mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-26 01:41:49 +01:00
Revert "[XCX] Brightness v2 - More useful for AMD"
This reverts commit 822ffb1f5d
.
This commit is contained in:
parent
8c4d7e6a4b
commit
59e0ce3381
@ -1,15 +1,7 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader 3cc7e98f78c258b4 // XBX brightness issue workaround
|
||||
|
||||
//Bit more contrast, should be simlar to Wiiu
|
||||
const float topCutoff = 0.4; // Upper limit around .5
|
||||
const float bottomCutoff = 0.9; // 1.0 is neutral. Lower less dark, less contrast mixed.
|
||||
const float gamma = 0.9; // 1.0 is neutral
|
||||
const float exposure = 1.0; // 1.0 is neutral
|
||||
const float vibrance = 0.108; // 0.0 is neutral
|
||||
const float crushContrast = 0.0002; // 0.0 is neutral.
|
||||
|
||||
const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA
|
||||
// shader 3cc7e98f78c258b4
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
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
|
||||
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||||
@ -41,31 +33,31 @@ bool predResult = true;
|
||||
vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
|
||||
// 0
|
||||
R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
|
||||
R127f.x = clamp((R127f.x*topCutoff), 0.0, 1.0);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
|
||||
R127f.y = clamp((R127f.y*topCutoff), 0.0, 1.0);
|
||||
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||||
PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
|
||||
PV0f.z = clamp((PV0f.z*topCutoff), 0.0, 1.0);
|
||||
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
|
||||
R1f.w = 1.0;
|
||||
// 1
|
||||
tempResultf = log2(PV0f.z);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; // -3.40282347E+38F
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 2
|
||||
R127f.z = PS1f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); //
|
||||
R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
|
||||
tempResultf = log2(R127f.y);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS0f = tempResultf;
|
||||
// 3
|
||||
R127f.w = PS0f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); ///
|
||||
R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
|
||||
tempResultf = log2(R127f.x);
|
||||
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||||
PS1f = tempResultf;
|
||||
// 4
|
||||
R127f.x = PS1f *bottomCutoff* intBitsToFloat(0x3ee8ba2e);
|
||||
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
|
||||
PS0f = exp2(R127f.z);
|
||||
// 5
|
||||
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
||||
@ -77,17 +69,5 @@ PS0f = exp2(R127f.x);
|
||||
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
||||
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
|
||||
// export
|
||||
vec3 fColour = (R1f.xyz);
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
||||
float mn = min(min(fColour.r, fColour.g), fColour.b);
|
||||
float mx = max(max(fColour.r, fColour.g), fColour.b);
|
||||
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
|
||||
vec3 lightness = vec3((mn + mx)/2.0);
|
||||
// vibrance
|
||||
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
|
||||
|
||||
passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R1f.w);
|
||||
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user