[Lost World] remove brightness workaround

issue is much more involved than I thought, possibly the game's HDR is broken?

...ayo @blueskythlikesclouds 👀
This commit is contained in:
M&M 2021-01-28 20:15:15 -08:00
parent 519ea6ebb1
commit 4b6e102bf8
4 changed files with 0 additions and 342 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// shader 7658289ba65cb755
const float brightness = (16.0/9.0);
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(4, 1, 1) uniform sampler2D textureUnitPS4;
layout(location = 0) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
R0f.x = (texture(textureUnitPS4, R0f.yy).x);
// 0
backupReg0f = R0f.x;
PV0f.x = backupReg0f + intBitsToFloat(0x3a83126f);
// 1
PS1f = 1.0 / PV0f.x;
// 2
PV0f.z = PS1f * intBitsToFloat(uf_remappedPS[0].x);
// 3
PV1f.y = max(PV0f.z, intBitsToFloat(0x3d800000));
// 4
PV0f.x = min(PV1f.y, intBitsToFloat(0x41800000));
// 5
R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w) * brightness;
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// shader 971a39bb79e32fd1
const float brightness = (16.0/9.0);
#ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock
{
uniform ivec4 uf_remappedPS[8];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[8];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = R2f.x + -(1.0);
// 1
R123f.x = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.y);
PV1f.x = R123f.x;
R1f.z = intBitsToFloat(((PV0f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
R123f.w = (mul_nonIEEE(R2f.x,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.z);
PV1f.w = R123f.w;
// 2
R123f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.w);
PV0f.z = R123f.z;
// 3
R123f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + PV0f.y);
PV1f.x = R123f.x;
R0f.w = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.z);
// 4
R1f.w = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
R0f.z = 1.0 / PV1f.x;
PS0f = R0f.z;
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
PV0f.x = -(R1f.w) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.y = R0f.w * R0f.z;
R127f.z = R1f.x + intBitsToFloat(0x3a83126f);
// 1
PV1f.y = -(PV0f.y) + -(R1f.w);
PS1f = 1.0 / PV0f.x;
// 2
R127f.w = mul_nonIEEE(PS1f, PV1f.y);
R127f.w = clamp(R127f.w, 0.0, 1.0);
PV0f.w = R127f.w;
R126f.w = 1.0 / R127f.z;
PS0f = R126f.w;
// 3
R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[5].y)) + intBitsToFloat(uf_remappedPS[6].y));
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
// 4
R127f.y = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].w)) + intBitsToFloat(uf_remappedPS[6].w));
R127f.y = clamp(R127f.y, 0.0, 1.0);
R123f.z = (mul_nonIEEE(R127f.w,intBitsToFloat(uf_remappedPS[5].z)) + intBitsToFloat(uf_remappedPS[6].z));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV0f.z = R123f.z;
PV0f.w = -(PV1f.x) + 1.0;
// 5
PV1f.x = min(PV0f.z, PV0f.w);
PV1f.z = R126f.w * intBitsToFloat(uf_remappedPS[7].x);
// 6
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
PV0f.z = R127f.y + PV1f.x;
// 7
PV1f.x = min(PV0f.y, intBitsToFloat(0x41800000));
R127f.y = min(PV0f.z, intBitsToFloat(0x3f7efeff));
PV1f.y = R127f.y;
// 8
backupReg0f = R3f.x;
backupReg1f = R3f.y;
backupReg2f = R3f.z;
R3f.x = mul_nonIEEE(backupReg0f, PV1f.x);
R3f.y = mul_nonIEEE(backupReg1f, PV1f.x);
R3f.z = mul_nonIEEE(backupReg2f, PV1f.x);
PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w) * brightness;
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// shader e1d2a971c93cd82a
const float brightness = (16.0/9.0);
#ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock
{
uniform ivec4 uf_remappedPS[8];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[8];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(4, 1, 2) uniform sampler2D textureUnitPS4;
layout(location = 0) in vec4 passParameterSem136;
layout(location = 1) in vec4 passParameterSem137;
layout(location = 0) out vec4 passPixelColor0;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R126f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
PV0f.w = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
// 1
R123f.x = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].z)) + PV0f.y);
PV1f.x = R123f.x;
R123f.z = (mul_nonIEEE(R0f.z,intBitsToFloat(uf_remappedPS[1].w)) + PV0f.w);
PV1f.z = R123f.z;
// 2
R1f.y = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.x);
R0f.w = (mul_nonIEEE(R0f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z);
R1f.x = (texture(textureUnitPS4, R1f.xx).x);
// 0
R127f.x = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].z)) + R1f.y);
R127f.y = R1f.x + intBitsToFloat(0x3a83126f);
R123f.z = (mul_nonIEEE(R0f.x,intBitsToFloat(uf_remappedPS[3].w)) + R0f.w);
PV0f.z = R123f.z;
// 1
R126f.x = intBitsToFloat(uf_remappedPS[4].x) + intBitsToFloat(uf_remappedPS[4].w);
PV1f.x = R126f.x;
PS1f = 1.0 / PV0f.z;
// 2
PV0f.z = -(PV1f.x) + intBitsToFloat(uf_remappedPS[4].z);
PV0f.w = R127f.x * PS1f;
PS0f = 1.0 / R127f.y;
// 3
PV1f.z = PS0f * intBitsToFloat(uf_remappedPS[5].x);
PV1f.w = -(PV0f.w) + -(R126f.x);
PS1f = 1.0 / PV0f.z;
// 4
R126f.x = mul_nonIEEE(PS1f, PV1f.w);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV0f.x = R126f.x;
PV0f.y = max(PV1f.z, intBitsToFloat(0x3d800000));
// 5
R127f.x = min(PV0f.y, intBitsToFloat(0x41800000));
PV1f.x = R127f.x;
R123f.z = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[7].y));
R123f.z = clamp(R123f.z, 0.0, 1.0);
PV1f.z = R123f.z;
// 6
R0f.x = mul_nonIEEE(R2f.x, PV1f.x);
R123f.y = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[7].z));
R123f.y = clamp(R123f.y, 0.0, 1.0);
PV0f.y = R123f.y;
PV0f.z = -(PV1f.z) + 1.0;
R127f.w = (mul_nonIEEE(R126f.x,intBitsToFloat(uf_remappedPS[6].w)) + intBitsToFloat(uf_remappedPS[7].w));
R127f.w = clamp(R127f.w, 0.0, 1.0);
R0f.y = mul_nonIEEE(R2f.y, PV1f.x);
PS0f = R0f.y;
// 7
R0f.z = mul_nonIEEE(R2f.z, R127f.x);
PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w) * brightness;
}

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[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = Brightness
path = "Sonic Lost World/Workarounds/Brightness"
description = This fixes the game from looking too dark. Made by M&&M.
version = 4