mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-04-29 06:49:28 -04:00
Merge 4a6bfb8cca
into 1e94568a57
This commit is contained in:
commit
bda1ffe708
59 changed files with 562 additions and 305 deletions
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@ -1,36 +0,0 @@
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[Definition]
|
||||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
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name = Anisotropic Filtering
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Anisotropic Filtering"
|
||||
description = Allows you to set the anisotropic filtering level to improve clarity for surfaces that are looked at an angle.
|
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version = 7
|
||||
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[Default]
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||||
$anisoLevel = 1
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||||
|
||||
[Preset]
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||||
name = x1 (Default)
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||||
|
||||
[Preset]
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||||
name = x2
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$anisoLevel = 2
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[Preset]
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||||
name = x4
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$anisoLevel = 4
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||||
|
||||
[Preset]
|
||||
name = x8
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||||
$anisoLevel = 8
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||||
|
||||
[Preset]
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||||
name = x16 (Recommended)
|
||||
$anisoLevel = 16
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|
||||
[Preset]
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||||
name = x32 (Overkill)
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$anisoLevel = 32
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||||
|
||||
[TextureRedefine]
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||||
formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
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overwriteAnisotropy = $anisoLevel
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|
@ -1,12 +0,0 @@
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[TPHDv81]
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||||
moduleMatches = 0x1A03E108
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||||
#Move some look tweaks to patches instead of shaders
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|
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#rodata constants
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||||
###exp and haze settings
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0x100C3EB8 = .float $nearExp ## Near world (over)exposure
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||||
0x100C36C4 = .float $bloomExp ## Bloom npc/object (over) "
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||||
0x100C3780 = .float $distExp ## Distant world (over)exposure
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||||
#0x100C3774 = .float $distanceFog
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0x1012C898 = .float $distanceFog
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||||
#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float
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@ -1,48 +0,0 @@
|
|||
[Definition]
|
||||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = Resolution
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Performance Resolution"
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||||
description = Changes the resolution of certain effects in the game to increase performance. Made by getdls.
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version = 4
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[Preset]
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name = 1280x720
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||||
$width = 1280
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$height = 720
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||||
$gameWidth = 1920
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||||
$gameHeight = 1080
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||||
|
||||
[Preset]
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
|
||||
[Preset]
|
||||
name = 960x540
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||||
$width = 960
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||||
$height = 540
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||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
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||||
|
||||
[Preset]
|
||||
name = 1600x900
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||||
$width = 1600
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||||
$height = 900
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||||
$gameWidth = 1920
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||||
$gameHeight = 1080
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||||
|
||||
[TextureRedefine]
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||||
width = 1920
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height = 1088
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#formats = 0x011,0x01a
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overwriteWidth = ($width/$gameWidth) * 1920
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||||
overwriteHeight = ($height/$gameHeight) * 1088
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||||
|
||||
[TextureRedefine]
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width = 1920
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height = 1080
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||||
#formats =
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overwriteWidth = ($width/$gameWidth) * 1920
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overwriteHeight = ($height/$gameHeight) * 1080
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|
@ -11,13 +11,13 @@
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|||
#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.z, 1.0/gl_FragCoord.w)
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|
||||
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
#ifdef VULKAN
|
||||
|
@ -26,11 +26,11 @@
|
|||
uniform ivec4 uf_remappedPS[1]; // holds area specific bloom tint color
|
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uniform vec4 uf_fragCoordScale;
|
||||
};
|
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|
||||
|
||||
#else
|
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uniform ivec4 uf_remappedPS[1]; // holds area specific bloom tint color
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uniform vec2 uf_fragCoordScale;
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|
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|
||||
#endif
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|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // bloom mask created in 6e2f31b2b2fcab1f
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||||
|
@ -49,34 +49,34 @@ void main()
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|||
{
|
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// get pixel coord
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||||
vec2 coord = passParameterSem0.xy;
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|
||||
|
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// get bloom mask
|
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vec3 mask = texture(textureUnitPS0, coord).xyz;
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|
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|
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// get area specific color tint
|
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vec4 tint = vec4(0.0);
|
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tint.x = intBitsToFloat(uf_remappedPS[0].x);
|
||||
tint.y = intBitsToFloat(uf_remappedPS[0].y);
|
||||
tint.z = intBitsToFloat(uf_remappedPS[0].z);
|
||||
tint.w = intBitsToFloat(uf_remappedPS[0].w);
|
||||
|
||||
|
||||
// get luminance of tint: removes color, keeps intended brightness
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float tintLuminance = dot(tint.xyz, vec3(0.299, 0.587, 0.114)); // percieved approximation
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|
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// apply custom tint color
|
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tint.x = mixf(tintLuminance, tint.x, $bloom_tint_strength);
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tint.y = mixf(tintLuminance, tint.y, $bloom_tint_strength);
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tint.z = mixf(tintLuminance, tint.z, $bloom_tint_strength);
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||||
|
||||
|
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// apply tint on mask
|
||||
vec4 outColor = vec4(0.0);
|
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outColor.x = mask.x * tint.x;
|
||||
outColor.y = mask.y * tint.y;
|
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outColor.z = mask.z * tint.z;
|
||||
|
||||
|
||||
// custom brightness reduction, only in shadow world below 1.0
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outColor.w = mixf(1.0, tint.w, $shadow_world_darkening);
|
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|
||||
|
||||
// export
|
||||
passPixelColor0 = vec4(outColor.x, outColor.y, outColor.z, outColor.w);
|
||||
}
|
||||
}
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|
@ -14,20 +14,20 @@
|
|||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
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|
||||
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||||
layout(set = 1, binding = 1) uniform ufBlock
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||||
{
|
||||
uniform ivec4 uf_remappedPS[1]; // grading
|
||||
};
|
||||
|
||||
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
|
||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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||||
|
||||
|
||||
uniform ivec4 uf_remappedPS[1]; // grading
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
|
|
@ -11,13 +11,13 @@
|
|||
#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.z, 1.0/gl_FragCoord.w)
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||||
|
||||
|
||||
#else
|
||||
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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||||
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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||||
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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||||
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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|
||||
|
||||
#endif
|
||||
|
||||
#ifdef VULKAN
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||||
|
@ -26,11 +26,11 @@
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uniform ivec4 uf_remappedPS[1]; // mask threshold
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||||
uniform vec4 uf_fragCoordScale;
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||||
};
|
||||
|
||||
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[1]; // mask threshold
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||||
uniform vec2 uf_fragCoordScale;
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||||
|
||||
|
||||
#endif
|
||||
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||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // frame
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||||
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@ -42,26 +42,26 @@ void main()
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// get mask threshold data
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float cutoff = intBitsToFloat(uf_remappedPS[0].x); // ~0.39: 0-1, higher = less glowing pixels
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float contrast = intBitsToFloat(uf_remappedPS[0].y); // 4.5: higher = sharper edges
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// get texture coordinate of this pixel
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vec4 coord = GET_FRAGCOORD();
|
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coord.x = coord.x * intBitsToFloat(0x3b088889); // align to scale/grid?
