diff --git a/Enhancements/TwilightPrincessHD_Anisotropic/rules.txt b/Enhancements/TwilightPrincessHD_Anisotropic/rules.txt deleted file mode 100644 index 80ed43284..000000000 --- a/Enhancements/TwilightPrincessHD_Anisotropic/rules.txt +++ /dev/null @@ -1,36 +0,0 @@ -[Definition] -titleIds = 000500001019C800,000500001019E600,000500001019E500 -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. -version = 7 - -[Default] -$anisoLevel = 1 - -[Preset] -name = x1 (Default) - -[Preset] -name = x2 -$anisoLevel = 2 - -[Preset] -name = x4 -$anisoLevel = 4 - -[Preset] -name = x8 -$anisoLevel = 8 - -[Preset] -name = x16 (Recommended) -$anisoLevel = 16 - -[Preset] -name = x32 (Overkill) -$anisoLevel = 32 - -[TextureRedefine] -formats = 0x31,0x32,0x33,0x34,0x35,0x431,0x432,0x433,0x434,0x435 -overwriteAnisotropy = $anisoLevel diff --git a/Mods/TwilightPrincessHD_RemoveHaze/patches.txt b/Mods/TwilightPrincessHD_RemoveHaze/patches.txt deleted file mode 100644 index 3075ebe37..000000000 --- a/Mods/TwilightPrincessHD_RemoveHaze/patches.txt +++ /dev/null @@ -1,12 +0,0 @@ -[TPHDv81] -moduleMatches = 0x1A03E108 -#Move some look tweaks to patches instead of shaders - -#rodata constants -###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 $distanceFog -#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float diff --git a/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt b/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt deleted file mode 100644 index 819be2ab8..000000000 --- a/Resolutions/TwilightPrincessHD_Performance_Resolution/rules.txt +++ /dev/null @@ -1,48 +0,0 @@ -[Definition] -titleIds = 000500001019C800,000500001019E600,000500001019E500 -name = Resolution -path = "The Legend of Zelda: Twilight Princess HD/Graphics/Performance Resolution" -description = Changes the resolution of certain effects in the game to increase performance. Made by getdls. -version = 4 - -[Preset] -name = 1280x720 -$width = 1280 -$height = 720 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 640x360 -$width = 640 -$height = 360 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 960x540 -$width = 960 -$height = 540 -$gameWidth = 1920 -$gameHeight = 1080 - -[Preset] -name = 1600x900 -$width = 1600 -$height = 900 -$gameWidth = 1920 -$gameHeight = 1080 - -[TextureRedefine] -width = 1920 -height = 1088 -#formats = 0x011,0x01a -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1088 - -[TextureRedefine] -width = 1920 -height = 1080 -#formats = -overwriteWidth = ($width/$gameWidth) * 1920 -overwriteHeight = ($height/$gameHeight) * 1080 diff --git a/Enhancements/TwilightPrincessHD_Bloom/49865bd2e62efda1_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/49865bd2e62efda1_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/49865bd2e62efda1_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/49865bd2e62efda1_0000000000000079_ps.txt index 55b7ae728..0116df626 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/49865bd2e62efda1_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/49865bd2e62efda1_0000000000000079_ps.txt @@ -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[1]; // holds area specific bloom tint color uniform vec4 uf_fragCoordScale; }; - + #else uniform ivec4 uf_remappedPS[1]; // holds area specific bloom tint color uniform vec2 uf_fragCoordScale; - + #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // bloom mask created in 6e2f31b2b2fcab1f @@ -49,34 +49,34 @@ void main() { // get pixel coord vec2 coord = passParameterSem0.xy; - + // get bloom mask vec3 mask = texture(textureUnitPS0, coord).xyz; - + // get area specific color tint vec4 tint = vec4(0.0); 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 float tintLuminance = dot(tint.xyz, vec3(0.299, 0.587, 0.114)); // percieved approximation - + // apply custom tint color tint.x = mixf(tintLuminance, tint.x, $bloom_tint_strength); tint.y = mixf(tintLuminance, tint.y, $bloom_tint_strength); tint.z = mixf(tintLuminance, tint.z, $bloom_tint_strength); - + // apply tint on mask vec4 outColor = vec4(0.0); outColor.x = mask.x * tint.x; outColor.y = mask.y * tint.y; outColor.z = mask.z * tint.z; - + // custom brightness reduction, only in shadow world below 1.0 outColor.w = mixf(1.0, tint.w, $shadow_world_darkening); - + // export passPixelColor0 = vec4(outColor.x, outColor.y, outColor.z, outColor.w); -} \ No newline at end of file +} diff --git a/Enhancements/TwilightPrincessHD_Bloom/5f422bf63e25be7f_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/5f422bf63e25be7f_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/5f422bf63e25be7f_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/5f422bf63e25be7f_0000000000000079_ps.txt index 8bfc1d678..5c0c0f223 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/5f422bf63e25be7f_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/5f422bf63e25be7f_0000000000000079_ps.txt @@ -14,20 +14,20 @@ #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) - + layout(set = 1, binding = 1) uniform ufBlock { 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) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) - + uniform ivec4 uf_remappedPS[1]; // grading - + #endif diff --git a/Enhancements/TwilightPrincessHD_Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt index 464c365de..61462ece7 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/6e2f31b2b2fcab1f_0000000000000079_ps.txt @@ -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[1]; // mask threshold uniform vec4 uf_fragCoordScale; }; - + #else uniform ivec4 uf_remappedPS[1]; // mask threshold uniform vec2 uf_fragCoordScale; - + #endif TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // frame @@ -42,26 +42,26 @@ void main() // get mask threshold data float cutoff = intBitsToFloat(uf_remappedPS[0].x); // ~0.39: 0-1, higher = less glowing pixels float contrast = intBitsToFloat(uf_remappedPS[0].y); // 4.5: higher = sharper edges - + // get texture coordinate of this pixel vec4 coord = GET_FRAGCOORD(); coord.x = coord.x * intBitsToFloat(0x3b088889); // align to scale/grid? coord.y = coord.y * intBitsToFloat(0x3b72b9d6); - + // get color of this pixel vec3 color = texture(textureUnitPS0, vec2(coord.x, coord.y)).xyz; - + // calculate luminance = percieved brightness float luminance = dot(color, vec3(0.299, 0.587, 0.114)); // percieved approximation - + // apply threshold, removes dark areas from the mask luminance = contrast * (luminance - cutoff) * $bloom_strength; // apply custom strength - + // apply to color and clamp color.x = clamp(luminance * color.x, 0.0, 1.0); color.y = clamp(luminance * color.y, 0.0, 1.0); color.z = clamp(luminance * color.z, 0.0, 1.0); - + // export passPixelColor0 = vec4(color.x, color.y, color.z, 0.0); } diff --git a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt index 31a9713d8..18052d393 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_95a5a89d62998e0d_0000000000000079_ps.txt @@ -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[3]; uniform vec4 uf_fragCoordScale; }; - + #else uniform ivec4 uf_remappedPS[3]; 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; R0f.y = R7f.y + intBitsToFloat(0x3b72b9d6); R1f.z = R7f.x; R1f.y = R7f.y + intBitsToFloat(0xbb72b9d6); - + // 2 R2f.x = R7f.x; R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6); @@ -81,21 +81,21 @@ void main() R0f.xyzw = (textureLod(textureUnitPS0, vec2(R0f.x,R0f.y),0.0).xyzw); 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); } diff --git a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt index c40a8a014..8447816ed 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/blur_unused_c612390d4c70f430_0000000000000079_ps.txt @@ -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); } diff --git a/Enhancements/TwilightPrincessHD_Bloom/rules.txt b/src/TwilightPrincessHD/Enhancements/Bloom/rules.txt similarity index 99% rename from Enhancements/TwilightPrincessHD_Bloom/rules.txt rename to src/TwilightPrincessHD/Enhancements/Bloom/rules.txt index 7a25d0afc..acc4c21ba 100644 --- a/Enhancements/TwilightPrincessHD_Bloom/rules.txt +++ b/src/TwilightPrincessHD/Enhancements/Bloom/rules.txt @@ -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 diff --git a/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/c14019840473ff86_00000000000003c9_ps.txt similarity index 96% rename from Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/c14019840473ff86_00000000000003c9_ps.txt index b917e9b2d..a2643f911 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/c14019840473ff86_00000000000003c9_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/c14019840473ff86_00000000000003c9_ps.txt @@ -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; diff --git a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/rules.txt similarity index 98% rename from Enhancements/TwilightPrincessHD_Contrasty/rules.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/rules.txt index 55f9c5bc3..bb5bb8a24 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/rules.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/rules.txt @@ -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 diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt similarity index 96% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt index a63369ed4..9b33fe72c 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_49865bd2e62efda1_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt similarity index 96% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt index 0aca94074..c20e493ac 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_5f422bf63e25be7f_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt similarity index 97% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt index 77a2fc393..0d5943570 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_95a5a89d62998e0d_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Enhancements/TwilightPrincessHD_Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt similarity index 90% rename from Enhancements/TwilightPrincessHD_Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Enhancements/Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt index a16a53f09..488bf2236 100644 --- a/Enhancements/TwilightPrincessHD_Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Enhancements/Contrasty/unused_e334517825fdd599_0000000000000079_ps.txt @@ -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; diff --git a/Enhancements/TwilightPrincessHD_NegativeLOD/rules.txt b/src/TwilightPrincessHD/Enhancements/NegativeLOD/rules.txt similarity index 91% rename from Enhancements/TwilightPrincessHD_NegativeLOD/rules.txt rename to src/TwilightPrincessHD/Enhancements/NegativeLOD/rules.txt index 8adf83903..adafc0f0f 100644 --- a/Enhancements/TwilightPrincessHD_NegativeLOD/rules.txt +++ b/src/TwilightPrincessHD/Enhancements/NegativeLOD/rules.txt @@ -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 diff --git a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/15e4acf324eb0912_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/15e4acf324eb0912_0000000000000000_vs.txt index 6f9ef524f..d833b4587 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/15e4acf324eb0912_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/15e4acf324eb0912_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/18893ce415f2fcc7_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/18893ce415f2fcc7_0000000000000000_vs.txt index 41ea814ac..a43e77e9f 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/18893ce415f2fcc7_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/18893ce415f2fcc7_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/1caed2ca3d14f36b_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/1caed2ca3d14f36b_0000000000000000_vs.txt index 562791c9b..2b90806ad 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/1caed2ca3d14f36b_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/1caed2ca3d14f36b_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/24b09ef9b11b98d5_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/24b09ef9b11b98d5_0000000000000000_vs.txt index a20830fc3..be66c04f0 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/24b09ef9b11b98d5_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/24b09ef9b11b98d5_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/27b429c755f71162_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/27b429c755f71162_0000000000000000_vs.txt index ca7d04754..e43edea72 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/27b429c755f71162_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/27b429c755f71162_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/4f5f72f9eec53a90_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/4f5f72f9eec53a90_0000000000000000_vs.txt index 6ad4801d4..34b07ca79 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/4f5f72f9eec53a90_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/4f5f72f9eec53a90_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/5f2ae4dbd2256d0c_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/5f2ae4dbd2256d0c_0000000000000000_vs.txt index 31cf05524..40d023d36 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/5f2ae4dbd2256d0c_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/5f2ae4dbd2256d0c_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/6dc0977212eae7b3_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/6dc0977212eae7b3_0000000000000000_vs.txt index b0ab55eb1..003b1a9e8 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/6dc0977212eae7b3_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/6dc0977212eae7b3_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/70e776430cd020a9_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/70e776430cd020a9_0000000000000000_vs.txt index 71e0de969..2d0acaf3a 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/70e776430cd020a9_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/70e776430cd020a9_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/7674f1be5f1b1e0c_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/7674f1be5f1b1e0c_0000000000000000_vs.txt index 6c6f66d60..2c4ec7bb2 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7674f1be5f1b1e0c_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/7674f1be5f1b1e0c_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/7c5a0f2532be049f_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/7c5a0f2532be049f_0000000000000000_vs.txt index 97f9e3981..1bb5eddb4 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7c5a0f2532be049f_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/7c5a0f2532be049f_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/7fc573264230ed00_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/7fc573264230ed00_0000000000000000_vs.txt index a2a649016..5c3db5552 