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[SM3DW] Add No Hud graphic pack
Made by @etra0!
1 parent b917f0d commit 558a8fe

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6 files changed

+335
-7
lines changed

6 files changed

+335
-7
lines changed
Lines changed: 114 additions & 0 deletions
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader b84517cef3bb49ad
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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.zw)
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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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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[4];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem1);
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// 0
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backupReg0i = R1i.z;
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R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
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R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
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R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
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// 0
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PV0i.x = R1i.w;
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PV0i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 2.0);
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PV0i.y = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
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PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
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PV0i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 2.0);
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// 1
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R127i.y = ((PV0i.y == 0)?(0x3f800000):(PV0i.x));
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R127i.z = ((PV0i.y == 0)?(PV0i.w):(0));
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PV1i.z = R127i.z;
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// 2
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R123i.z = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)));
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PV0i.w = R123i.w;
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// 3
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedPS[0].w));
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R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z)));
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PV1i.y = R123i.y;
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R126i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w));
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R127i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z));
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// 4
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R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.y));
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R126i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x));
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R123i.z = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y)));
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PV0i.z = R123i.z;
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R123i.w = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x)));
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PV0i.w = R123i.w;
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// 5
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backupReg0i = R0i.x;
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PV1i.x = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(uf_remappedPS[2].w));
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R123i.y = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z)));
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PV1i.y = R123i.y;
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PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w));
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PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z));
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// 6
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backupReg0i = R0i.z;
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PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV1i.x));
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R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
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PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y));
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R0i.x = ((R2i.x == 0)?(PV1i.z):(R126i.z));
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PS0i = R0i.x;
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// 7
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R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
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R0i.w = ((R2i.x == 0)?(PV0i.x):(R126i.y));
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.);
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}
Lines changed: 105 additions & 0 deletions
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader d9953dbd7354b119
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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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.zw)
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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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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[4];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
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#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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ivec4 R0i = ivec4(0);
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ivec4 R1i = ivec4(0);
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ivec4 R2i = ivec4(0);
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ivec4 R123i = ivec4(0);
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ivec4 R126i = ivec4(0);
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ivec4 R127i = ivec4(0);
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int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
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ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
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int PS0i = 0, PS1i = 0;
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ivec4 tempi = ivec4(0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem1);
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// 0
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backupReg0i = R1i.z;
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R2i.x = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y));
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R2i.y = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
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R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
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R2i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x));
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R1i.w = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).w);
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// 0
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backupReg0i = R0i.y;
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R127i.x = floatBitsToInt(intBitsToFloat(R0i.x) * intBitsToFloat(R2i.w));
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PV0i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z));
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PV0i.z = floatBitsToInt(intBitsToFloat(R1i.w) + -(0.5));
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PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
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PV0i.w = ((intBitsToFloat(0x3f0a3d71) > intBitsToFloat(R1i.w))?int(0xFFFFFFFF):int(0x0));
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R126i.w = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(R2i.x));
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PS0i = R126i.w;
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// 1
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R126i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV0i.y));
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R123i.y = ((PV0i.w == 0)?(PV0i.z):(0));
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PV1i.y = R123i.y;
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PV1i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y));
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PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x));
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// 2
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backupReg0i = R0i.x;
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backupReg1i = R0i.y;
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PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[3].w));
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PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.y) * intBitsToFloat(uf_remappedPS[1].w));
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PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.w));
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R127i.w = floatBitsToInt(intBitsToFloat(backupReg1i) * intBitsToFloat(PV1i.z));
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// 3
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PV1i.x = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV0i.y));
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PV1i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z));
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PV1i.z = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV0i.x));
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R1i.x = ((R2i.y == 0)?(PV0i.z):(R127i.x));
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PS1i = R1i.x;
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// 4
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backupReg0i = R0i.z;
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R1i.y = ((R2i.y == 0)?(R127i.w):(R126i.w));
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PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y));
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R1i.w = ((R2i.y == 0)?(PV1i.z):(PV1i.x));
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// 5
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R1i.z = ((R2i.y == 0)?(PV0i.z):(R126i.x));
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// export
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passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), 0.);
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}
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#version 430
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader d9f064ae204238df
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
8+
#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.zw)
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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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#endif
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#ifdef VULKAN
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layout(set = 1, binding = 1) uniform ufBlock
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{
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uniform ivec4 uf_remappedPS[4];
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uniform vec4 uf_fragCoordScale;
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};
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#else
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uniform ivec4 uf_remappedPS[4];
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uniform vec2 uf_fragCoordScale;
26+
#endif
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TEXTURE_LAYOUT(0, 1, 0) uniform sampler2DArray textureUnitPS0;
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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// end of shader inputs/outputs
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
35+
return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
37+
return floatBitsToInt(0.0);
38+
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
43+
ivec4 R0i = ivec4(0);
44+
ivec4 R1i = ivec4(0);
45+
ivec4 R2i = ivec4(0);
46+
ivec4 R123i = ivec4(0);
47+
ivec4 R127i = ivec4(0);
48+
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
49+
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
50+
int PS0i = 0, PS1i = 0;
51+
ivec4 tempi = ivec4(0);
52+
float tempResultf;
53+
int tempResulti;
54+
ivec4 ARi = ivec4(0);
55+
bool predResult = true;
56+
vec3 cubeMapSTM;
57+
int cubeMapFaceId;
58+
R0i = floatBitsToInt(passParameterSem0);
59+
R1i = floatBitsToInt(passParameterSem1);
60+
// 0
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backupReg0i = R1i.z;
62+
R2i.x = ((intBitsToFloat(R0i.w) > 0.0)?int(0xFFFFFFFF):int(0x0));
63+
R1i.z = floatBitsToInt(roundEven(intBitsToFloat(backupReg0i)));
64+
R1i.xyzw = floatBitsToInt(texture(textureUnitPS0, vec3(intBitsToFloat(R1i.x),intBitsToFloat(R1i.y),intBitsToFloat(R1i.z))).xyzw);
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// 0
66+
R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[0].y) + intBitsToFloat(uf_remappedPS[1].y)));
67+
PV0i.z = R123i.z;
68+
R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[0].x) + intBitsToFloat(uf_remappedPS[1].x)));
69+
PV0i.w = R123i.w;
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// 1
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backupReg0i = R0i.x;
72+
PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[0].w));
73+
R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[1].z)));
74+
PV1i.y = R123i.y;
75+
R127i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w));
76+
R127i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z));
77+
// 2
78+
R127i.x = floatBitsToInt(intBitsToFloat(R0i.z) * intBitsToFloat(PV1i.y));
79+
R127i.y = floatBitsToInt(intBitsToFloat(R0i.w) * intBitsToFloat(PV1i.x));
80+
R123i.z = floatBitsToInt((intBitsToFloat(R1i.y) * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[3].y)));
81+
PV0i.z = R123i.z;
82+
R123i.w = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[3].x)));
83+
PV0i.w = R123i.w;
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// 3
85+
backupReg0i = R0i.x;
86+
PV1i.x = floatBitsToInt(intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[2].w));
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R123i.y = floatBitsToInt((intBitsToFloat(R1i.z) * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[3].z)));
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PV1i.y = R123i.y;
89+
PV1i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV0i.w));
90+
PV1i.w = floatBitsToInt(intBitsToFloat(R0i.y) * intBitsToFloat(PV0i.z));
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// 4
92+
backupReg0i = R0i.z;
93+
PV0i.x = floatBitsToInt(-(intBitsToFloat(R0i.w)) * intBitsToFloat(PV1i.x));
94+
R0i.y = ((R2i.x == 0)?(PV1i.w):(R127i.w));
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PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) * intBitsToFloat(PV1i.y));
96+
R0i.x = ((R2i.x == 0)?(PV1i.z):(R127i.z));
97+
PS0i = R0i.x;
98+
// 5
99+
R0i.z = ((R2i.x == 0)?(PV0i.z):(R127i.x));
100+
R0i.w = ((R2i.x == 0)?(PV0i.x):(R127i.y));
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// export
102+
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), 0.);
103+
}
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[Definition]
2+
titleIds = 5000010145d00,5000010145c00
3+
name = Remove All HUD Elements
4+
path = "Super Mario 3D World/Mods/No HUD (breaks menus)"
5+
description = Disable most of the UI while playing.|Use it only for screenshots as it breaks some menus.||Made by @etra0.
6+
version = 6