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||||
coord.y = coord.y * intBitsToFloat(0x3b72b9d6);
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|
||||
|
||||
// get color of this pixel
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vec3 color = texture(textureUnitPS0, vec2(coord.x, coord.y)).xyz;
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// calculate luminance = percieved brightness
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float luminance = dot(color, vec3(0.299, 0.587, 0.114)); // percieved approximation
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// apply threshold, removes dark areas from the mask
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luminance = contrast * (luminance - cutoff) * $bloom_strength; // apply custom strength
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// apply to color and clamp
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color.x = clamp(luminance * color.x, 0.0, 1.0);
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||||
color.y = clamp(luminance * color.y, 0.0, 1.0);
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color.z = clamp(luminance * color.z, 0.0, 1.0);
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// export
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passPixelColor0 = vec4(color.x, color.y, color.z, 0.0);
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}
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@ -11,13 +11,13 @@
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
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#else
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#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
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#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
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#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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||||
|
||||
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||||
#endif
|
||||
|
||||
#ifdef VULKAN
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||||
|
@ -26,11 +26,11 @@
|
|||
uniform ivec4 uf_remappedPS[3];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
|
||||
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[3];
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uniform vec2 uf_fragCoordScale;
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
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@ -60,18 +60,18 @@ void main()
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|||
ivec4 ARi = ivec4(0);
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bool predResult = true;
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R0f = GET_FRAGCOORD();
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|
||||
|
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|
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|
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// 0
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R7f.x = R0f.x * intBitsToFloat(0x3b088889);
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R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
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||||
|
||||
|
||||
// 1
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R0f.x = R7f.x;
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R0f.y = R7f.y + intBitsToFloat(0x3b72b9d6);
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R1f.z = R7f.x;
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R1f.y = R7f.y + intBitsToFloat(0xbb72b9d6);
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||||
|
||||
|
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// 2
|
||||
R2f.x = R7f.x;
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||||
R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6);
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||||
|
@ -81,21 +81,21 @@ void main()
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|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
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||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.z,R1f.y),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
PV0fx = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y);
|
||||
PV0fy = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
|
||||
PV0fz = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.x);
|
||||
PV0fw = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.w);
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3c360b60);
|
||||
|
||||
|
||||
// 1
|
||||
R123f.x = mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0fx;
|
||||
R123f.y = mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0fw;
|
||||
R123f.z = mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0fz;
|
||||
R123f.w = mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0fy;
|
||||
R0f.x = R7f.x;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.y;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + R123f.x;
|
||||
|
@ -103,7 +103,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbc360b60);
|
||||
|
||||
|
||||
// 3
|
||||
backupReg0f = R2f.z;
|
||||
R3f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + R123f.y;
|
||||
|
@ -111,7 +111,7 @@ void main()
|
|||
R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + R123f.z;
|
||||
R2f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + R123f.w;
|
||||
R1f.x = R7f.x;
|
||||
|
||||
|
||||
// 4
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6);
|
||||
|
@ -121,14 +121,14 @@ void main()
|
|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y;
|
||||
R3f.y = R7f.y + intBitsToFloat(0x3c97b426);
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + R123f.y;
|
||||
|
@ -136,7 +136,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + R123f.w;
|
||||
R3f.x = R7f.x;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.y;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + R123f.x;
|
||||
|
@ -144,14 +144,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + R123f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + backupReg0f;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbc97b426);
|
||||
|
||||
|
||||
// 3
|
||||
R0f.x = mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + R123f.y;
|
||||
R0f.y = mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + R123f.x;
|
||||
R5f.z = mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + R123f.z;
|
||||
R5f.w = mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + R123f.w;
|
||||
R1f.x = R7f.x;
|
||||
|
||||
|
||||
// 4
|
||||
R5f.x = R7f.x;
|
||||
R5f.y = R7f.y + intBitsToFloat(0x3cb60b60);
|
||||
|
@ -161,14 +161,14 @@ void main()
|
|||
R3f.xyzw = (textureLod(textureUnitPS0, vec2(R3f.x,R3f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R5f.x,R5f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y;
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3cd4629b);
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + R123f.y;
|
||||
|
@ -176,7 +176,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + backupReg0f;
|
||||
R0f.x = R7f.x;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.y;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + R123f.x;
|
||||
|
@ -184,7 +184,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + R123f.w;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbcd4629b);
|
||||
|
||||
|
||||
// 3
|
||||
backupReg0f = R2f.z;
|
||||
R3f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + R123f.y;
|
||||
|
@ -192,7 +192,7 @@ void main()
|
|||
R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + R123f.z;
|
||||
R2f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + R123f.w;
|
||||
R1f.x = R7f.x;
|
||||
|
||||
|
||||
// 4
|
||||
R2f.x = R7f.x;
|
||||
R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6);
|
||||
|
@ -202,14 +202,14 @@ void main()
|
|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y;
|
||||
R3f.y = R7f.y + intBitsToFloat(0x3d088888);
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + R123f.y;
|
||||
|
@ -217,7 +217,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + R123f.w;
|
||||
R3f.x = R7f.x;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.y;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + R123f.x;
|
||||
|
@ -225,14 +225,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + R123f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + backupReg0f;
|
||||
R1f.y = R7f.y + intBitsToFloat(0xbd088888);
|
||||
|
||||
|
||||
// 3
|
||||
R0f.x = mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + R123f.y;
|
||||
R0f.y = mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + R123f.x;
|
||||
R5f.z = mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + R123f.z;
|
||||
R5f.w = mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + R123f.w;
|
||||
