From 0d6c980c2c8c5cbb667b6b140176521012037c1f Mon Sep 17 00:00:00 2001 From: Michael Date: Mon, 21 Jan 2019 21:06:19 -0800 Subject: [PATCH] merge XCX brightness workaround packs into ones hopefully i did this correctly, didn't notice anything going wrong when i tested it --- .../bd74794730fc559a_00000000ff249249_ps.txt | 449 ------------------ .../d936195db0dd8e7d_0000000000001e52_ps.txt | 129 ----- .../rules.txt | 6 - .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 115 ----- .../7b9f05b2bd8f3b71_0000000000000079_ps.txt | 97 ---- .../rules.txt | 6 - .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 10 +- .../7b9f05b2bd8f3b71_0000000000000079_ps.txt | 10 +- .../bd74794730fc559a_00000000ff249249_ps.txt | 2 +- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 10 +- Workarounds/XenobladeX_Brightness/rules.txt | 26 + 11 files changed, 42 insertions(+), 818 deletions(-) delete mode 100644 Workarounds/XenobladeX_AdjustableBrightnessAMD/bd74794730fc559a_00000000ff249249_ps.txt delete mode 100644 Workarounds/XenobladeX_AdjustableBrightnessAMD/d936195db0dd8e7d_0000000000001e52_ps.txt delete mode 100644 Workarounds/XenobladeX_AdjustableBrightnessAMD/rules.txt delete mode 100644 Workarounds/XenobladeX_AdjustableBrightnessNvidia/3cc7e98f78c258b4_00000000000003ca_ps.txt delete mode 100644 Workarounds/XenobladeX_AdjustableBrightnessNvidia/7b9f05b2bd8f3b71_0000000000000079_ps.txt delete mode 100644 Workarounds/XenobladeX_AdjustableBrightnessNvidia/rules.txt rename Workarounds/{XenobladeX_AdjustableBrightnessAMD => XenobladeX_Brightness}/3cc7e98f78c258b4_00000000000003ca_ps.txt (91%) rename Workarounds/{XenobladeX_AdjustableBrightnessAMD => XenobladeX_Brightness}/7b9f05b2bd8f3b71_0000000000000079_ps.txt (87%) rename Workarounds/{XenobladeX_AdjustableBrightnessNvidia => XenobladeX_Brightness}/bd74794730fc559a_00000000ff249249_ps.txt (99%) rename Workarounds/{XenobladeX_AdjustableBrightnessNvidia => XenobladeX_Brightness}/d936195db0dd8e7d_0000000000001e52_ps.txt (92%) create mode 100644 Workarounds/XenobladeX_Brightness/rules.txt diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/bd74794730fc559a_00000000ff249249_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessAMD/bd74794730fc559a_00000000ff249249_ps.txt deleted file mode 100644 index e7fc52ab..00000000 --- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/bd74794730fc559a_00000000ff249249_ps.txt +++ /dev/null @@ -1,449 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader bd74794730fc559a -//tweak glare, less J.J. Abrams -const float glare = 0.95; //reflection on skell, characters, metal objects etc -uniform ivec4 uf_remappedPS[12]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf5d48000 res 1x1x1 dim 1 tm: 2 format 0008 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf4a8e000 res 1280x720x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0xf589e000 res 640x360x1 dim 1 tm: 4 format 0007 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 9) uniform sampler2D textureUnitPS9;// Tex9 addr 0xf5ff0000 res 64x64x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler9 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 1) in vec4 passParameterSem1; -layout(location = 2) in vec4 passParameterSem2; -layout(location = 3) in vec4 passParameterSem3; -layout(location = 0) out vec4 passPixelColor0; -layout(location = 1) out vec4 passPixelColor1; -uniform vec2 uf_fragCoordScale; -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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R3f = vec4(0.0); -vec4 R4f = vec4(0.0); -vec4 R5f = vec4(0.0); -vec4 R6f = vec4(0.0); -vec4 R7f = vec4(0.0); -vec4 R8f = vec4(0.0); -vec4 R9f = vec4(0.0); -vec4 R10f = vec4(0.0); -vec4 R11f = vec4(0.0); -vec4 R12f = vec4(0.0); -vec4 R13f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R124f = 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 = passParameterSem1; -R2f = passParameterSem2; -R3f = passParameterSem3; -R4f.xyzw = (texture(textureUnitPS1, R2f.xy).xyzw); -R5f.xy = (texture(textureUnitPS0, R2f.xy).xy); -R6f.x = (texture(textureUnitPS2, R1f.xy).x); -R11f.xyzw = (texture(textureUnitPS3, R2f.xy).xyzw); -R7f.xyzw = (texture(textureUnitPS5, R2f.xy).xyzw); -R0f.x = (texture(textureUnitPS7, R0f.xy).x); -R10f.xyzw = (texture(textureUnitPS4, R2f.xy).xyzw); -// 0 -tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R127f.y = tempf.x; -PS0f = 1.0 / R3f.z; -// 1 -R127f.x = 0.0; -PV1f.y = max(R4f.w, intBitsToFloat(0x3c23d70a)); -R127f.z = -(PV0f.x); -PV1f.w = -(PV0f.x) * PS0f; -PS1f = intBitsToFloat(uf_remappedPS[0].y) + -(0.0); -// 2 -backupReg0f = R127f.y; -R126f.x = mul_nonIEEE(R3f.x, PV1f.w); -PV0f.x = R126f.x; -R127f.y = mul_nonIEEE(R3f.y, PV1f.w); -PV0f.y = R127f.y; -R126f.z = backupReg0f + -(intBitsToFloat(uf_remappedPS[1].x)); -PV0f.w = min(PV1f.y, 1.0); -R125f.y = mul_nonIEEE(R6f.x, PS1f); -PS0f = R125f.y; -// 3 -tempf.x = dot(vec4(PV0f.x,PV0f.y,R127f.z,-0.0),vec4(PV0f.x,PV0f.y,R127f.z,0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R126f.y = PV0f.w * intBitsToFloat(0x41400000); -PS1f = R126f.y; -// 4 -tempf.x = dot(vec4(R5f.x,R5f.y,R127f.x,-0.0),vec4(R5f.x,R5f.y,R5f.y,0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -tempResultf = 1.0 / sqrt(PV1f.x); -PS0f = tempResultf; -// 5 -R8f.x = mul_nonIEEE(R126f.x, PS0f); -PV1f.x = R8f.x; -R1f.y = mul_nonIEEE(R127f.y, PS0f); -PV1f.y = R1f.y; -R1f.z = mul_nonIEEE(R127f.z, PS0f); -PV1f.z = R1f.z; -PV1f.w = -(PV0f.x) + 1.0; -R1f.x = exp2(R126f.y); -PS1f = R1f.x; -// 6 -R4f.x = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].x); -R3f.y = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].y); -R3f.z = -(PV1f.z) + intBitsToFloat(uf_remappedPS[2].z); -PV0f.w = max(PV1f.w, -(PV1f.w)); -R2f.y = PS1f + 1.0; -PS0f = R2f.y; -// 7 -R2f.x = -(R8f.x) + intBitsToFloat(uf_remappedPS[3].x); -R4f.y = -(R1f.y) + intBitsToFloat(uf_remappedPS[3].y); -R4f.z = -(R1f.z) + intBitsToFloat(uf_remappedPS[3].z); -R127f.w = -(R125f.y) + 1.0; -R0f.z = sqrt(PV0f.w); -PS1f = R0f.z; -// 8 -tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(-(R8f.x),-(R1f.y),-(R1f.z),0.0)); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -PS0f = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedPS[1].y)); -// 9 -backupReg0f = R0f.x; -PV1f.x = PV0f.x + PV0f.x; -PV1f.y = max(PS0f, 0.0); -R123f.z = (mul_nonIEEE(R127f.w,backupReg0f) + R125f.y); -PV1f.z = R123f.z; -PV1f.w = -(R10f.w) + 1.0; -R12f.x = mul_nonIEEE(R10f.x, R10f.w); -PS1f = R12f.x; -// 10 -PV0f.x = R3f.z * R3f.z; -R6f.y = mul_nonIEEE(PV1f.z, PV1f.w); -R123f.z = (mul_nonIEEE(-(PV1f.x),R5f.x) + -(R8f.x))/2.0; -PV0f.z = R123f.z; -R123f.w = (mul_nonIEEE(-(PV1f.x),R5f.y) + -(R1f.y))/2.0; -PV0f.w = R123f.w; -tempResultf = log2(PV1f.y); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 11 -R0f.x = PV0f.z + 0.5; -R0f.y = PV0f.w + 0.5; -R12f.z = mul_nonIEEE(R10f.z, R10f.w); -R4f.w = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z)); -R3f.x = (R3f.y * R3f.y + PV0f.x); -PS1f = R3f.x; -R9f.xyz = (texture(textureUnitPS9, R0f.xy).xyz); -// 0 -R123f.x = (R4f.x * R4f.x + R3f.x); -PV0f.x = R123f.x; -R12f.y = mul_nonIEEE(R10f.y, R10f.w); -PV0f.z = R4f.z * R4f.z; -R13f.w = 0.0; -R125f.y = exp2(R4f.w); -PS0f = R125f.y; -// 1 -tempf.x = dot(vec4(R2f.x,R4f.y,PV0f.z,-0.0),vec4(R2f.x,R4f.y,1.0,0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -tempResultf = 1.0 / sqrt(PV0f.x); -PS1f = tempResultf; -// 2 -backupReg0f = R125f.y; -R126f.x = mul_nonIEEE(R4f.x, PS1f); -R125f.y = mul_nonIEEE(R3f.y, PS1f); -R126f.z = mul_nonIEEE(R3f.z, PS1f); -PV0f.z = R126f.z; -PV0f.w = min(backupReg0f, 1.0); -tempResultf = 1.0 / sqrt(PV1f.x); -PS0f = tempResultf; -// 3 -R127f.x = mul_nonIEEE(R2f.x, PS0f); -R127f.y = mul_nonIEEE(R4f.y, PS0f); -R127f.z = mul_nonIEEE(R4f.z, PS0f); -R0f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[1].w)); -PS1f = mul_nonIEEE(R0f.z, PV0f.z); -// 4 -tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(R126f.x,R125f.y,1.0,0.0)); -tempf.x = clamp(tempf.x, 0.0, 1.0); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -PS0f = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R126f.z); -// 5 -tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),PS0f,-0.0),vec4(R126f.x,R125f.y,1.0,0.0)); -tempf.x = clamp(tempf.x, 0.0, 1.0); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -tempResultf = log2(PV0f.x); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -R126f.x = tempResultf; -PS1f = R126f.x; -// 6 -backupReg0f = R0f.z; -tempf.x = dot(vec4(R5f.x,R5f.y,backupReg0f,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0)); -tempf.x = clamp(tempf.x, 0.0, 1.0); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R125f.x = PV1f.x * intBitsToFloat(0x41800000); -PS0f = R125f.x; -// 7 -tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0)); -tempf.x = clamp(tempf.x, 0.0, 1.0); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -tempResultf = log2(PV0f.x); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 8 -backupReg0f = R126f.x; -R126f.x = mul_nonIEEE(R1f.x, PS1f); -PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z), R1f.z); -PV0f.z = PV1f.x * intBitsToFloat(0x41800000); -R127f.w = mul_nonIEEE(R1f.x, backupReg0f); -PS0f = 1.0 / R125f.x; -// 9 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.y) + PV0f.y); -PV1f.x = R123f.x; -PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R0f.z); -R127f.z = R2f.y * PS0f; -PV1f.w = R11f.z * intBitsToFloat(0x41200000); -PS1f = 1.0 / PV0f.z; -// 10 -R125f.x = R2f.y * PS1f; -R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R5f.y) + PV1f.y); -PV0f.y = R123f.y; -R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R8f.x) + PV1f.x); -PV0f.z = R123f.z; -R123f.w = (R11f.y * intBitsToFloat(0x41200000) + PV1f.w); -PV0f.w = R123f.w; -PS0f = exp2(R127f.w); -// 11 -R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R5f.x) + PV0f.y); -R123f.x = clamp(R123f.x, 0.0, 1.0); -PV1f.x = R123f.x; -PV1f.y = mul_nonIEEE(PS0f, R127f.z); -PV1f.z = max(PV0f.z, -(PV0f.z)); -R125f.w = (R11f.x * intBitsToFloat(0x41200000) + PV0f.w); -R125f.w = clamp(R125f.w, 0.0, 1.0); -PV1f.w = R125f.w; -PS1f = exp2(R126f.x); -// 12 -backupReg0f = R125f.x; -R125f.x = mul_nonIEEE(PV1f.x, PV1f.y); -R125f.x = clamp(R125f.x, 0.0, 1.0); -R125f.y = -(PV1f.z) + 1.0; -R125f.y = clamp(R125f.y, 0.0, 1.0); -PV0f.y = R125f.y; -R126f.z = mul_nonIEEE(R6f.x, PV1f.x); -R127f.w = mul_nonIEEE(PS1f, backupReg0f); -R124f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[5].y)) + R11f.x); -PS0f = R124f.x; -// 13 -backupReg0f = R0f.z; -tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(R5f.x,R5f.y,backupReg0f,0.0)); -tempf.x = clamp(tempf.x, 0.0, 1.0); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R126f.w = tempf.x; -tempResultf = log2(PV0f.y); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 14 -backupReg0f = R125f.x; -R125f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[6].w)); -R127f.y = mul_nonIEEE(R124f.x, R9f.x); -PV0f.z = mul_nonIEEE(PV1f.x, R127f.w); -PV0f.z = clamp(PV0f.z, 0.0, 1.0); -PV0f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[7].w)); -// 15 -backupReg0f = R126f.w; -backupReg0f = R126f.w; -R126f.x = mul_nonIEEE(R126f.w, intBitsToFloat(uf_remappedPS[8].x)); -PV1f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[8].w)); -R127f.z = mul_nonIEEE(R6f.x, PV0f.w); -R126f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[8].y)); -R125f.z = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[8].z)); -PS1f = R125f.z; -// 16 -PV0f.x = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].z)); -PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].y)); -PV0f.z = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].x)); -R4f.w = mul_nonIEEE(R11f.w, R127f.y); -R5f.y = exp2(R125f.x); -PS0f = R5f.y; -// 17 