[Sonic Lost World] Turn Disable Post Processing into a new Darkness pack

This commit is contained in:
M&M 2021-02-05 16:23:12 -08:00
parent f94ac26e1f
commit 1ca736e0da
6 changed files with 20 additions and 16 deletions

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@ -2,6 +2,7 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 1adfa527e4ea7f40 // shader 1adfa527e4ea7f40
// Silent Forest Zone 2
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -85,5 +86,5 @@ PV1i.z = R123i.z;
// 4 // 4
R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x))); R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x)));
// export // export
//passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)); passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)) * 1.6666666667;
} }

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@ -2,6 +2,7 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 3c6c7691f6e2f2e4 // shader 3c6c7691f6e2f2e4
// Stages
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -71,8 +72,8 @@ R123f.y = (mul_nonIEEE(PV0f.x,R1f.w) + R2f.y);
PV1f.y = R123f.y; PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(PV0f.y,R1f.w) + R2f.x); R123f.z = (mul_nonIEEE(PV0f.y,R1f.w) + R2f.x);
PV1f.z = R123f.z; PV1f.z = R123f.z;
// 2 // 2 - Tonemapping
R3f.xyz = vec3(R0f.x,R0f.y,R0f.z) + vec3(PV1f.z,PV1f.y,PV1f.x); R3f.xyz = vec3(R0f.x,R0f.y,R0f.z) + vec3(PV1f.z,PV1f.y,PV1f.x) * 1.6666666667;
// export // export
//passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
} }

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@ -2,6 +2,7 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 4fab679c75795f90 // shader 4fab679c75795f90
// World Map
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -53,12 +54,12 @@ int cubeMapFaceId;
R0f = passParameterSem136; R0f = passParameterSem136;
R1f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); R1f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0 // 0 - Tonemapping
backupReg0f = R0f.x; backupReg0f = R0f.x;
backupReg1f = R0f.y; backupReg1f = R0f.y;
backupReg2f = R0f.z; backupReg2f = R0f.z;
R0f.xyz = vec3(R1f.x,R1f.y,R1f.z) + vec3(backupReg0f,backupReg1f,backupReg2f); R0f.xyz = vec3(R1f.x,R1f.y,R1f.z) + vec3(backupReg0f,backupReg1f,backupReg2f) * 2;
R0f.w = 1.0; R0f.w = 1.0;
// export // export
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
} }

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@ -2,6 +2,7 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader 91f43f263091c56d // shader 91f43f263091c56d
// Stages with heat waves
// start of shader inputs/outputs, predetermined by Cemu. Do not touch // start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
@ -131,8 +132,8 @@ PV1f.y = R123f.y;
PV0f.x = PV1f.y * intBitsToFloat(0x3e22f983); PV0f.x = PV1f.y * intBitsToFloat(0x3e22f983);
// 13 // 13
PS1f = cos((PV0f.x)/0.1591549367); PS1f = cos((PV0f.x)/0.1591549367);
// 14 // 14 - Tonemapping
R5f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].w)) + 1.0); R5f.x = ((mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].w)) + 1.0) * 1.6666666667);
PV0f.y = mul_nonIEEE(PS1f, R126f.x); PV0f.y = mul_nonIEEE(PS1f, R126f.x);
PV0f.z = mul_nonIEEE(PS1f, R127f.y); PV0f.z = mul_nonIEEE(PS1f, R127f.y);
// 15 // 15
@ -205,5 +206,5 @@ R7f.x = (mul_nonIEEE(PV1f.w,R5f.x) + R6f.x);
R7f.y = (mul_nonIEEE(PV1f.z,R5f.x) + R6f.y); R7f.y = (mul_nonIEEE(PV1f.z,R5f.x) + R6f.y);
R7f.z = (mul_nonIEEE(PV1f.y,R5f.x) + R6f.z); R7f.z = (mul_nonIEEE(PV1f.y,R5f.x) + R6f.z);
// export // export
//passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w); passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
} }

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@ -0,0 +1,6 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = Disable Post Processing Effects
path = "Sonic Lost World/Workarounds/Darkness"
description = Brightens up the game to work around broken tonemapping in Cemu.|Some stages will still be darker than they should, but is overall much better than before.||Made by M&&M.
version = 6

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@ -1,6 +0,0 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = Disable Post Processing Effects
path = "Sonic Lost World/Workarounds/Disable Post Processing Effects"
description = Disables the game's post processing effects, making it overall appear not so dark but at the cost of bloom, depth of field, heat waves and other effects.|Some stages will either appear either brighter or darker than they should.||Made by M&&M.
version = 6