R1f.x = R7f.x;
|
||||
|
||||
|
||||
// 4
|
||||
R5f.x = R7f.x;
|
||||
R5f.y = R7f.y + intBitsToFloat(0x3d17b426);
|
||||
|
@ -242,14 +242,14 @@ void main()
|
|||
R3f.xyzw = (textureLod(textureUnitPS0, vec2(R3f.x,R3f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R5f.x,R5f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y;
|
||||
R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3);
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + R123f.y;
|
||||
|
@ -257,7 +257,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + backupReg0f;
|
||||
R0f.x = R7f.x;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.y;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + R123f.x;
|
||||
|
@ -265,7 +265,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + R123f.w;
|
||||
R7f.y = R7f.y + intBitsToFloat(0xbd26dfc3);
|
||||
|
||||
|
||||
// 3
|
||||
backupReg0f = R2f.z;
|
||||
R2f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.x) + R123f.y;
|
||||
|
@ -294,7 +294,7 @@ void main()
|
|||
R7f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R7f.y) + R123f.w;
|
||||
R7f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R7f.z) + R123f.z;
|
||||
R7f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R7f.w) + R123f.x;
|
||||
|
||||
|
||||
// export
|
||||
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
|
||||
}
|
|
@ -11,13 +11,13 @@
|
|||
#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.z, 1.0/gl_FragCoord.w)
|
||||
|
||||
|
||||
#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
|
||||
|
@ -26,11 +26,11 @@
|
|||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec4 uf_fragCoordScale;
|
||||
};
|
||||
|
||||
|
||||
#else
|
||||
uniform ivec4 uf_remappedPS[5];
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
|
@ -60,18 +60,18 @@ void main()
|
|||
ivec4 ARi = ivec4(0);
|
||||
bool predResult = true;
|
||||
R0f = GET_FRAGCOORD();
|
||||
|
||||
|
||||
|
||||
|
||||
// 0
|
||||
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
|
||||
R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
|
||||
|
||||
|
||||
// 1
|
||||
R0f.x = R7f.x + intBitsToFloat(0x3b088889);
|
||||
R0f.y = R7f.y;
|
||||
R1f.z = R7f.y;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbb088889);
|
||||
|
||||
|
||||
// 2
|
||||
R2f.x = R7f.x + intBitsToFloat(0x3b888889);
|
||||
R2f.y = R7f.y;
|
||||
|
@ -81,21 +81,21 @@ void main()
|
|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.z),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
PV0fx = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
|
||||
PV0fy = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y);
|
||||
PV0fz = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.x);
|
||||
PV0fw = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.w);
|
||||
R0f.x = R7f.x + intBitsToFloat(0x3bccccce);
|
||||
|
||||
|
||||
// 1
|
||||
R123f.x = mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0fw;
|
||||
R123f.y = mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0fy;
|
||||
R123f.z = mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0fz;
|
||||
R123f.w = mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0fx;
|
||||
R0f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + R123f.y;
|
||||
|
@ -103,14 +103,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + R123f.w;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbbccccce);
|
||||
|
||||
|
||||
// 3
|
||||
R3f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + R123f.z;
|
||||
R3f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + R123f.y;
|
||||
R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.z) + R123f.w;
|
||||
R2f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + R123f.x;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R2f.x = R7f.x + intBitsToFloat(0x3c088889);
|
||||
R2f.y = R7f.y;
|
||||
|
@ -120,21 +120,21 @@ void main()
|
|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R3f.x;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R2f.w;
|
||||
R3f.x = R7f.x + intBitsToFloat(0x3c2aaaab);
|
||||
|
||||
|
||||
// 1
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + R123f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + R123f.y;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + R123f.w;
|
||||
R3f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + R123f.y;
|
||||
|
@ -142,14 +142,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + R123f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + backupReg0f;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbc2aaaab);
|
||||
|
||||
|
||||
// 3
|
||||
R0f.x = mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + R123f.x;
|
||||
R0f.y = mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + R123f.y;
|
||||
R5f.z = mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + R123f.z;
|
||||
R5f.w = mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + R123f.w;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R5f.x = R7f.x + intBitsToFloat(0x3c4cccce);
|
||||
R5f.y = R7f.y;
|
||||
|
@ -159,14 +159,14 @@ void main()
|
|||
R3f.xyzw = (textureLod(textureUnitPS0, vec2(R3f.x,R3f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R5f.x,R5f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.x;
|
||||
R0f.x = R7f.x + intBitsToFloat(0x3c6eeef0);
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + R123f.w;
|
||||
|
@ -174,7 +174,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + backupReg0f;
|
||||
R0f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + R123f.y;
|
||||
|
@ -182,14 +182,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + R123f.w;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbc6eeef0);
|
||||
|
||||
|
||||
// 3
|
||||
R3f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + R123f.z;
|
||||
R3f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + R123f.y;
|
||||
R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.z) + R123f.w;
|
||||
R2f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + R123f.x;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R2f.x = R7f.x + intBitsToFloat(0x3c888889);
|
||||
R2f.y = R7f.y;
|
||||
|
@ -199,21 +199,21 @@ void main()
|
|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R3f.x;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R2f.w;
|
||||
R3f.x = R7f.x + intBitsToFloat(0x3c99999a);
|
||||
|
||||
|
||||
// 1
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + R123f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + R123f.y;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + R123f.w;
|
||||
R3f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + R123f.y;
|
||||
|
@ -221,14 +221,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + R123f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + backupReg0f;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbc99999a);
|
||||
|
||||
|
||||
// 3
|
||||
R0f.x = mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + R123f.x;
|
||||
R0f.y = mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + R123f.y;
|
||||
R5f.z = mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + R123f.z;
|
||||
R5f.w = mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + R123f.w;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R5f.x = R7f.x + intBitsToFloat(0x3caaaaab);
|
||||
R5f.y = R7f.y;
|
||||
|
@ -238,14 +238,14 @@ void main()
|
|||
R3f.xyzw = (textureLod(textureUnitPS0, vec2(R3f.x,R3f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R5f.x,R5f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.x;
|
||||
R0f.x = R7f.x + intBitsToFloat(0x3cbbbbbc);
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + R123f.w;
|
||||
|
@ -253,7 +253,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + backupReg0f;
|
||||
R0f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + R123f.y;
|
||||
|
@ -261,14 +261,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + R123f.w;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbcbbbbbc);
|
||||
|
||||
|
||||
// 3
|
||||
R3f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + R123f.z;
|
||||
R3f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.x) + R123f.y;
|
||||
R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.z) + R123f.w;
|
||||
R2f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.y) + R123f.x;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R2f.x = R7f.x + intBitsToFloat(0x3cccccce);
|
||||
R2f.y = R7f.y;
|
||||
|
@ -278,21 +278,21 @@ void main()
|
|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R3f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R3f.x;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.w;
|
||||
R3f.x = R7f.x + intBitsToFloat(0x3cdddddf);
|
||||
|
||||
|
||||
// 1
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + R123f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + R123f.y;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + R123f.w;
|
||||