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[7].x)) + backupReg0f); -R123f.y = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].z)) + PV0f.x); -PV1f.y = R123f.y; -R123f.z = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].y)) + PV0f.y); -PV1f.z = R123f.z; -R123f.w = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].x)) + PV0f.z); -PV1f.w = R123f.w; -R125f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[7].y)) + R126f.w); -PS1f = R125f.x; -// 18 -backupReg0f = R126f.z; -R127f.x = (R7f.w * 2.0 + PV1f.w); -R127f.y = (R7f.w * 2.0 + PV1f.y); -R126f.z = (R7f.w * 2.0 + PV1f.z); -R123f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[7].z)) + R125f.z); -PV0f.w = R123f.w; -R0f.z = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedPS[5].y)) + R11f.y); -PS0f = R0f.z; -// 19 -backupReg0f = R126f.x; -backupReg1f = R125f.w; -backupReg2f = R7f.z; -R126f.x = R5f.y + -(intBitsToFloat(0x3f4ccccd)); -R2f.y = (R7f.x * 2.0 + backupReg0f); -R4f.z = (R7f.y * 2.0 + R125f.x); -R125f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[5].y)) + R11f.z); -R7f.z = (backupReg2f * 2.0 + PV0f.w); -PS1f = R7f.z; -// 20 -backupReg0f = R1f.y; -tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(uf_remappedPS[9].z),-0.0),vec4(R8f.x,backupReg0f,R1f.z,0.0)); -tempf.x = clamp(tempf.x, 0.0, 1.0); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R1f.y = tempf.x; -R4f.y = mul_nonIEEE(R127f.x, R124f.x); -PS0f = R4f.y; -// 21 -R8f.x = mul_nonIEEE(R126f.z, R0f.z); -R7f.y = R126f.x * intBitsToFloat(0x40a00000); -R7f.y = clamp(R7f.y, 0.0, 1.0); -R1f.z = (R125f.y * intBitsToFloat(0x3f733333) + -(R5f.y)); -R7f.w = mul_nonIEEE(R127f.y, R125f.w); -R3f.y = mul_nonIEEE(R125f.w, R9f.z); -PS1f = R3f.y; -// 0 -R126f.x = (mul_nonIEEE(R10f.z,R7f.z) + R7f.w); -R127f.y = (mul_nonIEEE(R1f.z,R7f.y) + R5f.y); -R127f.w = R7f.z + R7f.w; -tempResultf = log2(R1f.y); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 1 -backupReg0f = R0f.z; -R123f.x = (mul_nonIEEE(R10f.x,R2f.y) + R4f.y); -PV1f.x = R123f.x; -R126f.y = R2f.y + R4f.y; -PV1f.z = mul_nonIEEE(backupReg0f, R9f.y); -R125f.w = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[10].w)); -R127f.x = R4f.z + R8f.x; -PS1f = R127f.x; -// 2 -R123f.x = (mul_nonIEEE(R6f.y,PV1f.x) + R12f.x); -PV0f.x = R123f.x; -R123f.y = (mul_nonIEEE(R10f.y,R4f.z) + R8f.x); -PV0f.y = R123f.y; -R126f.z = mul_nonIEEE(R11f.w, R3f.y); -R126f.w = mul_nonIEEE(R11f.w, PV1f.z); -R125f.y = (mul_nonIEEE(R6f.y,R126f.x) + R12f.z); -PS0f = R125f.y; -// 3 -backupReg0f = R125f.w; -R126f.x = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[6].x)) + intBitsToFloat(uf_remappedPS[11].x)); -R124f.y = (R4f.w * intBitsToFloat(0x40a00000) + PV0f.x); -R123f.z = (mul_nonIEEE(R6f.y,PV0f.y) + R12f.y); -PV1f.z = R123f.z; -R125f.w = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[11].y)); -R125f.z = exp2(backupReg0f); -PS1f = R125f.z; -// 4 -backupReg0f = R127f.y; -R124f.x = (R126f.z * intBitsToFloat(0x40a00000) + R125f.y); -R127f.y = (mul_nonIEEE(R6f.y,R127f.w) + R12f.z); -R123f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[11].z)); -PV0f.z = R123f.z; -R127f.w = (R126f.w * intBitsToFloat(0x40a00000) + PV1f.z); -// 5 -backupReg0f = R125f.z; -R123f.x = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[10].y)) + R125f.w); -PV1f.x = R123f.x; -R123f.y = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[10].x)) + R126f.x); -PV1f.y = R123f.y; -R125f.z = (mul_nonIEEE(R6f.y,R126f.y) + R12f.x); -R123f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[10].z)) + PV0f.z); -PV1f.w = R123f.w; -R126f.y = (mul_nonIEEE(R6f.y,R127f.x) + R12f.y); -PS1f = R126f.y; -// 6 -backupReg0f = R127f.y; -R127f.x = -(R124f.x) + PV1f.w; -R127f.y = -(R127f.w) + PV1f.x; -PV0f.z = -(R124f.y) + PV1f.y; -PS0f = backupReg0f * intBitsToFloat(0x3e2aaac1); -// 7 -tempf.x = dot(vec4(R125f.z,R126f.y,PS0f,-0.0),vec4(intBitsToFloat(0x3e2aaac1),intBitsToFloat(0x3e2aaac1),1.0,0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -R12f.w = tempf.x; -R13f.x = (mul_nonIEEE(PV0f.z,R0f.w) + R124f.y); -PS1f = R13f.x; -// 8 -R13f.y = (mul_nonIEEE(R127f.y,R0f.w) + R127f.w); -R13f.z = (mul_nonIEEE(R127f.x,R0f.w) + R124f.x); -// 9 -R1f.xyz = vec3(R12f.x,R12f.y,R12f.z); -R1f.w = R12f.w; -// 10 -R0f.xyz = vec3(R13f.x,R13f.y,R13f.z); -R0f.w = R13f.w; -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*glare; //reduce glare -passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -} diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessAMD/d936195db0dd8e7d_0000000000001e52_ps.txt deleted file mode 100644 index 97e4c608..00000000 --- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/d936195db0dd8e7d_0000000000001e52_ps.txt +++ /dev/null @@ -1,129 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader d936195db0dd8e7d -// cross fade brightness -// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia -// changes here in turn "breaks" bloom as they over or under expose depending on day/night - -//old contrasty, or just copy paste clarity -const float gamma = 0.93; // 1.0 is neutral -const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float vibrance = 0.318; // 0.0 is neutral -const float lift = 0.002; // 0.0 is neutral. loss of shadow detail -const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. - -vec3 contrasty(vec3 colour){ - vec3 fColour = (colour.xyz); - - 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; - float mn = min(min(fColour.r, fColour.g), fColour.b); - float mx = max(max(fColour.r, fColour.g), fColour.b); - float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0; - vec3 lightness = vec3((mn + mx) / 2.0); -// vibrance - fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); - fColour = max(vec3(0.0), fColour + vec3(lift)); - return fColour; -} - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -highp float lineRand(vec2 co) -{ - highp float a = 12.9898; - highp float b = 78.233; - highp float c = 43758.5453; - highp float dt = dot(co.xy, vec2(a, b)); - highp float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} - -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 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = 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; -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.yx)*0.015)); -//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure; -// 0 -R0f.xyz = contrasty(R0f.xyz); -backupReg0f = R0f.x; -PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x); -PV0f.x = clamp(PV0f.x, 0.0, 1.0); -R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x); -R127f.z = clamp(R127f.z, 0.0, 1.0); -R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x); -R127f.w = clamp(R127f.w, 0.0, 1.0); -R2f.w = 1.0; -PS0f = R2f.w; -// 1 -tempResultf = log2(PV0f.x); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 2 -R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.w); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 3 -R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.z); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 4 -R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e); -PS0f = exp2(R127f.x); -// 5 -R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS1f = exp2(R127f.y); -// 6 -R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS0f = exp2(R127f.w); -// 7 -R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); -R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz); -// 0 -backupReg0f = R0f.y; -backupReg1f = R0f.x; -PV0f.x = R1f.z + -(R0f.z); -PV0f.y = R1f.y + -(backupReg0f); -PV0f.z = R1f.x + -(backupReg1f); -// 1 -R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x); -R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y); -R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z); -// export -//R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0); - -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*postExposure; -} diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/rules.txt b/Workarounds/XenobladeX_AdjustableBrightnessAMD/rules.txt deleted file mode 100644 index 897a8201..00000000 --- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 -name = Brightness Workaround AMD -path = "Xenoblade Chronicles X/Workarounds/AMD Brightness" -description = Slightly less overbright/dark. Edit shader for preference. -version = 3 \ No newline at end of file diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessNvidia/3cc7e98f78c258b4_00000000000003ca_ps.txt deleted file mode 100644 index 750b73b7..00000000 --- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ /dev/null @@ -1,115 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 3cc7e98f78c258b4 // brightness workaround. -// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia -// changes here in turn "breaks" bloom as they over or under expose depending on day/night - -//old contrasty, or just copy paste clarity -const float gamma = 0.93; // 1.0 is neutral -const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float vibrance = 0.318; // 0.0 is neutral -const float lift = 0.002; // 0.0 is neutral. loss of shadow detail -const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. - -vec3 contrasty(vec3 colour){ - vec3 fColour = (colour.xyz); - - 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; - float mn = min(min(fColour.r, fColour.g), fColour.b); - float mx = max(max(fColour.r, fColour.g), fColour.b); - float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0; - vec3 lightness = vec3((mn + mx) / 2.0); -// vibrance - fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); - fColour = max(vec3(0.0), fColour + vec3(lift)); - return fColour; -} - - -uniform ivec4 uf_remappedPS[1]; - -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -highp float lineRand(vec2 co) -{ - highp float a = 12.9898; - highp float b = 78.233; - highp float c = 43758.5453; - highp float dt = dot(co.xy, vec2(a, b)); - highp float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} - -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 R0f = vec4(0.0); -vec4 R1f = 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; - -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.xy)*0.015)); -//R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1); -// 0 -R0f.xyz = contrasty(R0f.xyz); -R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x); -R127f.x = clamp(R127f.x, 0.0, 1.0); -R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x); -R127f.y = clamp(R127f.y, 0.0, 1.0); -PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x); -PV0f.z = clamp(PV0f.z, 0.0, 1.0); -R1f.w = 1.0; -// 1 -tempResultf = log2(PV0f.z); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 2 -R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.y); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 3 -R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.x); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 4 -R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); -PS0f = exp2(R127f.z); -// 5 -R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS1f = exp2(R127f.w); -// 6 -R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS0f = exp2(R127f.x); -// 7 -R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); -// export -//R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0); - -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*postExposure; -} diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workarounds/XenobladeX_AdjustableBrightnessNvidia/7b9f05b2bd8f3b71_0000000000000079_ps.txt deleted file mode 100644 index d59a9296..00000000 --- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/7b9f05b2bd8f3b71_0000000000000079_ps.txt +++ /dev/null @@ -1,97 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -#extension GL_ARB_separate_shader_objects : enable -// shader 