diff --git a/Source/BreathOfTheWild/patches.txt b/Source/BreathOfTheWild/patches.txt index bb09380e..2bd178ae 100644 --- a/Source/BreathOfTheWild/patches.txt +++ b/Source/BreathOfTheWild/patches.txt @@ -115,24 +115,8 @@ _aspectAddr = 0x101A8A70 # menu link aspect (calculated every load) 0x02D53CF4 = lis r9, _aspectAddr@ha -0x02D53D08 = lfs f4, _aspectAddr@l(r9) +0x02D2FD08 = lfs f4, _aspectAddr@l(r9) # 3d aspect (calculated every frame) 0x0375B128 = lis r28, ha16(_aspectAddr) -0x0375B12C = lfs f12, _aspectAddr(r28) - -[BotwAspectsV160] -moduleMatches = 0x29DBB52A -# rodata constants -0x101A8A70 = .float -0x102ECF88 = .float -0x1034F684 = .float -_aspectAddr = 0x101A8A70 - -# menu link aspect (calculated every load) -0x02D53CF4 = lis r9, _aspectAddr@ha -0x02D53D08 = lfs f4, _aspectAddr@l(r9) - -# 3d aspect (calculated every frame) -0x0375AFF4 = lis r28, ha16(_aspectAddr) -0x0375AFF8 = lfs f12, _aspectAddr(r28) \ No newline at end of file +0x0375B12C = lfs f12, _aspectAddr(r28) \ No newline at end of file diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt index 8813443a..8e84c38d 100644 --- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt +++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt @@ -135,11 +135,11 @@ void main() PV1f.w = R127f.w; // 6 PV0f.x = PV1f.z + -(PV1f.w); - R5f.y = (PV1f.y * 0.35 + R127f.x);//degree of bloom - R5f.x = (PV1f.x * 0.35 + R127f.z); + R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom + R5f.x = (PV1f.x * 0.30 + R127f.z); PS0f = R5f.x; // 7 - R5f.z = (PV0f.x * 0.35 + R127f.w); + R5f.z = (PV0f.x * 0.30 + R127f.w); // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); } diff --git a/Source/XenobladeX/e412d30f981be3b5_0000000000000000_vs.txt b/Source/XenobladeX/e412d30f981be3b5_0000000000000000_vs.txt deleted file mode 100644 index 6c01dc7b..00000000 --- a/Source/XenobladeX/e412d30f981be3b5_0000000000000000_vs.txt +++ /dev/null @@ -1,59 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_shading_language_packing : enable -// shader e412d30f981be3b5 //char select VS persp -uniform ivec4 uf_remappedVS[1]; -const float constvs = 8.0; -uniform vec2 uf_windowSpaceToClipSpaceTransform; -layout(location = 0) in uvec4 attrDataSem0; -layout(location = 1) in uvec4 attrDataSem1; -out gl_PerVertex -{ - vec4 gl_Position; - float gl_PointSize; -}; -layout(location = 0) out vec4 passParameterSem0; -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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -uvec4 attrDecoder; -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; -attrDecoder.xyz = attrDataSem0.xyz; -attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); -attrDecoder.w = 0; -R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); -attrDecoder.xy = attrDataSem1.xy; -attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); -attrDecoder.z = 0; -attrDecoder.w = 0; -R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); -// 0 -backupReg0f = R2f.x; -backupReg1f = R2f.y; -R2f.x = (backupReg0f * intBitsToFloat(uf_remappedVS[0].x) + (intBitsToFloat(uf_remappedVS[0].z)/constvs)); -R2f.y = (backupReg1f * intBitsToFloat(uf_remappedVS[0].y) + (intBitsToFloat(uf_remappedVS[0].w)/constvs)); -// export -gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -// export -passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); -// 0 -}