[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+
This commit is contained in:
getdls 2018-03-13 23:42:29 +01:00
parent 63f5630a36
commit 6191ba1223
3 changed files with 72 additions and 12 deletions

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@ -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
}

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@ -5,11 +5,11 @@
// changes here in turn "breaks" bloom as they over or under expose depending on day/night // changes here in turn "breaks" bloom as they over or under expose depending on day/night
//old contrasty, or just copy paste clarity //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 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 vibrance = 0.318; // 0.0 is neutral
const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail const float lift = 0.001; // 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 postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up.
vec3 contrasty(vec3 colour){ vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz); vec3 fColour = (colour.xyz);
@ -23,7 +23,7 @@ vec3 contrasty(vec3 colour){
vec3 lightness = vec3((mn + mx) / 2.0); vec3 lightness = vec3((mn + mx) / 2.0);
// vibrance // vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); 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; return fColour;
} }
@ -71,7 +71,7 @@ vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0f = passParameterSem0; 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); //R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1);
// 0 // 0
R0f.xyz = contrasty(R0f.xyz); R0f.xyz = contrasty(R0f.xyz);

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@ -6,11 +6,11 @@
// changes here in turn "breaks" bloom as they over or under expose depending on day/night // changes here in turn "breaks" bloom as they over or under expose depending on day/night
//old contrasty, or just copy paste clarity //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 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 vibrance = 0.318; // 0.0 is neutral
const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail const float lift = 0.001; // 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 postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up.
vec3 contrasty(vec3 colour){ vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz); vec3 fColour = (colour.xyz);
@ -24,7 +24,7 @@ vec3 contrasty(vec3 colour){
vec3 lightness = vec3((mn + mx) / 2.0); vec3 lightness = vec3((mn + mx) / 2.0);
// vibrance // vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); 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; return fColour;
} }
@ -72,7 +72,7 @@ bool predResult = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0f = passParameterSem0; 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; //R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
// 0 // 0
R0f.xyz = contrasty(R0f.xyz); R0f.xyz = contrasty(R0f.xyz);