7b9f05b2bd8f3b71 -//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom -const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. -const float gamma = 0.93; // 1.0 is neutral -const float vibrance = 0.3175; // 0.0 is neutral -const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail - - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - - -vec3 contrasty(vec3 colour) { - vec3 fColour = (colour.xyz); - - 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; - float mn = min(min(fColour.r, fColour.g), fColour.b); - float mx = max(max(fColour.r, fColour.g), fColour.b); - float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0; - vec3 lightness = vec3((mn + mx) / 2.0); - // vibrance - fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); - fColour = max(vec3(0.0), fColour - vec3(crushContrast)); - return fColour; -} - -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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -vec4 R0f = 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; -R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); -// 0 -R0f.xyz = contrasty(R0f.xyz); - -backupReg0f = R0f.x; -backupReg1f = R0f.w; -PV0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x)); -R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].x)); -R127f.z = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[0].x)); -R0f.w = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x)); -// 1 -tempResultf = log2(PV0f.x); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 2 -R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.z); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 3 -R126f.w = PS0f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.y); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 4 -R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); -R0f.x = exp2(R127f.w); -PS0f = R0f.x; -// 5 -R0f.y = exp2(R126f.w); -PS1f = R0f.y; -// 6 -R0f.z = exp2(R127f.x); -PS0f = R0f.z; -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*postExposure; -} diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/rules.txt b/Workarounds/XenobladeX_AdjustableBrightnessNvidia/rules.txt deleted file mode 100644 index 697be092..00000000 --- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/rules.txt +++ /dev/null @@ -1,6 +0,0 @@ -[Definition] -titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 -name = Brightness Workaround NVIDIA -path = "Xenoblade Chronicles X/Workarounds/NVIDIA Brightness" -description = Slightly less overbright/dark. Edit shader for preference. -version = 3 \ No newline at end of file diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt similarity index 91% rename from Workarounds/XenobladeX_AdjustableBrightnessAMD/3cc7e98f78c258b4_00000000000003ca_ps.txt rename to Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index 3f20dec0..523384d3 100644 --- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workarounds/XenobladeX_Brightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -5,11 +5,11 @@ // changes here in turn "breaks" bloom as they over or under expose depending on day/night //old contrasty, or just copy paste clarity -const float gamma = 0.93; // 1.0 is neutral -const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float vibrance = 0.318; // 0.0 is neutral -const float lift = 0.002; // 0.0 is neutral. loss of shadow detail -const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. +const float gamma = $gamma; // 1.0 is neutral +const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. +const float vibrance = $vibrance; // 0.0 is neutral +const float lift = $lift; // 0.0 is neutral. loss of shadow detail +const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); diff --git a/Workarounds/XenobladeX_AdjustableBrightnessAMD/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt similarity index 87% rename from Workarounds/XenobladeX_AdjustableBrightnessAMD/7b9f05b2bd8f3b71_0000000000000079_ps.txt