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[BotW] Added Divine Laser Beams Customizer
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@ -1,7 +1,17 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 6fa2baef8a4ece42
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// shader 6fa2baef8a4ece42
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// Laser Beams - hidden
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// Divine Laser Beams Customizer - beams
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// Credit for hsv functions below
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// http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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#define DISABLE_BEAMS 1
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#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
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#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
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#define VALUE_FACTOR 1.0 //same as above; applies to Value
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#define ALPHA_FACTOR 1.05 //same as above; applies to Transparency
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const float hueRotation = HUE_ROTATION / 360.0;
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uniform ivec4 uf_remappedPS[3];
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uniform ivec4 uf_remappedPS[3];
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uniform float uf_alphaTestRef;
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x20fc2000 res 128x128x1 dim 1 tm: 4 format 0035 compSel: 0 1 1 1 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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@ -25,9 +35,25 @@ else if( v == 0xFFFFFFFF )
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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void main()
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{
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{
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#if (DISABLE_BEAMS == 1)
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discard;
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discard;
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#endif
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vec4 R0f = vec4(0.0);
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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@ -106,5 +132,7 @@ R7f.w = mul_nonIEEE(R6f.w, PV1f.x);
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// export
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// export
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if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard;
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if( ((vec4(R7f.x, R7f.y, R7f.z, R7f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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passPixelColor0.rgb = passPixelColor0.gbr;
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vec3 colhsv = rgb2hsv(passPixelColor0.rgb);
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passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
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passPixelColor0.a *= ALPHA_FACTOR;
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}
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}
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@ -1,7 +1,17 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader de960d36a997b34d
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// shader de960d36a997b34d
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// Laser Beam rings - hidden
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// Divine Laser Beams Customizer - rings
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// Credit for hsv functions below
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// http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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#define DISABLE_BEAMS 1
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#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
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#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
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#define VALUE_FACTOR 1.0 //same as above; applies to Value
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#define ALPHA_FACTOR 1.05 //same as above; applies to Transparency
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const float hueRotation = HUE_ROTATION / 360.0;
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uniform ivec4 uf_remappedPS[3];
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uniform ivec4 uf_remappedPS[3];
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uniform float uf_alphaTestRef;
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x210b5000 res 200x200x1 dim 1 tm: 4 format 0034 compSel: 0 0 0 0 mipView: 0x0 (num 0x8) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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@ -26,9 +36,25 @@ else if( v == 0xFFFFFFFF )
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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vec3 rgb2hsv(vec3 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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vec3 hsv2rgb(vec3 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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}
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void main()
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void main()
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{
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{
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#if (DISABLE_BEAMS == 1)
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discard;
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discard;
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#endif
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vec4 R0f = vec4(0.0);
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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@ -124,5 +150,7 @@ R0f.w = mul_nonIEEE(R7f.w, PV1f.x);
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// export
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// export
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if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
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if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0.rgb = passPixelColor0.gbr;
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vec3 colhsv = rgb2hsv(passPixelColor0.rgb);
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passPixelColor0.rgb = hsv2rgb(vec3(mod(colhsv.x + hueRotation, 1.0), colhsv.y*SATURATION_FACTOR, colhsv.z*VALUE_FACTOR));
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passPixelColor0.a *= ALPHA_FACTOR;
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}
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}
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@ -1,5 +1,6 @@
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[Definition]
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - No Laser Beams"
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name = "The Legend of Zelda: Breath of the Wild - Divine Laser Beam Customizer"
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version = 2
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version = 2
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# Completely hides the laser beams from the Divine Beasts
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# Allows customization of the color of the Divine Beasts's Laser Beam
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# Laser Beams can also be completely hidden
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