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[WWHD & TPHD] Add Remove HUD graphic packs
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Mods/TwilightPrincessHD_RemoveHUD/14e81f55c62139c7_0000000000000079_ps.txt
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#version 430 | ||
#extension GL_ARB_texture_gather : enable | ||
#extension GL_ARB_separate_shader_objects : enable | ||
// shader 14e81f55c62139c7 | ||
// Used for: Removing the button prompts in the HUD | ||
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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.zw) | ||
#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; | ||
vec4 PV0f = vec4(0.0), PV1f = vec4(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; | ||
vec3 cubeMapSTM; | ||
int cubeMapFaceId; | ||
R0f = passParameterSem0; | ||
R1f = passParameterSem1; | ||
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); | ||
// 0 | ||
backupReg0f = R0f.x; | ||
backupReg1f = R0f.y; | ||
backupReg2f = R0f.z; | ||
backupReg3f = R0f.w; | ||
R0f.x = mul_nonIEEE(backupReg0f, R1f.x); | ||
R0f.x = clamp(R0f.x, 0.0, 1.0); | ||
R0f.y = mul_nonIEEE(backupReg1f, R1f.y); | ||
R0f.y = clamp(R0f.y, 0.0, 1.0); | ||
R0f.z = mul_nonIEEE(backupReg2f, R1f.z); | ||
R0f.z = clamp(R0f.z, 0.0, 1.0); | ||
R0f.w = mul_nonIEEE(backupReg3f, 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/TwilightPrincessHD_RemoveHUD/4e1d21b4863fc48c_0000000000000079_ps.txt
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#version 430 | ||
#extension GL_ARB_texture_gather : enable | ||
#extension GL_ARB_separate_shader_objects : enable | ||
// shader 4e1d21b4863fc48c | ||
// Used for: Removes the HUD icons like the hearts | ||
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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.zw) | ||
#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; | ||
vec4 PV0f = vec4(0.0), PV1f = vec4(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; | ||
vec3 cubeMapSTM; | ||
int cubeMapFaceId; | ||
R0f = passParameterSem0; | ||
R1f = passParameterSem2; | ||
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); | ||
// 0 | ||
PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); | ||
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); | ||
PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); | ||
PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); | ||
// 1 | ||
PV1f.x = fract(PV0f.w); | ||
R127f.y = fract(PV0f.x); | ||
R127f.z = fract(PV0f.y); | ||
PV1f.w = fract(PV0f.z); | ||
R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); | ||
PS1f = R127f.w; | ||
// 2 | ||
R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); | ||
PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); | ||
PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); | ||
R126f.w = PV1f.x * intBitsToFloat(0x3f808081); | ||
R126f.x = PV1f.w * intBitsToFloat(0x3f808081); | ||
PS0f = R126f.x; | ||
// 3 | ||
R125f.x = R127f.y * intBitsToFloat(0x3f808081); | ||
PV1f.y = fract(R127f.w); | ||
PV1f.z = fract(PV0f.z); | ||
R127f.w = R127f.z * intBitsToFloat(0x3f808081); | ||
PV1f.w = R127f.w; | ||
PS1f = fract(PV0f.y); | ||
// 4 | ||
PV0f.x = fract(R127f.x); | ||
R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); | ||
PV0f.y = R123f.y; | ||
R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); | ||
PV0f.z = R123f.z; | ||
R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); | ||
PV0f.w = R123f.w; | ||
// 5 | ||
R123f.x = (mul_nonIEEE(PV0f.w,R1f.x) + R126f.w); | ||
R123f.x = clamp(R123f.x, 0.0, 1.0); | ||
PV1f.x = R123f.x; | ||
R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); | ||
PV1f.y = R123f.y; | ||
R123f.z = (mul_nonIEEE(PV0f.y,R1f.z) + R127f.w); | ||
R123f.z = clamp(R123f.z, 0.0, 1.0); | ||
PV1f.z = R123f.z; | ||
R123f.w = (mul_nonIEEE(PV0f.z,R1f.y) + R126f.x); | ||
R123f.w = clamp(R123f.w, 0.0, 1.0); | ||
PV1f.w = R123f.w; | ||
