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Revert "[XCX] Brightness v2 - More useful for AMD"
This reverts commit 822ffb1f5d
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8c4d7e6a4b
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59e0ce3381
@ -1,15 +1,7 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 3cc7e98f78c258b4 // XBX brightness issue workaround
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//Bit more contrast, should be simlar to Wiiu
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const float topCutoff = 0.4; // Upper limit around .5
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const float bottomCutoff = 0.9; // 1.0 is neutral. Lower less dark, less contrast mixed.
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const float gamma = 0.9; // 1.0 is neutral
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const float exposure = 1.0; // 1.0 is neutral
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const float vibrance = 0.108; // 0.0 is neutral
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const float crushContrast = 0.0002; // 0.0 is neutral.
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const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA
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// shader 3cc7e98f78c258b4
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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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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
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@ -41,31 +33,31 @@ 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);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
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// 0
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R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
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R127f.x = clamp((R127f.x*topCutoff), 0.0, 1.0);
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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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R127f.y = clamp((R127f.y*topCutoff), 0.0, 1.0);
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R127f.y = clamp(R127f.y, 0.0, 1.0);
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PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.z = clamp((PV0f.z*topCutoff), 0.0, 1.0);
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PV0f.z = clamp(PV0f.z, 0.0, 1.0);
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R1f.w = 1.0;
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// 1
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tempResultf = log2(PV0f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; // -3.40282347E+38F
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.z = PS1f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); //
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R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.y);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.w = PS0f*bottomCutoff * intBitsToFloat(0x3ee8ba2e); ///
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R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.x);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 4
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R127f.x = PS1f *bottomCutoff* intBitsToFloat(0x3ee8ba2e);
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R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
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PS0f = exp2(R127f.z);
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// 5
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R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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@ -77,17 +69,5 @@ 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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vec3 fColour = (R1f.xyz);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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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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passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R1f.w);
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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