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/7fc573264230ed00_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/7fc573264230ed00_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/827afe113fd67658_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/827afe113fd67658_0000000000000000_vs.txt index afca3cff9..8f1f31c3c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/827afe113fd67658_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/827afe113fd67658_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/85b15b7fe92662bb_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/85b15b7fe92662bb_0000000000000000_vs.txt index 0856326a0..1b693d479 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/85b15b7fe92662bb_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/85b15b7fe92662bb_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt b/src/TwilightPrincessHD/Graphics/95a5a89d62998e0d_0000000000000079_ps.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Graphics/95a5a89d62998e0d_0000000000000079_ps.txt index b780fd7a6..0f5c3713e 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/95a5a89d62998e0d_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Graphics/95a5a89d62998e0d_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md b/src/TwilightPrincessHD/Graphics/TPHD_Readme.md similarity index 100% rename from Resolutions/TwilightPrincessHD_Resolution/TPHD_Readme.md rename to src/TwilightPrincessHD/Graphics/TPHD_Readme.md diff --git a/Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/_cac95df4d2d6f5b8_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/_cac95df4d2d6f5b8_0000000000000000_vs.txt index 76ff9dda2..779e55e09 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/_cac95df4d2d6f5b8_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/_cac95df4d2d6f5b8_0000000000000000_vs.txt @@ -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 diff --git a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/acbedb86f89efae4_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/acbedb86f89efae4_0000000000000000_vs.txt index ea36ce3fc..c79d96d5a 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/acbedb86f89efae4_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/acbedb86f89efae4_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/aebb1e76797684a2_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/aebb1e76797684a2_0000000000000000_vs.txt index cc91fbc66..4bcebf54e 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/aebb1e76797684a2_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/aebb1e76797684a2_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/b5241d6db4feef42_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/b5241d6db4feef42_0000000000000000_vs.txt index c8f9b843b..a4697fbb3 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/b5241d6db4feef42_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/b5241d6db4feef42_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt b/src/TwilightPrincessHD/Graphics/c14019840473ff86_00000000000003c9_ps.txt similarity index 98% rename from Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt rename to src/TwilightPrincessHD/Graphics/c14019840473ff86_00000000000003c9_ps.txt index d1cacd359..b8779ea07 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/c14019840473ff86_00000000000003c9_ps.txt +++ b/src/TwilightPrincessHD/Graphics/c14019840473ff86_00000000000003c9_ps.txt @@ -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 diff --git a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt b/src/TwilightPrincessHD/Graphics/c612390d4c70f430_0000000000000079_ps.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Graphics/c612390d4c70f430_0000000000000079_ps.txt index 3ca91bda7..f6babcc66 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/c612390d4c70f430_0000000000000079_ps.txt +++ b/src/TwilightPrincessHD/Graphics/c612390d4c70f430_0000000000000079_ps.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/ce7aa5fffc34aab0_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/ce7aa5fffc34aab0_0000000000000000_vs.txt index 7cdf23c5d..cdf9c6e27 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/ce7aa5fffc34aab0_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/ce7aa5fffc34aab0_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/e9d455979cba2505_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/e9d455979cba2505_0000000000000000_vs.txt index 858bf01ad..34abde6af 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/e9d455979cba2505_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/e9d455979cba2505_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/eec9403a9d54137e_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/eec9403a9d54137e_0000000000000000_vs.txt index e1f6f8429..a870a3196 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/eec9403a9d54137e_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/eec9403a9d54137e_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/f017fcfaf1bd28ab_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/f017fcfaf1bd28ab_0000000000000000_vs.txt