Add PC preset to SLW brightness workaround

This commit is contained in:
Michael 2019-11-30 09:58:41 -08:00
parent c1b904314d
commit 2b7c07df06
4 changed files with 30 additions and 4 deletions

View File

@ -13,6 +13,12 @@
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// shader 7658289ba65cb755 // shader 7658289ba65cb755
#define preset $preset
#if (preset == 0)
const float brightness = (16.0/9.0);
#elif (preset == 1)
const float brightness = 2.2;
#endif
#ifdef VULKAN #ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock layout(set = 1, binding = 2) uniform ufBlock
{ {
@ -73,5 +79,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x); R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x); R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export // export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * (16.0/9.0); passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * brightness;
} }

View File

@ -13,6 +13,12 @@
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// shader 971a39bb79e32fd1 // shader 971a39bb79e32fd1
#define preset $preset
#if (preset == 0)
const float brightness = (16.0/9.0);
#elif (preset == 1)
const float brightness = 2.2;
#endif
#ifdef VULKAN #ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock layout(set = 1, binding = 3) uniform ufBlock
{ {
@ -131,5 +137,5 @@ PV0f.w = -(PV1f.y) + 1.0;
// 9 // 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y); R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export // export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * (16.0/9.0); passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * brightness;
} }

View File

@ -13,6 +13,12 @@
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// shader e1d2a971c93cd82a // shader e1d2a971c93cd82a
#define preset $preset
#if (preset == 0)
const float brightness = (16.0/9.0);
#elif (preset == 1)
const float brightness = 2.2;
#endif
#ifdef VULKAN #ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock layout(set = 1, binding = 3) uniform ufBlock
{ {
@ -117,5 +123,5 @@ PV1f.w = min(PV0f.y, PV0f.z);
// 8 // 8
R0f.w = R127f.w + PV1f.w; R0f.w = R127f.w + PV1f.w;
// export // export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * (16.0/9.0); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * brightness;
} }

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@ -2,5 +2,13 @@
titleIds = 0005000010135700,000500001012B100,0005000010128F00 titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = Brightness name = Brightness
path = "Sonic Lost World/Workarounds/Brightness" path = "Sonic Lost World/Workarounds/Brightness"
description = This fixes the game from being too dark description = This fixes the game from looking too dark.
version = 4 version = 4
[Preset]
name = Wii U (Default)
$preset:int = 0
[Preset]
name = PC
$preset:int = 1