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https://github.com/cemu-project/cemu_graphic_packs.git
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549758507f
But now done properly! Basically, a bunch of improvements were made to the script. The previous attempt at this conversion was quickly followed by a rollback since I realized that the script was overlooking certain things that made most of the packs hit or miss whether they would work. A few things missing were: - It only tested the values from 1 preset. Now, each shader gets compiled per each preset, like what Cemu would do. It also merges the changes done for each preset into one. This should solve cases where one shader would define things separately or repeatedly from preset to preset. - All* of the shaders are tested to see if they use the converter used the right values for the locations for Vulkan. Both of these *should* mean that they should both compile and be linkable in Vulkan, which means that I don't have to test each individual shader to see if they work. I will release the two scripts (one used for converting, one used for checking the right values for the locations) tomorrow so that other people might be able to help, if they want. It's fairly straightforward now at least. * Organize workaround graphic packs Pretty hard to organize these correctly, but according to our discord discussion, this was the best layout from a bunch I proposed, together with some suggestions. * Add V4 converter script and instructions on how to use it Now everyone BotW is done and all of the bugs have been kinked out using it (hopefully...), here's the release of the converter script in all of it's very badly coded glory. I hope I didn't leave too much debug glory in there... Also, I hope that I didn't make too many grammatical mistakes in the instructions, but hopefully it's easy enough to follow.
100 lines
1.8 KiB
Plaintext
100 lines
1.8 KiB
Plaintext
[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = Fog Fields Pack
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path = "The Legend of Zelda: Breath of the Wild/Mods/Distant Fog Removal/World Fog Fields"
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description = Can Remove Fog Fields from the whole world. Change its RGB color.
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version = 4
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[Preset]
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name = Fog Fields Disabled
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$ffopacity = 0
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = Fog Fields Enabled
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$ffopacity = 1
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = ----------------------------------------
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$ffopacity = 1
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = Fog Fields Opacity 50%
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$ffopacity = 0.5
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = Fog Fields Opacity 2x
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$ffopacity = 2
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = Fog Fields Opacity 3x
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$ffopacity = 3
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = ----------------------------------------
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$ffopacity = 1
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = Fog Fields Red
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$ffopacity = 1
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$ffred = 1
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$ffgreen = 0
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$ffblue = 0
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[Preset]
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name = Fog Fields Green
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$ffopacity = 1
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$ffred = 0
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$ffgreen = 1
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$ffblue = 0
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[Preset]
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name = Fog Fields Blue
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$ffopacity = 1
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$ffred = 0
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$ffgreen = 0
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$ffblue = 1
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[Preset]
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name = ----------------------------------------
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$ffopacity = 1
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$ffred = 1
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$ffgreen = 1
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$ffblue = 1
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[Preset]
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name = Custom Preset
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$ffopacity = 1
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$ffred = 2
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$ffgreen = 1
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$ffblue = 2
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# Information
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# by SkalFate
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# ----------------------
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# (ffopacity) = Fog Transparency/Opacity - how thick or thin you want the fog fields to look
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# ------ Values are multiplied, so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X]
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# (ffred, ffgreen, ffblue ) = RGB - Red, Green, Blue - Changes the color of the fog fields.
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# ------ Values are multiplied so if you want to lower use [0.01 - 1.0], or if you want to go higher go from [1.0 - X.X] |