diff --git a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt index eb8aa9db..ae5fdace 100644 --- a/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt +++ b/Source/XenobladeX/8c1e55fd967b0496_0000000000000079_ps.txt @@ -4,9 +4,8 @@ // shader 8c1e55fd967b0496 // 1/4 -> 1/16 bloom pyramid . Pixelated unless scaled but still needs blur for light bleed.. // To-do. Check if screen res is * samples stable -const float resScale = 4.0; -//const int sampleScale = 1; -//const float resScale = 4.0; +const float resScale = ; +const float lightBloom = 0.95; highp float lineRand(vec2 co) { highp float a = 12.9898; @@ -25,7 +24,7 @@ uniform vec2 uf_fragCoordScale; // FabriceNeyret2, single pass gaussian by intermediate MIPmap level. https://www.shadertoy.com/view/ltScRG // I hereby pledge my loyalty to the FabriceNeyret2 fanclub, this is bloody beautiful! -const int samples = 8, //check if must scale to pascal levels +const int samples = 16, //check if must scale to pascal levels LOD = 2, // gaussian done on MIPmap at scale LOD sLOD = 1 << LOD; // tile size = 2^LOD const float sigma = float(samples) * .25; @@ -104,7 +103,7 @@ void main() vec2 uv = coord * ps; R4f.xyz = blur(textureUnitPS0, uv, ps).xyz; - //R4f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); + R4f.xyz += (texture(textureUnitPS0, R1f.xy).xyz)/2; R3f.xyz = (texture(textureUnitPS0, R0f.zw).xyz); R2f.xyz = (texture(textureUnitPS0, R2f.xy).xyz);// prob? R1f.xyz = (texture(textureUnitPS0, R1f.zw).xyz); @@ -173,11 +172,11 @@ void main() PV1f.w = R127f.w; // 6 PV0f.x = PV1f.z + -(PV1f.w); - R5f.y = (PV1f.y * 0.30 + R127f.x);//degree of bloom - R5f.x = (PV1f.x * 0.30 + R127f.z); + R5f.y = (PV1f.y * 0.275 + R127f.x)*lightBloom;//degree of bloom + R5f.x = (PV1f.x * 0.275 + R127f.z)*lightBloom; PS0f = R5f.x; // 7 - R5f.z = (PV0f.x * 0.30 + R127f.w); + R5f.z = (PV0f.x * 0.275 + R127f.w)*lightBloom; // export passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w); } diff --git a/Source/XenobladeX/rules.txt b/Source/XenobladeX/rules.txt index 9858a263..c8021069 100644 --- a/Source/XenobladeX/rules.txt +++ b/Source/XenobladeX/rules.txt @@ -32,25 +32,12 @@ tileModesExcluded = 0x001 overwriteWidth = overwriteHeight = -[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks -width = 854 -height = 480 -overwriteWidth = -overwriteHeight = - -[TextureRedefine] # half-res alpha -width = 640 -height = 360 -formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures -tileModesExcluded = 0x001 -overwriteWidth = -overwriteHeight = - -[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround) -width = 320 -height = 180 -overwriteWidth = -overwriteHeight = +[TextureRedefine] #XCX shadow +width = 1024 +height = 1024 +formats = 0x005 +overwriteWidth = +overwriteHeight = [TextureRedefine] # Gear menu width = 1024 @@ -59,50 +46,156 @@ formatsExcluded = 0x001 #in game movies, stasis overwriteWidth = overwriteHeight = -[TextureRedefine] # Fog -width = 426 -height = 240 -overwriteWidth = -overwriteHeight = +[TextureRedefine] # Do not remove, must be upscaled with same factor as TV or probe view breaks +width = 854 +height = 480 +overwriteWidth = +overwriteHeight = -// vvvv credits to Getdls & GITech vvvv // +[TextureRedefine] # half-res alpha +width = 640 +height = 360 +formatsExcluded = 0x41A,0x033,0x031,0x001 #dialog prompt fixes, XCX Logo NLA exclude obvious textures +tileModesExcluded = 0x001 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions +width = 512 +height = 512 +formats = 0x005 +overwriteWidth = +overwriteHeight = [TextureRedefine] # Sun, Light Sources (plants, armor etc) width = 512 height = 288 -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # Fog +width = 426 +height = 240 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # q-res alpha (Previously not added due to potential conflict, please remove rule when using Xeno GCN4 workaround) +width = 320 +height = 180 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] +width = 261 +height = 223 +#formatsExcluded = +overwriteWidth = +overwriteHeight = + +[TextureRedefine] +width = 256 +height = 180 +#formatsExcluded = +overwriteWidth = +overwriteHeight = [TextureRedefine] # "God rays" stencil res, lens reflections. width = 256 height = 144 -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = -[TextureRedefine]# Probe glow. Does not increase sample amount, only scales up +#[TextureRedefine] # lod switch dithering, don't scale +#width = 256 +#height = 8 +#formats = 0x01a # verify not to scale. + +#[TextureRedefine] # lod switch dithering, don't scale +#width = 256 +#height = 4 +#formats = 0x01a # verify not to scale. + + +[TextureRedefine] # +width = 255 +height = 255 +formats = 0x01a,0x810 # verify later +overwriteWidth = +overwriteHeight = + +[TextureRedefine]# Probe glow. width = 160 height = 90 #formatsExcluded = 0x816 #fixed in shader -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = + +[TextureRedefine] +width = 128 +height = 128 +formats = 0x806 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] +width = 128 +height = 90 +#formatsExcluded = +overwriteWidth = +overwriteHeight = [TextureRedefine]# should up-scale from 35 to keep aligment with other 16:9 buffers width = 80 height = 46 #formatsExcluded = 0x816 #fixed in shader -overwriteWidth = -overwriteHeight = +overwriteWidth = +overwriteHeight = -[TextureRedefine] #XCX shadow -width = 1024 -height = 1024 -formats = 0x005 -overwriteWidth = -overwriteHeight = - -[TextureRedefine] #XCX Dynamic shadow scale both same for smoother transitions -width = 512 -height = 512 -formats = 0x005 -overwriteWidth = -overwriteHeight = +[TextureRedefine] # +width = 64 +height = 64 +formats = 0x816,0x820 #001a includes cube breaks if scaled +overwriteWidth = +overwriteHeight = + +[TextureRedefine] +width = 64 +height = 46 +#formatsExcluded = +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # +height = 32 +height = 32 +formats = 0x806 #001a includes cube breaks flashlight scene +overwriteWidth = +overwriteHeight = + +#[TextureRedefine] #grading don't scale +#width = 16 +#height = 16 +#formatsExcluded = +#overwriteWidth = 16 +#overwriteHeight = 16 + +[TextureRedefine] # +width = 8 +height = 8 +formats = 0x806 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # +width = 4 +height = 4 +formats = 0x80e,0x81e #R16,RG16 +overwriteWidth = +overwriteHeight = + +[TextureRedefine] # +width = 1 +height = 1 +formats = 0x008,0x01a,081e +overwriteWidth = +overwriteHeight = diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index a4cbca78..5461b26c 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -4,7 +4,7 @@ // 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 -const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ +const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+ const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive. uniform ivec4 uf_remappedPS[1]; diff --git a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt index 7f38ffda..c4ef5256 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -4,7 +4,7 @@ // 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 -const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ +const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+ const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive. uniform ivec4 uf_remappedPS[1];