// 6 | ||
R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); | ||
R123f.x = clamp(R123f.x, 0.0, 1.0); | ||
PV0f.x = R123f.x; | ||
R1f.y = mul_nonIEEE(R0f.y, PV1f.w); | ||
R1f.y = clamp(R1f.y, 0.0, 1.0); | ||
R1f.z = mul_nonIEEE(R0f.z, PV1f.z); | ||
R1f.z = clamp(R1f.z, 0.0, 1.0); | ||
R1f.x = mul_nonIEEE(R0f.x, PV1f.x); | ||
R1f.x = clamp(R1f.x, 0.0, 1.0); | ||
PS0f = R1f.x; | ||
// 7 | ||
R1f.w = mul_nonIEEE(R0f.w, PV0f.x); | ||
R1f.w = clamp(R1f.w, 0.0, 1.0); | ||
// export | ||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); | ||
} |
125 changes: 125 additions & 0 deletions
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Mods/TwilightPrincessHD_RemoveHUD/9f1ac253de80a927_0000000000000079_ps.txt
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,125 @@ | ||
#version 430 | ||
#extension GL_ARB_texture_gather : enable | ||
#extension GL_ARB_separate_shader_objects : enable | ||
// shader 9f1ac253de80a927 | ||
// Used for: Removing the blinking button in the HUD | ||
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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.zw) | ||
#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; | ||
vec4 PV0f = vec4(0.0), PV1f = vec4(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; | ||
vec3 cubeMapSTM; | ||
int cubeMapFaceId; | ||
R0f = passParameterSem0; | ||
R1f = passParameterSem2; | ||
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); | ||
// 0 | ||
PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); | ||
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); | ||
PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); | ||
PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); | ||
// 1 | ||
PV1f.x = fract(PV0f.w); | ||
R127f.y = fract(PV0f.x); | ||
R127f.z = fract(PV0f.y); | ||
PV1f.w = fract(PV0f.z); | ||
R127f.w = intBitsToFloat(uf_remappedPS[1].x) * intBitsToFloat(0x3f7f0000); | ||
PS1f = R127f.w; | ||
// 2 | ||
R127f.x = intBitsToFloat(uf_remappedPS[1].w) * intBitsToFloat(0x3f7f0000); | ||
PV0f.y = intBitsToFloat(uf_remappedPS[1].z) * intBitsToFloat(0x3f7f0000); | ||
PV0f.z = intBitsToFloat(uf_remappedPS[1].y) * intBitsToFloat(0x3f7f0000); | ||
R126f.w = PV1f.x * intBitsToFloat(0x3f808081); | ||
R126f.x = PV1f.w * intBitsToFloat(0x3f808081); | ||
PS0f = R126f.x; | ||
// 3 | ||
R125f.x = R127f.y * intBitsToFloat(0x3f808081); | ||
PV1f.y = fract(R127f.w); | ||
PV1f.z = fract(PV0f.z); | ||
R127f.w = R127f.z * intBitsToFloat(0x3f808081); | ||
PV1f.w = R127f.w; | ||
PS1f = fract(PV0f.y); | ||
// 4 | ||
PV0f.x = fract(R127f.x); | ||
R123f.y = (PS1f * intBitsToFloat(0x3f808081) + -(PV1f.w)); | ||
PV0f.y = R123f.y; | ||
R123f.z = (PV1f.z * intBitsToFloat(0x3f808081) + -(R126f.x)); | ||
PV0f.z = R123f.z; | ||
R123f.w = (PV1f.y * intBitsToFloat(0x3f808081) + -(R126f.w)); | ||
PV0f.w = R123f.w; | ||
// 5 | ||
R123f.x = (mul_nonIEEE(PV0f.w,R1f.x) + R126f.w); | ||
R123f.x = clamp(R123f.x, 0.0, 1.0); | ||
PV1f.x = R123f.x; | ||
R123f.y = (PV0f.x * intBitsToFloat(0x3f808081) + -(R125f.x)); | ||
PV1f.y = R123f.y; | ||
R123f.z = (mul_nonIEEE(PV0f.y,R1f.z) + R127f.w); | ||
R123f.z = clamp(R123f.z, 0.0, 1.0); | ||
PV1f.z = R123f.z; | ||
R123f.w = (mul_nonIEEE(PV0f.z,R1f.y) + R126f.x); | ||
R123f.w = clamp(R123f.w, 0.0, 1.0); | ||
PV1f.w = R123f.w; | ||
// 6 | ||
R123f.x = (mul_nonIEEE(PV1f.y,R1f.w) + R125f.x); | ||
R123f.x = clamp(R123f.x, 0.0, 1.0); | ||
PV0f.x = R123f.x; | ||
R1f.y = mul_nonIEEE(R0f.y, PV1f.w); | ||
R1f.y = clamp(R1f.y, 0.0, 1.0); | ||
R1f.z = mul_nonIEEE(R0f.z, PV1f.z); | ||
R1f.z = clamp(R1f.z, 0.0, 1.0); | ||
R1f.x = mul_nonIEEE(R0f.x, PV1f.x); | ||
R1f.x = clamp(R1f.x, 0.0, 1.0); | ||
PS0f = R1f.x; | ||
// 7 | ||
R1f.w = mul_nonIEEE(R0f.w, PV0f.x); | ||
R1f.w = clamp(R1f.w, 0.0, 1.0); | ||
// export | ||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, 0.0); | ||
} |
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