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https://github.com/cemu-project/cemu_graphic_packs.git
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[Sonic Lost World] Turn Disable Post Processing into a new Darkness pack
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commit
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@ -2,6 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 1adfa527e4ea7f40
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// shader 1adfa527e4ea7f40
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// Silent Forest Zone 2
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -85,5 +86,5 @@ PV1i.z = R123i.z;
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// 4
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// 4
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R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x)));
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R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x)));
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// export
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// export
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//passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
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passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)) * 1.6666666667;
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}
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}
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@ -2,6 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 3c6c7691f6e2f2e4
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// shader 3c6c7691f6e2f2e4
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// Stages
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -71,8 +72,8 @@ R123f.y = (mul_nonIEEE(PV0f.x,R1f.w) + R2f.y);
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PV1f.y = R123f.y;
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(PV0f.y,R1f.w) + R2f.x);
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R123f.z = (mul_nonIEEE(PV0f.y,R1f.w) + R2f.x);
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PV1f.z = R123f.z;
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PV1f.z = R123f.z;
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// 2
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// 2 - Tonemapping
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R3f.xyz = vec3(R0f.x,R0f.y,R0f.z) + vec3(PV1f.z,PV1f.y,PV1f.x);
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R3f.xyz = vec3(R0f.x,R0f.y,R0f.z) + vec3(PV1f.z,PV1f.y,PV1f.x) * 1.6666666667;
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// export
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// export
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//passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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}
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}
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@ -2,6 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 4fab679c75795f90
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// shader 4fab679c75795f90
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// World Map
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -53,12 +54,12 @@ int cubeMapFaceId;
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R0f = passParameterSem136;
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R0f = passParameterSem136;
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R1f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS3, R0f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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// 0
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// 0 - Tonemapping
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backupReg0f = R0f.x;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg2f = R0f.z;
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R0f.xyz = vec3(R1f.x,R1f.y,R1f.z) + vec3(backupReg0f,backupReg1f,backupReg2f);
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R0f.xyz = vec3(R1f.x,R1f.y,R1f.z) + vec3(backupReg0f,backupReg1f,backupReg2f) * 2;
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R0f.w = 1.0;
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R0f.w = 1.0;
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// export
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// export
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//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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}
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@ -2,6 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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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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#extension GL_ARB_separate_shader_objects : enable
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// shader 91f43f263091c56d
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// shader 91f43f263091c56d
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// Stages with heat waves
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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// start of shader inputs/outputs, predetermined by Cemu. Do not touch
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#ifdef VULKAN
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#ifdef VULKAN
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
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@ -131,8 +132,8 @@ PV1f.y = R123f.y;
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PV0f.x = PV1f.y * intBitsToFloat(0x3e22f983);
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PV0f.x = PV1f.y * intBitsToFloat(0x3e22f983);
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// 13
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// 13
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PS1f = cos((PV0f.x)/0.1591549367);
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PS1f = cos((PV0f.x)/0.1591549367);
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// 14
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// 14 - Tonemapping
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R5f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].w)) + 1.0);
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R5f.x = ((mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].w)) + 1.0) * 1.6666666667);
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PV0f.y = mul_nonIEEE(PS1f, R126f.x);
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PV0f.y = mul_nonIEEE(PS1f, R126f.x);
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PV0f.z = mul_nonIEEE(PS1f, R127f.y);
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PV0f.z = mul_nonIEEE(PS1f, R127f.y);
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// 15
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// 15
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@ -205,5 +206,5 @@ R7f.x = (mul_nonIEEE(PV1f.w,R5f.x) + R6f.x);
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R7f.y = (mul_nonIEEE(PV1f.z,R5f.x) + R6f.y);
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R7f.y = (mul_nonIEEE(PV1f.z,R5f.x) + R6f.y);
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R7f.z = (mul_nonIEEE(PV1f.y,R5f.x) + R6f.z);
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R7f.z = (mul_nonIEEE(PV1f.y,R5f.x) + R6f.z);
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// export
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// export
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//passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w);
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}
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}
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6
src/SonicLostWorld/Workarounds/Darkness/rules.txt
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6
src/SonicLostWorld/Workarounds/Darkness/rules.txt
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@ -0,0 +1,6 @@
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[Definition]
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = Disable Post Processing Effects
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path = "Sonic Lost World/Workarounds/Darkness"
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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.
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version = 6
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@ -1,6 +0,0 @@
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[Definition]
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = Disable Post Processing Effects
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path = "Sonic Lost World/Workarounds/Disable Post Processing Effects"
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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.
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version = 6
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