R3f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.w) + R123f.y;
|
||||
|
@ -300,14 +300,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.y) + R123f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R1f.x) + backupReg0f;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbcdddddf);
|
||||
|
||||
|
||||
// 3
|
||||
R0f.x = mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[3].x)) + R123f.x;
|
||||
R0f.y = mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[3].x)) + R123f.y;
|
||||
R5f.z = mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[3].x)) + R123f.z;
|
||||
R5f.w = mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[3].x)) + R123f.w;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R5f.x = R7f.x + intBitsToFloat(0x3ceeeef0);
|
||||
R5f.y = R7f.y;
|
||||
|
@ -317,14 +317,14 @@ void main()
|
|||
R3f.xyzw = (textureLod(textureUnitPS0, vec2(R3f.x,R3f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R5f.x,R5f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.z) + R0f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.y) + R5f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.x) + R5f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].x),R6f.w) + R0f.x;
|
||||
R0f.x = R7f.x + 0.03125;
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.w) + R123f.w;
|
||||
|
@ -332,7 +332,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.x) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R3f.z) + backupReg0f;
|
||||
R0f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.y) + R123f.y;
|
||||
|
@ -340,14 +340,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].y),R1f.z) + R123f.w;
|
||||
R1f.x = R7f.x + -0.03125;
|
||||
|
||||
|
||||
// 3
|
||||
R3f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.w) + R123f.z;
|
||||
R3f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.x) + R123f.y;
|
||||
R2f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.z) + R123f.w;
|
||||
R2f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R2f.y) + R123f.x;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R2f.x = R7f.x + intBitsToFloat(0x3d088889);
|
||||
R2f.y = R7f.y;
|
||||
|
@ -357,21 +357,21 @@ void main()
|
|||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R5f.xyzw = (textureLod(textureUnitPS0, vec2(R2f.x,R2f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.x) + R3f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.w) + R3f.x;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.z) + R2f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].z),R4f.y) + R2f.w;
|
||||
R3f.x = R7f.x + intBitsToFloat(0x3d111112);
|
||||
|
||||
|
||||
// 1
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.x) + R123f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.w) + R123f.y;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.z) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R0f.y) + R123f.w;
|
||||
R3f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.w) + R123f.y;
|
||||
|
@ -379,14 +379,14 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.y) + R123f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[3].w),R1f.x) + backupReg0f;
|
||||
R1f.x = R7f.x + intBitsToFloat(0xbd111112);
|
||||
|
||||
|
||||
// 3
|
||||
R0f.x = mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[4].x)) + R123f.x;
|
||||
R0f.y = mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[4].x)) + R123f.y;
|
||||
R5f.z = mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[4].x)) + R123f.z;
|
||||
R5f.w = mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[4].x)) + R123f.w;
|
||||
R1f.y = R7f.y;
|
||||
|
||||
|
||||
// 4
|
||||
R5f.x = R7f.x + intBitsToFloat(0x3d19999a);
|
||||
R5f.y = R7f.y;
|
||||
|
@ -396,14 +396,14 @@ void main()
|
|||
R3f.xyzw = (textureLod(textureUnitPS0, vec2(R3f.x,R3f.y),0.0).xyzw);
|
||||
R1f.xyzw = (textureLod(textureUnitPS0, vec2(R1f.x,R1f.y),0.0).xyzw);
|
||||
R2f.xyzw = (textureLod(textureUnitPS0, vec2(R5f.x,R5f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.z) + R0f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.y) + R5f.z;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.x) + R5f.w;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R6f.w) + R0f.x;
|
||||
R0f.x = R7f.x + intBitsToFloat(0x3d222223);
|
||||
|
||||
|
||||
// 1
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.w) + R123f.w;
|
||||
|
@ -411,7 +411,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.x) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R3f.z) + backupReg0f;
|
||||
R0f.y = R7f.y;
|
||||
|
||||
|
||||
// 2
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.y) + R123f.y;
|
||||
|
@ -419,7 +419,7 @@ void main()
|
|||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.w) + backupReg0f;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.z) + R123f.w;
|
||||
R7f.x = R7f.x + intBitsToFloat(0xbd222223);
|
||||
|
||||
|
||||
// 3
|
||||
backupReg0f = R2f.x;
|
||||
backupReg1f = R2f.y;
|
||||
|
@ -430,25 +430,25 @@ void main()
|
|||
R4f.xyzw = (textureLod(textureUnitPS0, vec2(R4f.x,R4f.z),0.0).xyzw);
|
||||
R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw);
|
||||
R7f.xyzw = (textureLod(textureUnitPS0, vec2(R7f.x,R7f.y),0.0).xyzw);
|
||||
|
||||
|
||||
// 0
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.x) + R2f.y;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.w) + R2f.x;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.z) + R2f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z),R4f.y) + R2f.w;
|
||||
|
||||
|
||||
// 1
|
||||
R123f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.x) + R123f.x;
|
||||
R123f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.w) + R123f.y;
|
||||
R123f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.z) + R123f.z;
|
||||
R123f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R0f.y) + R123f.w;
|
||||
|
||||
|
||||
// 2
|
||||
R7f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R7f.x) + R123f.x;
|
||||
R7f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R7f.y) + R123f.w;
|
||||
R7f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R7f.z) + R123f.z;
|
||||
R7f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].w),R7f.w) + R123f.y;
|
||||
|
||||
|
||||
// export
|
||||
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
|
||||
}
|
|
@ -1,8 +1,9 @@
|
|||
[Definition]
|
||||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = Bloom (Glow) and Shadow World Color Grading
|
||||
path = The Legend of Zelda: Twilight Princess HD/Graphics/Bloom
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Bloom"
|
||||
description = This pack allows you to adjust bloom and color grading in the shadow world.||It's not recommended to fully disable bloom, as it removes the intended tone of the game.|Bloom is particularly strong in the shadow world with a strong yellow tint, but is also used in the normal world.||Color grading only affects the shadow world. By default, the game darkens and desaturates the image in the shadow world to further distinguish it.
|
||||
#Credits: KoB-Kirito
|
||||
version = 7
|
||||
|
||||
|
|
@ -31,8 +31,8 @@ layout(location = 0) out vec4 passPixelColor0;
|
|||
const float hazeFactor = 0.1;
|
||||
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = $exposure; // 1.0 is neutral
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float contrastCurve = $contrastCurve;
|
||||
|
||||
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
|
@ -40,18 +40,18 @@ vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adju
|
|||
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
//lumasharpen
|
||||
const float sharp_mix = $sharp_mix;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_clamp = 0.75;
|
||||
const float offset_bias = 1.0;
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
|
||||
#define px (1.0/1920.0*uf_fragCoordScale.x)
|
||||
#define py (1.0/1080.0*uf_fragCoordScale.y)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
|
||||
float lumasharping(sampler2D tex, vec2 pos) {
|
||||
vec4 colorInput = texture(tex, pos);
|
||||
|
@ -89,8 +89,8 @@ vec3 LiftGammaGainPass(vec3 colorInput)
|
|||
{ //reshade BSD https://reshade.me , Alexkiri port
|
||||
vec3 color = colorInput;
|
||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = pow(color, 1.0 / RGB_Gamma);
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
@ -98,7 +98,7 @@ vec3 LiftGammaGainPass(vec3 colorInput)
|
|||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
//fColour = LiftGammaGainPass(fColour);
|
||||
|
||||
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
|
@ -2,11 +2,11 @@
|
|||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = Contrasty
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Contrasty"
|
||||
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls.
|
||||
version = 4
|
||||
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs.|Made by getdls.