src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt

Lines changed: 5 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -1199,12 +1199,12 @@ float DPX_Strength = 0.20;
11991199
float Colorfulness = 2.5;
12001200
float DPX_Strength = 0.20;
12011201

1202-
#elif (Preset == 16) // Hexaae's Clear Preset
1202+
#elif (Preset == 16) //Hexaae's Clear Preset
12031203

12041204
#define adjust_bloom 1
1205-
const float bloomFactor = 0.613;
1205+
const float bloomFactor = 0.593;
12061206
#define HDRpassing 1
1207-
const float HDRPower = 1.53;
1207+
const float HDRPower = 1.56;
12081208
const float radius1 = 0.86;
12091209
const float radius2 = 0.84;
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#define lumapassing 0
@@ -1220,10 +1220,10 @@ float DPX_Strength = 0.20;
12201220
const float sat = -0.002;
12211221
const float crushContrast = 0.000;
12221222
#define post_process 0
1223-
const float satFactor = 0.020;
1223+
const float satFactor = -0.006;
12241224
#define blacknwhitepass 1
12251225
const int BlackPoint = 0;
1226-
const int WhitePoint = 255;
1226+
const int WhitePoint = 277;
12271227
#define lggpass 0
12281228
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
12291229
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1,6 +1,6 @@
11
[Definition]
22
titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
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name = Remove All HUD Elements
4-
path = "Mario Kart 8/Mods/No HUD"
5-
description = Disables any HUD while racing. Breaks many of the menu's so don't use this if you just want to play the game.|Made by Crementif.
4+
path = "Mario Kart 8/Mods/No HUD (breaks menus)"
5+
description = Disables any HUD while racing.|Breaks many of the menu's so don't use this if you just want to play the game.||Made by Crementif.
66
version = 6

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