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[XCX] Brightness/colour tweaks
Less pre expose, more post...I'm guessing AMD should be around exposure = 0.25;
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@ -4,8 +4,30 @@
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
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//old contrasty, or just copy paste clarity
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const float gamma = 0.95; // 1.0 is neutral
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const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float vibrance = 0.3175; // 0.0 is neutral
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const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up.
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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@ -49,9 +71,10 @@ vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (preExposure -(lineRand(gl_FragCoord.xy)*0.02));
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.975 -(lineRand(gl_FragCoord.xy)*0.02));
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//R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1);
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// 0
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R0f.xyz = contrasty(R0f.xyz);
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R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
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@ -86,6 +109,7 @@ PS0f = exp2(R127f.x);
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R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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// export
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R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0);
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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//R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0);
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*postExposure;
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}
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@ -4,8 +4,29 @@
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// cross fade brightness
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
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//old contrasty, or just copy paste clarity
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const float gamma = 0.95; // 1.0 is neutral
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const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float vibrance = 0.3175; // 0.0 is neutral
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const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.16; // 1.0 is neutral, then slightly raise exposure back up.
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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@ -51,9 +72,10 @@ bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (preExposure -(lineRand(gl_FragCoord.yx)*0.02));
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.975 -(lineRand(gl_FragCoord.yx)*0.02));
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//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
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// 0
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R0f.xyz = contrasty(R0f.xyz);
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backupReg0f = R0f.x;
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PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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@ -101,6 +123,7 @@ R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
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R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
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R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
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// export
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R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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//R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*postExposure;
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}
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