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Preset]
|
||||
name = default
|
||||
[Default]
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
|
@ -27,6 +27,9 @@ $crushContrast = 0.0
|
|||
# $bleach = 1.0
|
||||
$sharp_mix = 0.0
|
||||
|
||||
[Preset]
|
||||
name = default
|
||||
|
||||
[Preset] # Preserve original washed out look, but balances bloom white point towards neutral
|
||||
name = Neutral Hi-lights
|
||||
$redShadows = 1.0
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,16 +1,16 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader e334517825fdd599
|
||||
//water, sun, fog.
|
||||
//water, sun, fog.
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
const float hazeFactor = 0.1;
|
||||
|
||||
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = $exposure; // 1.0 is neutral
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float contrastCurve = $contrastCurve;
|
||||
|
||||
|
||||
|
@ -19,18 +19,18 @@ vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adju
|
|||
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
//lumasharpen
|
||||
const float sharp_mix = $sharp_mix;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_clamp = 0.75;
|
||||
const float offset_bias = 1.0;
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
|
||||
#define px (1.0/1920.0*uf_fragCoordScale.x)
|
||||
#define py (1.0/1080.0*uf_fragCoordScale.y)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
|
||||
|
||||
float lumasharping(sampler2D tex, vec2 pos) {
|
||||
vec4 colorInput = texture(tex, pos);
|
||||
|
@ -68,8 +68,8 @@ vec3 LiftGammaGainPass(vec3 colorInput)
|
|||
{ //reshade BSD https://reshade.me , Alexkiri port
|
||||
vec3 color = colorInput;
|
||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = pow(color, 1.0 / RGB_Gamma);
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
@ -77,7 +77,7 @@ vec3 LiftGammaGainPass(vec3 colorInput)
|
|||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
//fColour = LiftGammaGainPass(fColour);
|
||||
|
||||
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
|
@ -2,17 +2,29 @@
|
|||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = Level of detail
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Negative Texture LOD"
|
||||
description = Sharper textures at risk of shimmering when set too high. Made by getdls.
|
||||
version = 4
|
||||
description = Sharper textures at risk of shimmering when set too high.|Made by getdls.
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Preset]
|
||||
name = LOD Default
|
||||
[Default]
|
||||
$0x031 = 0
|
||||
$0x033 = 0
|
||||
$0x034 = 0
|
||||
$0x035 = 0
|
||||
$0x01a = 0
|
||||
|
||||
[Preset]
|
||||
name = LOD +2 (Simulate WiiU LOD on higher resolution)
|
||||
$0x031 = +2
|
||||
$0x033 = +2
|
||||
$0x034 = +2
|
||||
$0x035 = +2
|
||||
$0x01a = 0
|
||||
|
||||
[Preset]
|
||||
name = LOD Default
|
||||
default = 1
|
||||
|
||||
[Preset]
|
||||
name = LOD -0.5 (Sharper)
|
||||
$0x031 = -.5
|
||||
|
@ -21,7 +33,7 @@ $0x034 = -.5
|
|||
$0x035 = -.5
|
||||
$0x01a = -.5
|
||||
[Preset]
|
||||
name = LOD -1 (Max for gameplay)
|
||||
name = LOD -1 (Super Sharp)
|
||||
$0x031 = -1
|
||||
$0x033 = -1
|
||||
$0x034 = -1
|
||||
|
@ -36,14 +48,6 @@ $0x034 = -4
|
|||
$0x035 = -4
|
||||
$0x01a = -4
|
||||
|
||||
[Preset]
|
||||
name = LOD +2 (Simulate WiiU LOD on higher resolution)
|
||||
$0x031 = +2
|
||||
$0x033 = +2
|
||||
$0x034 = +2
|
||||
$0x035 = +2
|
||||
$0x01a = 0
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x031 #0x431,0x432,0x433,0x434,0x435 not used.
|
||||
overwriteRelativeLodBias = $0x031
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_packing : enable
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
|
@ -18,13 +18,6 @@
|
|||
#endif
|
||||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader c14019840473ff86
|
||||
//scale boxblur fx
|
||||
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
#ifdef VULKAN
|
||||
layout(set = 1, binding = 2) uniform ufBlock
|
||||
{
|
||||
|
@ -33,6 +26,16 @@ uniform vec4 uf_fragCoordScale;
|
|||
#else
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
#endif
|
||||
|
||||
#define AAENABLE $AAEnable
|
||||
|
||||
#if (AAENABLE == 1)
|
||||
// shader c14019840473ff86
|
||||
//scale boxblur fx
|
||||
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
|
||||
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
int clampFI32(int v)
|
||||
{
|
||||
if( v == 0x7FFFFFFF )
|
||||
|
@ -157,3 +160,4 @@ R0f.w = PV0f.x * 0.25;
|
|||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
||||
#endif
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
|
@ -1,4 +1,4 @@
|
|||
#version 420
|
||||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#ifdef VULKAN
|
||||
|
@ -19,7 +19,7 @@
|
|||
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
|
||||
|
||||
// shader fc148873ef522f50
|
||||
// objective shadow
|
||||
// objective shadow
|
||||
const float UIx = $UIAspectX;
|
||||
const float UIy = $UIAspectY;
|
||||
#ifdef VULKAN
|
|
@ -1,12 +1,7 @@
|
|||
[TPHDv81]
|
||||
moduleMatches = 0x1A03E108
|
||||
|
||||
#rodata constants
|
||||
[TwilightPrincessHD_Resolution]
|
||||
moduleMatches = 0x1A03E108, 0xA3175EEA ; v81(EU/NA), v82(JP)
|
||||
0x1005AAD8 = .float $aspectRatio
|
||||
_aspectAddr = 0x1006AAD8
|
||||
|
||||
|
||||
#code changes
|
||||
0x028D75B8 = lis r11, _aspectAddr@h
|
||||
0x028D75C0 = lfs f0, _aspectAddr@l(r11) ; Main 3d Aspect
|
||||
0x029BB184 = lis r12, _aspectAddr@h
|
|
@ -1,12 +1,12 @@
|
|||
[Definition]
|
||||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = Resolution
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Graphics/Resolution"
|
||||
description = Changes the resolution of the game. Made by getdls.
