From 6191ba122377e800c76622fbfcac4872848c82b1 Mon Sep 17 00:00:00 2001 From: getdls Date: Tue, 13 Mar 2018 23:42:29 +0100 Subject: [PATCH] [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+ --- .../3cf2d31fbf321520_0000000000000000_vs.txt | 60 +++++++++++++++++++ .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 12 ++-- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 12 ++-- 3 files changed, 72 insertions(+), 12 deletions(-) create mode 100644 Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt diff --git a/Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt b/Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt new file mode 100644 index 00000000..57b14549 --- /dev/null +++ b/Source/XenobladeX/3cf2d31fbf321520_0000000000000000_vs.txt @@ -0,0 +1,60 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 3cf2d31fbf321520 +//bloom align last merge +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem1; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 0) out vec4 passParameterSem0; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +uvec4 attrDecoder; +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +attrDecoder.xyz = attrDataSem0.xyz; +attrDecoder.xyz = (attrDecoder.xyz>>24)|((attrDecoder.xyz>>8)&0xFF00)|((attrDecoder.xyz<<8)&0xFF0000)|((attrDecoder.xyz<<24)); +attrDecoder.w = 0; +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(floatBitsToInt(1.0))); +attrDecoder.xy = attrDataSem1.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +R2f.x = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedVS[0].x)) + (intBitsToFloat(uf_remappedVS[0].z)*1.3)); +R2f.y = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedVS[0].y)) + (intBitsToFloat(uf_remappedVS[0].w)*1.3)); +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem0 = vec4(R2f.x, R2f.y, R2f.z, R2f.z); +// 0 +} diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index 48214d7a..915f76bd 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -5,11 +5,11 @@ // changes here in turn "breaks" bloom as they over or under expose depending on day/night //old contrasty, or just copy paste clarity -const float gamma = 0.95; // 1.0 is neutral +const float gamma = 0.92; // 1.0 is neutral const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float vibrance = 0.3175; // 0.0 is neutral -const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail -const float postExposure = 1.06; // 1.0 is neutral, then slightly raise exposure back up. +const float vibrance = 0.318; // 0.0 is neutral +const float lift = 0.001; // 0.0 is neutral. loss of shadow detail +const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); @@ -23,7 +23,7 @@ vec3 contrasty(vec3 colour){ vec3 lightness = vec3((mn + mx) / 2.0); // vibrance fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); - fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + fColour = max(vec3(0.0), fColour + vec3(lift)); return fColour; } @@ -71,7 +71,7 @@ vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.975 -(lineRand(gl_FragCoord.xy)*0.02)); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.xy)*0.015)); //R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1); // 0 R0f.xyz = contrasty(R0f.xyz); diff --git a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt index c9b3370a..ea8554ec 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -6,11 +6,11 @@ // changes here in turn "breaks" bloom as they over or under expose depending on day/night //old contrasty, or just copy paste clarity -const float gamma = 0.95; // 1.0 is neutral +const float gamma = 0.92; // 1.0 is neutral const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. -const float vibrance = 0.3175; // 0.0 is neutral -const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail -const float postExposure = 1.06; // 1.0 is neutral, then slightly raise exposure back up. +const float vibrance = 0.318; // 0.0 is neutral +const float lift = 0.001; // 0.0 is neutral. loss of shadow detail +const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); @@ -24,7 +24,7 @@ vec3 contrasty(vec3 colour){ vec3 lightness = vec3((mn + mx) / 2.0); // vibrance fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); - fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + fColour = max(vec3(0.0), fColour + vec3(lift)); return fColour; } @@ -72,7 +72,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.975 -(lineRand(gl_FragCoord.yx)*0.02)); +R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.yx)*0.015)); //R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure; // 0 R0f.xyz = contrasty(R0f.xyz);