0); -R124f.w = R0f.w; -R124f.w = clamp(R124f.w, 0.0, 1.0); -R122f.x = (PV1f.y * intBitsToFloat(0x3f808081) + -(R125f.w)); -PS0f = R122f.x; -// 5 -R123f.x = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); -PV1f.x = R123f.x; -R123f.y = (R126f.z * intBitsToFloat(0x3f808081) + -(R127f.w)); -PV1f.y = R123f.y; -R123f.z = (R127f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); -PV1f.z = R123f.z; -R0f.x = (mul_nonIEEE(PS0f,R126f.w) + R125f.w); -R0f.x = clamp(R0f.x, 0.0, 1.0); -PS1f = R0f.x; -// 6 -R0f.y = (mul_nonIEEE(PV1f.z,R125f.z) + R126f.x); -R0f.y = clamp(R0f.y, 0.0, 1.0); -R0f.z = (mul_nonIEEE(PV1f.y,R127f.y) + R127f.w); -R0f.z = clamp(R0f.z, 0.0, 1.0); -R0f.w = (mul_nonIEEE(PV1f.x,R124f.w) + R125f.x); -R0f.w = clamp(R0f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt b/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt deleted file mode 100644 index 89954f83..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt +++ /dev/null @@ -1,72 +0,0 @@ -#version 430 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader faace4c78d269ce1 -// Used for: Removing more text from HUD - - -#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 vec4 uf_fragCoordScale; -}; -#else -uniform vec2 uf_fragCoordScale; -#endif -TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 0) out vec4 passPixelColor0; -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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f = passParameterSem1; -R1f.w = (texture(textureUnitPS0, R1f.xy).w); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg2f = R0f.z; -backupReg3f = R0f.w; -R0f.x = backupReg0f; -R0f.x = clamp(R0f.x, 0.0, 1.0); -R0f.y = backupReg1f; -R0f.y = clamp(R0f.y, 0.0, 1.0); -R0f.z = backupReg2f; -R0f.z = clamp(R0f.z, 0.0, 1.0); -R0f.w = mul_nonIEEE(backupReg3f, R1f.w); -R0f.w = clamp(R0f.w, 0.0, 1.0); -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0); -} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/rules.txt b/Mods/TwilightPrincessHD_RemoveHUD/rules.txt deleted file mode 100644 index b89b4d39..00000000 --- a/Mods/TwilightPrincessHD_RemoveHUD/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 000500001019E500,000500001019E600,000500001019C800 -name = Remove HUD -path = "The Legend of Zelda: Twilight Princess HD/Mods/Remove HUD (breaks menus)" -description = Hides the HUD elements like the hearts, controller buttons and rupees count.|You should only enable this graphic pack when you want to make a screenshot without the HUD. -version = 7 \ No newline at end of file