From 59e0ce3381a2d1f60b707c94447bb7f2a5211711 Mon Sep 17 00:00:00 2001 From: getdls Date: Tue, 27 Jun 2017 18:47:07 +0200 Subject: [PATCH] Revert "[XCX] Brightness v2 - More useful for AMD" This reverts commit 822ffb1f5de2f09792c4071299a73c06f5d122af. --- .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 42 +++++-------------- 1 file changed, 11 insertions(+), 31 deletions(-) diff --git a/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index f7f14ff3..4ced3adb 100644 --- a/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XCX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -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); }