|
||||
version = 4
|
||||
name = Graphics Settings
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Graphics"
|
||||
description = Changes the resolution of the game.|Made by getdls.
|
||||
#Credits: getdls, NineKain
|
||||
version = 6
|
||||
|
||||
[Preset]
|
||||
name = 1920x1080 (Native)
|
||||
[Default]
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
$gameWidth = 1920
|
||||
|
@ -19,8 +19,52 @@ $aspectRatio = (16.0/9.0)
|
|||
$UIAspectX = 1.0
|
||||
$UIAspectY = 1.0
|
||||
$UItransp = 1.0
|
||||
$anisoLevel = 1
|
||||
$AAEnable:int = 1
|
||||
|
||||
# Performance
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 640x360
|
||||
$width = 640
|
||||
$height = 360
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 960x540
|
||||
$width = 960
|
||||
$height = 540
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1280x720
|
||||
$width = 1280
|
||||
$height = 720
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1600x900
|
||||
$width = 1600
|
||||
$height = 900
|
||||
$gameWidth = 1920
|
||||
$gameHeight = 1080
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x1080 (Native)
|
||||
default = 1
|
||||
|
||||
# HD Resolutions
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1440
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
|
@ -36,6 +80,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2732x1536
|
||||
$width = 2732
|
||||
$height = 1536
|
||||
|
@ -51,6 +96,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3200x1800
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
|
@ -66,6 +112,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x2160 (4k - Native x2)
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
|
@ -81,6 +128,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x2880
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
|
@ -95,9 +143,10 @@ $UIAspectX = 1.0
|
|||
$UIAspectY = 1.0
|
||||
$UItransp = 1.0
|
||||
|
||||
// Enthusiast
|
||||
# Enthusiast
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 7680x4320 (8k - Native x3)
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
|
@ -113,6 +162,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = -- 21:9 -- resolutions
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
|
@ -128,6 +178,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1080 (21:9 HD)
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
|
@ -143,6 +194,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3440x1440 (21:9)
|
||||
$width = 3440
|
||||
$height = 1440
|
||||
|
@ -158,6 +210,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x2160 (21:9)
|
||||
$width = 5120
|
||||
$height = 2160
|
||||
|
@ -173,6 +226,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = -- 16:10 -- resolutions
|
||||
$width = 1440
|
||||
$height = 900
|
||||
|
@ -188,6 +242,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1280x800 (16:10)
|
||||
$width = 1280
|
||||
$height = 800
|
||||
|
@ -203,6 +258,7 @@ $UIAspectY = ( 1280.0 / 800.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1440x900 (16:10)
|
||||
$width = 1440
|
||||
$height = 900
|
||||
|
@ -218,6 +274,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1680x1050 (16:10)
|
||||
$width = 1680
|
||||
$height = 1050
|
||||
|
@ -233,6 +290,7 @@ $UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x1200 (16:10)
|
||||
$width = 1920
|
||||
$height = 1200
|
||||
|
@ -248,6 +306,7 @@ $UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1600 (16:10)
|
||||
$width = 2560
|
||||
$height = 1600
|
||||
|
@ -263,6 +322,7 @@ $UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2880x1800 (16:10)
|
||||
$width = 2880
|
||||
$height = 1800
|
||||
|
@ -278,6 +338,7 @@ $UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x2400 (16:10)
|
||||
$width = 3840
|
||||
$height = 2400
|
||||
|
@ -293,6 +354,7 @@ $UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x3200 (16:10)
|
||||
$width = 5120
|
||||
$height = 3200
|
||||
|
@ -308,6 +370,7 @@ $UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = -- 48:9 -- resolutions
|
||||
$width = 5760
|
||||
$height = 1080
|
||||
|
@ -323,6 +386,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5760x1080 (48:9)
|
||||
$width = 5760
|
||||
$height = 1080
|
||||
|
@ -338,6 +402,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 7680x1440 (48:9)
|
||||
$width = 7680
|
||||
$height = 1440
|
||||
|
@ -353,6 +418,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
|
||||
category = Resolution
|
||||
name = -- SSAA vert res x2 - Set scaling to Stretch
|
||||
$width = 1920
|
||||
$height = 2160
|
||||
|
@ -368,6 +434,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x2160 (Vertical x2)
|
||||
$width = 1920
|
||||
$height = 2160
|
||||
|
@ -383,6 +450,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x2880 (Vertical x2 - 0.75 sub scaling)
|
||||
$width = 2560
|
||||
$height = 2880
|
||||
|
@ -398,6 +466,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset] #
|
||||
category = Resolution
|
||||
name = 3840x4320 (Vertical x2 - 0.5 sub scaling)
|
||||
$width = 3840
|
||||
$height = 4320
|
||||
|
@ -413,6 +482,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x2160 (21:9 Vertical x2)
|
||||
$width = 2560
|
||||
$height = 2160
|
||||
|
@ -428,6 +498,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling)
|
||||
$width = 3440
|
||||
$height = 2880
|
||||
|
@ -443,6 +514,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 10240x4320 (21:9 0.5 subscale)
|
||||
$width = 10240
|
||||
$height = 4320
|
||||
|
@ -459,6 +531,7 @@ $UItransp = 1.0
|
|||
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling)
|
||||
$width = 5760
|
||||
$height = 2160
|
||||
|
@ -474,6 +547,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 1.0
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = -- UI 25% transparency, reduces risk of burn in --
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
|
