mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-26 03:24:15 +01:00
merge XCX brightness workaround packs into ones
hopefully i did this correctly, didn't notice anything going wrong when i tested it
This commit is contained in:
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader bd74794730fc559a
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//tweak glare, less J.J. Abrams
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const float glare = 0.95; //reflection on skell, characters, metal objects etc
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uniform ivec4 uf_remappedPS[12];
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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
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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
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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
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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
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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
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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
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 2) in vec4 passParameterSem2;
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layout(location = 3) in vec4 passParameterSem3;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 1) out vec4 passPixelColor1;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R5f = vec4(0.0);
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vec4 R6f = vec4(0.0);
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vec4 R7f = vec4(0.0);
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vec4 R8f = vec4(0.0);
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vec4 R9f = vec4(0.0);
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vec4 R10f = vec4(0.0);
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vec4 R11f = vec4(0.0);
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vec4 R12f = vec4(0.0);
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vec4 R13f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R124f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f = passParameterSem1;
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R2f = passParameterSem2;
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R3f = passParameterSem3;
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R4f.xyzw = (texture(textureUnitPS1, R2f.xy).xyzw);
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R5f.xy = (texture(textureUnitPS0, R2f.xy).xy);
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R6f.x = (texture(textureUnitPS2, R1f.xy).x);
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R11f.xyzw = (texture(textureUnitPS3, R2f.xy).xyzw);
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R7f.xyzw = (texture(textureUnitPS5, R2f.xy).xyzw);
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R0f.x = (texture(textureUnitPS7, R0f.xy).x);
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R10f.xyzw = (texture(textureUnitPS4, R2f.xy).xyzw);
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// 0
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tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R127f.y = tempf.x;
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PS0f = 1.0 / R3f.z;
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// 1
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R127f.x = 0.0;
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PV1f.y = max(R4f.w, intBitsToFloat(0x3c23d70a));
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R127f.z = -(PV0f.x);
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PV1f.w = -(PV0f.x) * PS0f;
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PS1f = intBitsToFloat(uf_remappedPS[0].y) + -(0.0);
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// 2
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backupReg0f = R127f.y;
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R126f.x = mul_nonIEEE(R3f.x, PV1f.w);
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PV0f.x = R126f.x;
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R127f.y = mul_nonIEEE(R3f.y, PV1f.w);
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PV0f.y = R127f.y;
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R126f.z = backupReg0f + -(intBitsToFloat(uf_remappedPS[1].x));
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PV0f.w = min(PV1f.y, 1.0);
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R125f.y = mul_nonIEEE(R6f.x, PS1f);
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PS0f = R125f.y;
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// 3
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tempf.x = dot(vec4(PV0f.x,PV0f.y,R127f.z,-0.0),vec4(PV0f.x,PV0f.y,R127f.z,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R126f.y = PV0f.w * intBitsToFloat(0x41400000);
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PS1f = R126f.y;
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// 4
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tempf.x = dot(vec4(R5f.x,R5f.y,R127f.x,-0.0),vec4(R5f.x,R5f.y,R5f.y,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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tempResultf = 1.0 / sqrt(PV1f.x);
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PS0f = tempResultf;
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// 5
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R8f.x = mul_nonIEEE(R126f.x, PS0f);
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PV1f.x = R8f.x;
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R1f.y = mul_nonIEEE(R127f.y, PS0f);
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PV1f.y = R1f.y;
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R1f.z = mul_nonIEEE(R127f.z, PS0f);
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PV1f.z = R1f.z;
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PV1f.w = -(PV0f.x) + 1.0;
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R1f.x = exp2(R126f.y);
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PS1f = R1f.x;
