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[TPHD] Add more hud elements to RemoveHUD
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Mods/WindWakerHD_RemoveHUD/7d7d874efcc7ba4b_0000000000000079_ps.txt
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#version 430 | ||
#extension GL_ARB_texture_gather : enable | ||
#extension GL_ARB_separate_shader_objects : enable | ||
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// shader 7d7d874efcc7ba4b: textbox continue icon | ||
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#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); | ||
} |
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Mods/WindWakerHD_RemoveHUD/d80a321ea97e9415_0000000000000079_ps.txt
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@@ -0,0 +1,115 @@ | ||
#version 430 | ||
#extension GL_ARB_texture_gather : enable | ||
#extension GL_ARB_separate_shader_objects : enable | ||
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// shader d80a321ea97e9415: text shadow | ||
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#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); | ||
} |