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:
Michael 2019-01-21 21:06:19 -08:00
parent 9476f8817f
commit 0d6c980c2c
11 changed files with 42 additions and 818 deletions

View File

@ -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);
}

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#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;
}

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[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

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#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;
}

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#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;
}

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@ -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

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@ -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);

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@ -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];

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@ -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

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@ -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);

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@ -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