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// 6
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R4f.x = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].x);
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R3f.y = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].y);
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R3f.z = -(PV1f.z) + intBitsToFloat(uf_remappedPS[2].z);
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PV0f.w = max(PV1f.w, -(PV1f.w));
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R2f.y = PS1f + 1.0;
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PS0f = R2f.y;
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// 7
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R2f.x = -(R8f.x) + intBitsToFloat(uf_remappedPS[3].x);
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R4f.y = -(R1f.y) + intBitsToFloat(uf_remappedPS[3].y);
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R4f.z = -(R1f.z) + intBitsToFloat(uf_remappedPS[3].z);
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R127f.w = -(R125f.y) + 1.0;
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R0f.z = sqrt(PV0f.w);
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PS1f = R0f.z;
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// 8
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tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(-(R8f.x),-(R1f.y),-(R1f.z),0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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PS0f = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedPS[1].y));
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// 9
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backupReg0f = R0f.x;
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PV1f.x = PV0f.x + PV0f.x;
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PV1f.y = max(PS0f, 0.0);
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R123f.z = (mul_nonIEEE(R127f.w,backupReg0f) + R125f.y);
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PV1f.z = R123f.z;
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PV1f.w = -(R10f.w) + 1.0;
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R12f.x = mul_nonIEEE(R10f.x, R10f.w);
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PS1f = R12f.x;
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// 10
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PV0f.x = R3f.z * R3f.z;
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R6f.y = mul_nonIEEE(PV1f.z, PV1f.w);
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R123f.z = (mul_nonIEEE(-(PV1f.x),R5f.x) + -(R8f.x))/2.0;
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(-(PV1f.x),R5f.y) + -(R1f.y))/2.0;
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PV0f.w = R123f.w;
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tempResultf = log2(PV1f.y);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 11
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R0f.x = PV0f.z + 0.5;
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R0f.y = PV0f.w + 0.5;
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R12f.z = mul_nonIEEE(R10f.z, R10f.w);
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R4f.w = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z));
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R3f.x = (R3f.y * R3f.y + PV0f.x);
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PS1f = R3f.x;
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R9f.xyz = (texture(textureUnitPS9, R0f.xy).xyz);
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// 0
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R123f.x = (R4f.x * R4f.x + R3f.x);
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PV0f.x = R123f.x;
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R12f.y = mul_nonIEEE(R10f.y, R10f.w);
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PV0f.z = R4f.z * R4f.z;
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R13f.w = 0.0;
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R125f.y = exp2(R4f.w);
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PS0f = R125f.y;
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// 1
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tempf.x = dot(vec4(R2f.x,R4f.y,PV0f.z,-0.0),vec4(R2f.x,R4f.y,1.0,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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tempResultf = 1.0 / sqrt(PV0f.x);
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PS1f = tempResultf;
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// 2
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backupReg0f = R125f.y;
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R126f.x = mul_nonIEEE(R4f.x, PS1f);
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R125f.y = mul_nonIEEE(R3f.y, PS1f);
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R126f.z = mul_nonIEEE(R3f.z, PS1f);
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PV0f.z = R126f.z;
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PV0f.w = min(backupReg0f, 1.0);
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tempResultf = 1.0 / sqrt(PV1f.x);
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PS0f = tempResultf;
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// 3
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R127f.x = mul_nonIEEE(R2f.x, PS0f);
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R127f.y = mul_nonIEEE(R4f.y, PS0f);
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R127f.z = mul_nonIEEE(R4f.z, PS0f);
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R0f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[1].w));
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PS1f = mul_nonIEEE(R0f.z, PV0f.z);
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// 4
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tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(R126f.x,R125f.y,1.0,0.0));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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PS0f = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R126f.z);
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// 5
