Revert "[XCX] Brightness v2 - More useful for AMD"

This reverts commit 822ffb1f5d.
This commit is contained in:
getdls 2017-06-27 18:47:07 +02:00
parent 8c4d7e6a4b
commit 59e0ce3381

View File

@ -1,15 +1,7 @@
#version 420 #version 420
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
// shader 3cc7e98f78c258b4 // XBX brightness issue workaround const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA
// shader 3cc7e98f78c258b4
//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.
uniform ivec4 uf_remappedPS[1]; 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 = 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 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; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0f = passParameterSem0; R0f = passParameterSem0;
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
// 0 // 0
R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x); 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 = 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 = 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; R1f.w = 1.0;
// 1 // 1
tempResultf = log2(PV0f.z); 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; PS1f = tempResultf;
// 2 // 2
R127f.z = PS1f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); // R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.y); tempResultf = log2(R127f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf; PS0f = tempResultf;
// 3 // 3
R127f.w = PS0f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); /// R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.x); tempResultf = log2(R127f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf; PS1f = tempResultf;
// 4 // 4
R127f.x = PS1f *bottomCutoff* intBitsToFloat(0x3ee8ba2e); R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
PS0f = exp2(R127f.z); PS0f = exp2(R127f.z);
// 5 // 5
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); 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)); 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); R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
// export // export
vec3 fColour = (R1f.xyz); passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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);
} }