Basically, xmm0 at that point has the rendering values, it looks something like this inside of it:
4B = 4 bytes
4B 4B 4B 4B
l 1.2 l 1.4 l 0.9 l 0.53 l
you just play around with them and see what each one does. For example, 0.9 and 0.53 in this case were dealing with the black stuff; I think the other ones have something to do with the black stuff as well (forgot lol), but the ones I picked were the main ones for what I needed my script to do.
Each map has a different rendering value, so you just search for that and swap maps and you'll find it. I searched for float, you might find a double version of it too.
It may or may not be 8/C away. Problem is, it may not even use XMM registers in the next iteration, it might switch over to the FPU stack.