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[SLW] improve brightness fix
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parent
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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const float brightnessMultiplier = 1.6;
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const float brightnessMultiplier = 1.777777777777778;
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// shader 7658289ba65cb755
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// shader 7658289ba65cb755
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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const float brightnessMultiplier = 1.6;
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const float brightnessMultiplier = 1.777777777777778;
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// shader 971a39bb79e32fd1
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// shader 971a39bb79e32fd1
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uniform ivec4 uf_remappedPS[8];
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uniform ivec4 uf_remappedPS[8];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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const float brightnessMultiplier = 1.6;
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const float brightnessMultiplier = 1.777777777777778;
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// shader e1d2a971c93cd82a
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// shader e1d2a971c93cd82a
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uniform ivec4 uf_remappedPS[8];
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uniform ivec4 uf_remappedPS[8];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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