@ -489,6 +563,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x1080 (Native) - UI 25% transp
|
||||
$width = 1920
|
||||
$height = 1080
|
||||
|
@ -504,6 +579,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1440 - UI 25% transp
|
||||
$width = 2560
|
||||
$height = 1440
|
||||
|
@ -519,6 +595,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2732x1536 - UI 25% transp
|
||||
$width = 2732
|
||||
$height = 1536
|
||||
|
@ -534,6 +611,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3200x1800 - UI 25% transp
|
||||
$width = 3200
|
||||
$height = 1800
|
||||
|
@ -549,6 +627,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x2160 (4k - Native x2) - UI 25% transp
|
||||
$width = 3840
|
||||
$height = 2160
|
||||
|
@ -564,6 +643,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x2880 - UI 25% transp
|
||||
$width = 5120
|
||||
$height = 2880
|
||||
|
@ -578,9 +658,10 @@ $UIAspectX = 1.0
|
|||
$UIAspectY = 1.0
|
||||
$UItransp = 0.75
|
||||
|
||||
// Enthusiast
|
||||
# Enthusiast
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 7680x4320 (8k - Native x3) - UI 25% transp
|
||||
$width = 7680
|
||||
$height = 4320
|
||||
|
@ -596,6 +677,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = -- 21:9 -- resolutions - UI 25% transp
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
|
@ -611,6 +693,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1080 (21:9 HD) - UI 25% transp
|
||||
$width = 2560
|
||||
$height = 1080
|
||||
|
@ -626,6 +709,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3440x1440 (21:9) - UI 25% transp
|
||||
$width = 3440
|
||||
$height = 1440
|
||||
|
@ -641,6 +725,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x2160 (21:9) - UI 25% transp
|
||||
$width = 5120
|
||||
$height = 2160
|
||||
|
@ -656,6 +741,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 10240x4320 (21:9) - UI 25% transp
|
||||
$width = 10240
|
||||
$height = 4320
|
||||
|
@ -671,6 +757,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = -- 16:10 -- resolutions - UI 25% transp
|
||||
$width = 1440
|
||||
$height = 900
|
||||
|
@ -686,6 +773,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1280x800 (16:10) - UI 25% transp
|
||||
$width = 1280
|
||||
$height = 800
|
||||
|
@ -701,6 +789,7 @@ $UIAspectY = ( 1280.0 / 800.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1440x900 (16:10) - UI 25% transp
|
||||
$width = 1440
|
||||
$height = 900
|
||||
|
@ -716,6 +805,7 @@ $UIAspectY = ( 1440.0 / 900.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1680x1050 (16:10) - UI 25% transp
|
||||
$width = 1680
|
||||
$height = 1050
|
||||
|
@ -731,6 +821,7 @@ $UIAspectY = ( 1680.0 / 1050.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x1200 (16:10) - UI 25% transp
|
||||
$width = 1920
|
||||
$height = 1200
|
||||
|
@ -746,6 +837,7 @@ $UIAspectY = ( 1920.0 / 1200.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x1600 (16:10) - UI 25% transp
|
||||
$width = 2560
|
||||
$height = 1600
|
||||
|
@ -761,6 +853,7 @@ $UIAspectY = ( 2560.0 / 1600.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2880x1800 (16:10) - UI 25% transp
|
||||
$width = 2880
|
||||
$height = 1800
|
||||
|
@ -776,6 +869,7 @@ $UIAspectY = ( 2880.0 / 1800.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3840x2400 (16:10) - UI 25% transp
|
||||
$width = 3840
|
||||
$height = 2400
|
||||
|
@ -791,6 +885,7 @@ $UIAspectY = ( 3840.0 / 2400.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5120x3200 (16:10) - UI 25% transp
|
||||
$width = 5120
|
||||
$height = 3200
|
||||
|
@ -806,6 +901,7 @@ $UIAspectY = ( 5120.0 / 3200.0 ) / (1920.0 / 1080.0)
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = -- 48:9 -- resolutions - UI 25% transp
|
||||
$width = 5760
|
||||
$height = 1080
|
||||
|
@ -821,6 +917,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5760x1080 (48:9) - UI 25% transp
|
||||
$width = 5760
|
||||
$height = 1080
|
||||
|
@ -836,6 +933,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 7680x1440 (48:9) - UI 25% transp
|
||||
$width = 7680
|
||||
$height = 1440
|
||||
|
@ -851,6 +949,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset] # Should work fine on a 1070 and fixes most of horizontal shimmering
|
||||
category = Resolution
|
||||
name = --- SSAA vert res x2 - Set scaling to Stretch
|
||||
$width = 1920
|
||||
$height = 2160
|
||||
|
@ -866,6 +965,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 1920x2160 (Vertical x2) - UI 25% transp
|
||||
$width = 1920
|
||||
$height = 2160
|
||||
|
@ -881,6 +981,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x2880 (Vertical x2 - 0.75 sub scaling) - UI 25% transp
|
||||
$width = 2560
|
||||
$height = 2880
|
||||
|
@ -896,6 +997,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset] #
|
||||
category = Resolution
|
||||
name = 3840x4320 (Vertical x2 - 0.5 sub scaling) - UI 25% transp
|
||||
$width = 3840
|
||||
$height = 4320
|
||||
|
@ -911,6 +1013,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 2560x2160 (21:9 Vertical x2) - UI 25% transp
|
||||
$width = 2560
|
||||
$height = 2160
|
||||
|
@ -926,6 +1029,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 3440x2880 (21:9 Vertical x2 - 0.75 sub scaling) - UI 25% transp
|
||||
$width = 3440
|
||||
$height = 2880
|
||||
|
@ -941,6 +1045,7 @@ $UIAspectY = 1.0
|
|||
$UItransp = 0.75
|
||||
|
||||
[Preset]
|
||||
category = Resolution
|
||||
name = 5760x1080 (48:9 Vertical x2 - 0.5 sub scaling) - UI 25% transp
|
||||
$width = 5760
|
||||
$height = 2160
|
||||
|
@ -955,6 +1060,52 @@ $UIAspectX = ( 1920.0 / 1080.0 ) / ( 5760.0 / 1080.0 )
|
|||
$UIAspectY = 1.0
|
||||
$UItransp = 0.75
|
||||
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 1x (Default)
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 2x
|
||||
$anisoLevel = 2
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 4x
|
||||
$anisoLevel = 4
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 8x
|
||||
$anisoLevel = 8