index c927d51f3..17af0d45e 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/f017fcfaf1bd28ab_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/f017fcfaf1bd28ab_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/f5034fe4aa1fec23_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/f5034fe4aa1fec23_0000000000000000_vs.txt index 38bbc8b51..fce24aa21 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/f5034fe4aa1fec23_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/f5034fe4aa1fec23_0000000000000000_vs.txt @@ -1,4 +1,4 @@ -#version 420 +#version 430 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable #ifdef VULKAN diff --git a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt b/src/TwilightPrincessHD/Graphics/fc148873ef522f50_0000000000000000_vs.txt similarity index 99% rename from Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt rename to src/TwilightPrincessHD/Graphics/fc148873ef522f50_0000000000000000_vs.txt index 3f0108a50..92de2107c 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/fc148873ef522f50_0000000000000000_vs.txt +++ b/src/TwilightPrincessHD/Graphics/fc148873ef522f50_0000000000000000_vs.txt @@ -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 diff --git a/Resolutions/TwilightPrincessHD_Resolution/patches.txt b/src/TwilightPrincessHD/Graphics/patch_resolution.asm similarity index 74% rename from Resolutions/TwilightPrincessHD_Resolution/patches.txt rename to src/TwilightPrincessHD/Graphics/patch_resolution.asm index 1814cb36b..98794aa02 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/patches.txt +++ b/src/TwilightPrincessHD/Graphics/patch_resolution.asm @@ -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 diff --git a/Resolutions/TwilightPrincessHD_Resolution/rules.txt b/src/TwilightPrincessHD/Graphics/rules.txt similarity index 89% rename from Resolutions/TwilightPrincessHD_Resolution/rules.txt rename to src/TwilightPrincessHD/Graphics/rules.txt index 47732965e..7946fdfa4 100644 --- a/Resolutions/TwilightPrincessHD_Resolution/rules.txt +++ b/src/TwilightPrincessHD/Graphics/rules.txt @@ -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 diff --git a/Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt diff --git a/Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt diff --git a/src/TwilightPrincessHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt new file mode 100644 index 000000000..7c4cfa860 --- /dev/null +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt @@ -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); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt diff --git a/Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/acd66e3570ee3a72_0000000000000079_ps.txt diff --git a/Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/b567aed28aa42ec7_0000000000000079_ps.txt diff --git a/src/TwilightPrincessHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt new file mode 100644 index 000000000..65abeebfb --- /dev/null +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt @@ -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); +} diff --git a/Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/e264c779e7deb774_0000000000000079_ps.txt diff --git a/Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/f6e03fd012597dda_0000000000000079_ps.txt diff --git a/Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt similarity index 100% rename from Mods/TwilightPrincessHD_RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/faace4c78d269ce1_0000000000000079_ps.txt diff --git a/Mods/TwilightPrincessHD_RemoveHUD/rules.txt b/src/TwilightPrincessHD/Mods/RemoveHUD/rules.txt similarity index 89% rename from Mods/TwilightPrincessHD_RemoveHUD/rules.txt rename to src/TwilightPrincessHD/Mods/RemoveHUD/rules.txt index b89b4d398..64cd0cc29 100644 --- a/Mods/TwilightPrincessHD_RemoveHUD/rules.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHUD/rules.txt @@ -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 \ No newline at end of file +#Credits: Crementif, KoB-Kirito +version = 7 diff --git a/src/TwilightPrincessHD/Mods/RemoveHaze/patch_RemoveHaze.asm b/src/TwilightPrincessHD/Mods/RemoveHaze/patch_RemoveHaze.asm new file mode 100644 index 000000000..50d831595 --- /dev/null +++ b/src/TwilightPrincessHD/Mods/RemoveHaze/patch_RemoveHaze.asm @@ -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 diff --git a/Mods/TwilightPrincessHD_RemoveHaze/rules.txt b/src/TwilightPrincessHD/Mods/RemoveHaze/rules.txt similarity index 89% rename from Mods/TwilightPrincessHD_RemoveHaze/rules.txt rename to src/TwilightPrincessHD/Mods/RemoveHaze/rules.txt index dd75771fe..9c4ae1ac6 100644 --- a/Mods/TwilightPrincessHD_RemoveHaze/rules.txt +++ b/src/TwilightPrincessHD/Mods/RemoveHaze/rules.txt @@ -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