rename to Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt index 3de62433..982057d5 100644 --- a/Workarounds/XenobladeX_AdjustableBrightnessAMD/7b9f05b2bd8f3b71_0000000000000079_ps.txt +++ b/Workarounds/XenobladeX_Brightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt @@ -3,11 +3,11 @@ #extension GL_ARB_separate_shader_objects : enable // shader 7b9f05b2bd8f3b71 //skell cockpit brigthtness fix + minor colour tweak to balance broken bloom -const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. -const float gamma = 0.93; // 1.0 is neutral -const float vibrance = 0.3175; // 0.0 is neutral -const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail +const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. +const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. +const float gamma = $gamma; // 1.0 is neutral +const float vibrance = $vibrance; // 0.0 is neutral +const float crushContrast = $crushContrast; // 0.0 is neutral. loss of shadow detail uniform ivec4 uf_remappedPS[1]; diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/bd74794730fc559a_00000000ff249249_ps.txt b/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt similarity index 99% rename from Workarounds/XenobladeX_AdjustableBrightnessNvidia/bd74794730fc559a_00000000ff249249_ps.txt rename to Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt index e7fc52ab..28c32159 100644 --- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/bd74794730fc559a_00000000ff249249_ps.txt +++ b/Workarounds/XenobladeX_Brightness/bd74794730fc559a_00000000ff249249_ps.txt @@ -3,7 +3,7 @@ #extension GL_ARB_separate_shader_objects : enable // shader bd74794730fc559a //tweak glare, less J.J. Abrams -const float glare = 0.95; //reflection on skell, characters, metal objects etc +const float glare = $glare; //reflection on skell, characters, metal objects etc uniform ivec4 uf_remappedPS[12]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 diff --git a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt similarity index 92% rename from Workarounds/XenobladeX_AdjustableBrightnessNvidia/d936195db0dd8e7d_0000000000001e52_ps.txt rename to Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt index 38da78e0..fbe12c8b 100644 --- a/Workarounds/XenobladeX_AdjustableBrightnessNvidia/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workarounds/XenobladeX_Brightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -6,11 +6,11 @@ // changes here in turn "breaks" bloom as they over or under expose depending on day/night //old contrasty, or just copy paste clarity -const float gamma = 0.93; // 1.0 is neutral -const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float vibrance = 0.318; // 0.0 is neutral -const float lift = 0.002; // 0.0 is neutral. loss of shadow detail -const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. +const float gamma = $gamma; // 1.0 is neutral +const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. +const float vibrance = $vibrance; // 0.0 is neutral +const float lift = $lift; // 0.0 is neutral. loss of shadow detail +const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); diff --git a/Workarounds/XenobladeX_Brightness/rules.txt b/Workarounds/XenobladeX_Brightness/rules.txt new file mode 100644 index 00000000..d7ae2e36 --- /dev/null +++ b/Workarounds/XenobladeX_Brightness/rules.txt @@ -0,0 +1,26 @@ +[Definition] +titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 +name = Brightness Workaround +path = "Xenoblade Chronicles X/Workarounds/Brightness" +description = Edit presets for preference. +version = 3 + +[Preset] +name = AMD +$crushContrast = 0 +$exposure = 0.32 +$gamma = 0.93 +$glare = 0.95 +$lift = 0.002 +$postExposure = 1.05 +$vibrance = 0.318 + +[Preset] +name = NVIDIA +$crushContrast = 0.000 +$exposure = 0.52 +$gamma = 0.93 +$glare = 0.95 +$lift = 0.002 +$postExposure = 1.05 +$vibrance = 0.318