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 16x (Recommended)
|
||||
$anisoLevel = 16
|
||||
|
||||
[Preset]
|
||||
category = Anisotropic Filtering
|
||||
name = 32x (Overkill)
|
||||
$anisoLevel = 32
|
||||
|
||||
[Preset]
|
||||
category = Anti-Aliasing
|
||||
name = Enable
|
||||
$AAEnable:int = 1
|
||||
|
||||
[Preset]
|
||||
category = Anti-Aliasing
|
||||
name = Disable
|
||||
$AAEnable:int = 0
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435
|
||||
overwriteAnisotropy = $anisoLevel
|
||||
|
||||
|
||||
[TextureRedefine]
|
||||
width = 1920
|
||||
height = 1088
|
|
@ -0,0 +1,67 @@
|
|||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
|
||||
// shader 7d7d874efcc7ba4b: textbox continue icon
|
||||
|
||||
|
||||
#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.z, 1.0/gl_FragCoord.w)
|
||||
#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;
|
||||
float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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;
|
||||
R0f = passParameterSem0;
|
||||
R1f = passParameterSem1;
|
||||
R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw);
|
||||
// 0
|
||||
R0f.x = mul_nonIEEE(R0f.x, R1f.x);
|
||||
R0f.x = clamp(R0f.x, 0.0, 1.0);
|
||||
R0f.y = mul_nonIEEE(R0f.y, R1f.y);
|
||||
R0f.y = clamp(R0f.y, 0.0, 1.0);
|
||||
R0f.z = mul_nonIEEE(R0f.z, R1f.z);
|
||||
R0f.z = clamp(R0f.z, 0.0, 1.0);
|
||||
R0f.w = mul_nonIEEE(R0f.w, R1f.w);
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
// export
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, 0.0);
|
||||
}
|
|
@ -0,0 +1,115 @@
|
|||
#version 430
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
|
||||
// shader d80a321ea97e9415: text shadow
|
||||
|
||||
|
||||
#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.z, 1.0/gl_FragCoord.w)
|
||||
#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;
|
||||
float PV0fx = 0.0, PV0fy = 0.0, PV0fz = 0.0, PV0fw = 0.0, PV1fx = 0.0, PV1fy = 0.0, PV1fz = 0.0, PV1fw = 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;
|
||||
R0f = passParameterSem0;
|
||||
R1f = passParameterSem2;
|
||||
R1f.xyzw = (texture(textureUnitPS0, vec2(R1f.x,R1f.y)).xyzw);
|
||||
// 0
|
||||
PV0fx = intBitsToFloat(uf_remappedPS[0].w) * 0.99609375;
|
||||
PV0fy = intBitsToFloat(uf_remappedPS[0].z) * 0.99609375;
|
||||
PV0fz = intBitsToFloat(uf_remappedPS[0].y) * 0.99609375;
|
||||
PV0fw = intBitsToFloat(uf_remappedPS[0].x) * 0.99609375;
|
||||
// 1
|
||||
PV1fx = fract(PV0fw);
|
||||
R127f.y = fract(PV0fx);
|
||||
R127f.z = fract(PV0fy);
|
||||
PV1fw = fract(PV0fz);
|
||||
R127f.w = intBitsToFloat(uf_remappedPS[1].x) * 0.99609375;
|
||||
// 2
|
||||
R127f.x = intBitsToFloat(uf_remappedPS[1].w) * 0.99609375;
|
||||
PV0fy = intBitsToFloat(uf_remappedPS[1].z) * 0.99609375;
|
||||
PV0fz = intBitsToFloat(uf_remappedPS[1].y) * 0.99609375;
|
||||
R126f.w = PV1fx * intBitsToFloat(0x3f808081);
|
||||
R126f.x = PV1fw * intBitsToFloat(0x3f808081);
|
||||
// 3
|
||||
R125f.x = R127f.y * intBitsToFloat(0x3f808081);
|
||||
PV1fy = fract(R127f.w);
|
||||
PV1fz = fract(PV0fz);
|
||||
R127f.w = R127f.z * intBitsToFloat(0x3f808081);
|
||||
PS1f = fract(PV0fy);
|
||||
// 4
|
||||
PV0fx = fract(R127f.x);
|
||||
R123f.y = PS1f * intBitsToFloat(0x3f808081) + -(R127f.w);
|
||||
R123f.z = PV1fz * intBitsToFloat(0x3f808081) + -(R126f.x);
|
||||
R123f.w = PV1fy * intBitsToFloat(0x3f808081) + -(R126f.w);
|
||||
// 5
|
||||
backupReg0f = R123f.y;
|
||||
backupReg1f = R123f.z;
|
||||
R123f.x = mul_nonIEEE(R123f.w,R1f.x) + R126f.w;
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
R123f.y = PV0fx * intBitsToFloat(0x3f808081) + -(R125f.x);
|
||||
R123f.z = mul_nonIEEE(backupReg0f,R1f.z) + R127f.w;
|
||||
R123f.z = clamp(R123f.z, 0.0, 1.0);
|
||||
R123f.w = mul_nonIEEE(backupReg1f,R1f.y) + R126f.x;
|
||||
R123f.w = clamp(R123f.w, 0.0, 1.0);
|
||||
// 6
|
||||
backupReg0f = R123f.x;
|
||||
R123f.x = mul_nonIEEE(R123f.y,R1f.w) + R125f.x;
|
||||
R123f.x = clamp(R123f.x, 0.0, 1.0);
|
||||
R1f.y = mul_nonIEEE(R0f.y, R123f.w);
|
||||
R1f.y = clamp(R1f.y, 0.0, 1.0);
|
||||
R1f.z = mul_nonIEEE(R0f.z, R123f.z);
|
||||
R1f.z = clamp(R1f.z, 0.0, 1.0);
|
||||
R1f.x = mul_nonIEEE(R0f.x, backupReg0f);
|
||||
R1f.x = clamp(R1f.x, 0.0, 1.0);
|
||||
// 7
|
||||
R1f.w = mul_nonIEEE(R0f.w, R123f.x);
|
||||
R1f.w = clamp(R1f.w, 0.0, 1.0);
|
||||
// export
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0);
|
||||
}
|
|
@ -3,4 +3,5 @@ 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
|
||||
#Credits: Crementif, KoB-Kirito
|
||||
version = 7
|
|
@ -0,0 +1,9 @@
|
|||
[TwilightPrincessHD_RemoveHaze]
|
||||
moduleMatches = 0x1A03E108, 0xA3175EEA ; v81(EU/NA), v82(JP)
|
||||
;##exp and haze settings
|
||||
0x100C3EB8 = .float $nearExp ; Near world (over)exposure
|
||||
0x100C36C4 = .float $bloomExp ; Bloom npc/object (over) "
|
||||
0x100C3780 = .float $distExp ; Distant world (over)exposure
|
||||
;0x100C3774 = .float $distanceFog
|
||||
0x1012C898 = .float $distanceFog
|
||||
;0x100871C8 = .float 0.01 ;100871C8:.float 0.00050000002 ;cloud float
|
|
@ -2,16 +2,19 @@
|
|||
titleIds = 000500001019C800,000500001019E600,000500001019E500
|
||||
name = Distant Fog
|
||||
path = "The Legend of Zelda: Twilight Princess HD/Mods/Distant Fog"
|
||||
description = Sets the depth and exposure of distant fog. Possible issues with disappearing objects. Made by getdls.
|
||||
version = 4
|
||||
description = Sets the depth and exposure of distant fog. Possible issues with disappearing objects.|Made by getdls.
|
||||
#Credits: getdls
|
||||
version = 6
|
||||
|
||||
[Preset]
|
||||
name = Default
|
||||
[Default]
|
||||
$distanceFog = 21.0
|
||||
$nearExp = 0.0039
|
||||
$bloomExp = 0.0039
|
||||
$distExp = 0.0039
|
||||
|
||||
[Preset]
|
||||
name = Default
|
||||
|
||||
[Preset]
|
||||
name = Half-distant fog
|
||||
$distanceFog = 22.0
|
Loading…
Add table
Reference in a new issue