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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] Adjustable brightness new default, bloom alignment
Slight lift to shadows + gamma balancing loss of contrast. Works better for hardcoded night scenes, NLA attack, opening Bloom alignment merge pass, mostly for 4k+
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Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt
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60
Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt
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@ -0,0 +1,60 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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#extension GL_ARB_shading_language_packing : enable
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// shader 3cf2d31fbf321520
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//bloom align last merge
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uniform ivec4 uf_remappedVS[1];
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uniform vec2 uf_windowSpaceToClipSpaceTransform;
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layout(location = 0) in uvec4 attrDataSem0;
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layout(location = 1) in uvec4 attrDataSem1;
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out gl_PerVertex
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{
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vec4 gl_Position;
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float gl_PointSize;
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};
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layout(location = 0) out vec4 passParameterSem0;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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uvec4 attrDecoder;
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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attrDecoder.xyz = attrDataSem0.xyz;
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attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24));
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attrDecoder.w = 0;
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R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0)));
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attrDecoder.xy = attrDataSem1.xy;
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attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24));
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attrDecoder.z = 0;
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attrDecoder.w = 0;
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R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0)));
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// 0
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backupReg0f = R2f.x;
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backupReg1f = R2f.y;
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R2f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[0].x)) + (intBitsToFloat(uf_remappedVS[0].z)*1.3));
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R2f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedVS[0].y)) + (intBitsToFloat(uf_remappedVS[0].w)*1.3));
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// export
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gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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// export
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passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z);
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// 0
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}
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@ -5,11 +5,11 @@
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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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 gamma = 0.92; // 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 = 1.06; // 1.0 is neutral, then slightly raise exposure back up.
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const float vibrance = 0.318; // 0.0 is neutral
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const float lift = 0.001; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.05; // 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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@ -23,7 +23,7 @@ vec3 contrasty(vec3 colour){
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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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fColour = max(vec3(0.0), fColour + vec3(lift));
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return fColour;
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}
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@ -71,7 +71,7 @@ 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) * (0.975 -(lineRand(gl_FragCoord.xy)*0.02));
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.xy)*0.015));
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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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@ -6,11 +6,11 @@
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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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 gamma = 0.92; // 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 = 1.06; // 1.0 is neutral, then slightly raise exposure back up.
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const float vibrance = 0.318; // 0.0 is neutral
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const float lift = 0.001; // 0.0 is neutral. loss of shadow detail
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const float postExposure = 1.05; // 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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@ -24,7 +24,7 @@ vec3 contrasty(vec3 colour){
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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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fColour = max(vec3(0.0), fColour + vec3(lift));
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return fColour;
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}
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@ -72,7 +72,7 @@ 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) * (0.975 -(lineRand(gl_FragCoord.yx)*0.02));
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.yx)*0.015));
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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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