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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));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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tempResultf = log2(PV0f.x);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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R126f.x = tempResultf;
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PS1f = R126f.x;
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// 6
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backupReg0f = R0f.z;
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tempf.x = dot(vec4(R5f.x,R5f.y,backupReg0f,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R125f.x = PV1f.x * intBitsToFloat(0x41800000);
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PS0f = R125f.x;
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// 7
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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));
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tempf.x = clamp(tempf.x, 0.0, 1.0);
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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tempResultf = log2(PV0f.x);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 8
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backupReg0f = R126f.x;
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R126f.x = mul_nonIEEE(R1f.x, PS1f);
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PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z), R1f.z);
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PV0f.z = PV1f.x * intBitsToFloat(0x41800000);
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R127f.w = mul_nonIEEE(R1f.x, backupReg0f);
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PS0f = 1.0 / R125f.x;
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// 9
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R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.y) + PV0f.y);
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PV1f.x = R123f.x;
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PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R0f.z);
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R127f.z = R2f.y * PS0f;
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PV1f.w = R11f.z * intBitsToFloat(0x41200000);
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PS1f = 1.0 / PV0f.z;
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|
||||||
// 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);
|
|
||||||
}
|
|
@ -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;
|
|
||||||
}
|
|
@ -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
|
|
@ -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;
|
|
||||||
}
|
|
@ -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;
|
|
||||||
}
|
|
@ -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
|
|
@ -5,11 +5,11 @@
|
|||||||
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
|
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
|
||||||
|
|
||||||
//old contrasty, or just copy paste clarity
|
//old contrasty, or just copy paste clarity
|
||||||
const float gamma = 0.93; // 1.0 is neutral
|
const float gamma = $gamma; // 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 exposure = $exposure; // 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 vibrance = $vibrance; // 0.0 is neutral
|
||||||
const float lift = 0.002; // 0.0 is neutral. loss of shadow detail
|
const float lift = $lift; // 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 postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up.
|
||||||
|
|
||||||
vec3 contrasty(vec3 colour){
|
vec3 contrasty(vec3 colour){
|
||||||
vec3 fColour = (colour.xyz);
|
vec3 fColour = (colour.xyz);
|
@ -3,11 +3,11 @@
|
|||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
// shader 7b9f05b2bd8f3b71
|
// shader 7b9f05b2bd8f3b71
|
||||||
//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom
|
//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 exposure = $exposure; // 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 postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up.
|
||||||
const float gamma = 0.93; // 1.0 is neutral
|
const float gamma = $gamma; // 1.0 is neutral
|
||||||
const float vibrance = 0.3175; // 0.0 is neutral
|
const float vibrance = $vibrance; // 0.0 is neutral
|
||||||
const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
|
const float crushContrast = $crushContrast; // 0.0 is neutral. loss of shadow detail
|
||||||
|
|
||||||
|
|
||||||
uniform ivec4 uf_remappedPS[1];
|
uniform ivec4 uf_remappedPS[1];
|
@ -3,7 +3,7 @@
|
|||||||
#extension GL_ARB_separate_shader_objects : enable
|
#extension GL_ARB_separate_shader_objects : enable
|
||||||
// shader bd74794730fc559a
|
// shader bd74794730fc559a
|
||||||
//tweak glare, less J.J. Abrams
|
//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];
|
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 = 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 = 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
|
@ -6,11 +6,11 @@
|
|||||||
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
|
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
|
||||||
|
|
||||||
//old contrasty, or just copy paste clarity
|
//old contrasty, or just copy paste clarity
|
||||||
const float gamma = 0.93; // 1.0 is neutral
|
const float gamma = $gamma; // 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 exposure = $exposure; // 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 vibrance = $vibrance; // 0.0 is neutral
|
||||||
const float lift = 0.002; // 0.0 is neutral. loss of shadow detail
|
const float lift = $lift; // 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 postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up.
|
||||||
|
|
||||||
vec3 contrasty(vec3 colour){
|
vec3 contrasty(vec3 colour){
|
||||||
vec3 fColour = (colour.xyz);
|
vec3 fColour = (colour.xyz);
|
26
Workarounds/XenobladeX_Brightness/rules.txt
Normal file
26
Workarounds/XenobladeX_Brightness/rules.txt
Normal file
@ -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
|
Loading…
Reference in New Issue
Block a user