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https://github.com/cemu-project/cemu_graphic_packs.git
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Add PC preset to SLW brightness workaround
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c1b904314d
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@ -13,6 +13,12 @@
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#endif
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// shader 7658289ba65cb755
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// shader 7658289ba65cb755
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#define preset $preset
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#if (preset == 0)
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const float brightness = (16.0/9.0);
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#elif (preset == 1)
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const float brightness = 2.2;
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#endif
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 1, binding = 2) uniform ufBlock
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layout(set = 1, binding = 2) uniform ufBlock
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{
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{
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@ -73,5 +79,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
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R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
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R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
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R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
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R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
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// export
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * (16.0/9.0);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * brightness;
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}
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}
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@ -13,6 +13,12 @@
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#endif
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// shader 971a39bb79e32fd1
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// shader 971a39bb79e32fd1
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#define preset $preset
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#if (preset == 0)
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const float brightness = (16.0/9.0);
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#elif (preset == 1)
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const float brightness = 2.2;
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#endif
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 1, binding = 3) uniform ufBlock
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layout(set = 1, binding = 3) uniform ufBlock
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{
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{
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@ -131,5 +137,5 @@ PV0f.w = -(PV1f.y) + 1.0;
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// 9
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// 9
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R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
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R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
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// export
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// export
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * (16.0/9.0);
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * brightness;
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}
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}
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@ -13,6 +13,12 @@
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
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#endif
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#endif
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// shader e1d2a971c93cd82a
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// shader e1d2a971c93cd82a
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#define preset $preset
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#if (preset == 0)
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const float brightness = (16.0/9.0);
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#elif (preset == 1)
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const float brightness = 2.2;
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#endif
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#ifdef VULKAN
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#ifdef VULKAN
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layout(set = 1, binding = 3) uniform ufBlock
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layout(set = 1, binding = 3) uniform ufBlock
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{
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{
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@ -117,5 +123,5 @@ PV1f.w = min(PV0f.y, PV0f.z);
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// 8
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// 8
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R0f.w = R127f.w + PV1f.w;
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R0f.w = R127f.w + PV1f.w;
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// export
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * (16.0/9.0);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * brightness;
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}
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}
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@ -2,5 +2,13 @@
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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titleIds = 0005000010135700,000500001012B100,0005000010128F00
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name = Brightness
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name = Brightness
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path = "Sonic Lost World/Workarounds/Brightness"
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path = "Sonic Lost World/Workarounds/Brightness"
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description = This fixes the game from being too dark
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description = This fixes the game from looking too dark.
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version = 4
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version = 4
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[Preset]
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name = Wii U (Default)
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$preset:int = 0
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[Preset]
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name = PC
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$preset:int = 1
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