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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-22 09:39:17 +01:00
[XCX] Colour banding fix, godray stencil, AA and brightness tweaks
Add - God ray stencil scaling. Actually does improve quality.. just hard to notice Fix - Sky colour banding, increase depth + dithering Improve - Brightness truncation banding, increase depth + dithering Improve - AA "fix" edges was still using old logic
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@ -61,7 +61,7 @@ R0i = floatBitsToInt(passParameterSem0);
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R1i = floatBitsToInt(passParameterSem1);
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if( activeMaskStackC[1] == true ) {
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//R2i.xyzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R0i.zw)).xyzw); // cemu bug? Review later
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R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic
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//R0i.x = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).x); // edge blur/chromatic
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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127
Source/XenobladeX/810cde937ebbdf9f_000000000000000f_ps.txt
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127
Source/XenobladeX/810cde937ebbdf9f_000000000000000f_ps.txt
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@ -0,0 +1,127 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 810cde937ebbdf9f // Tiny rand dithering fixing sky banding
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// To-do incremental seed would be lovely... except from using previous pass as input I have no idea..
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uniform ivec4 uf_remappedPS[5];
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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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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R0f = passParameterSem0;
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R0f.xy = R0f.xy - (lineRand(gl_FragCoord.xy)*0.015);
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// 0
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backupReg0f = R0f.x;
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg2f = R0f.z;
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tempf.x = dot(vec4(backupReg0f,backupReg1f,backupReg2f,-0.0),vec4(backupReg0f,backupReg1f,backupReg2f,0.0));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R1f.w = 1.0;
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PS0f = R1f.w;
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// 1
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tempResultf = 1.0 / sqrt(PV0f.x);
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PS1f = tempResultf;
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// 2
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R127f.x = R0f.x * PS1f;
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PV0f.x = R127f.x;
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R127f.y = R0f.y * PS1f;
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PV0f.y = R127f.y;
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R127f.z = R0f.z * PS1f;
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PV0f.z = R127f.z;
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// 3
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tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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// 4
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PV0f.x = intBitsToFloat(uf_remappedPS[1].z) * R127f.z;
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PV0f.w = max(PV1f.x, -(PV1f.x));
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// 5
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R123f.x = (intBitsToFloat(uf_remappedPS[1].y) * R127f.y + PV0f.x);
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PV1f.x = R123f.x;
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R127f.z = -(PV0f.w) + 1.0;
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PV1f.z = R127f.z;
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// 6
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R123f.w = (intBitsToFloat(uf_remappedPS[1].x) * R127f.x + PV1f.x);
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R123f.w = clamp(R123f.w, 0.0, 1.0);
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PV0f.w = R123f.w;
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tempResultf = log2(PV1f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 7
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PV1f.x = PS0f * intBitsToFloat(uf_remappedPS[2].w);
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tempResultf = log2(PV0f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 8
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PV0f.y = PS1f * intBitsToFloat(uf_remappedPS[3].w);
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R127f.w = exp2(PV1f.x);
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PS0f = R127f.w;
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// 9
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R127f.x = (R127f.z * intBitsToFloat(0x3f733333) + -(PS0f));
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PV1f.z = PS0f + -(intBitsToFloat(0x3f4ccccd));
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R126f.x = exp2(PV0f.y);
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PS1f = R126f.x;
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// 10
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PV0f.y = PV1f.z * intBitsToFloat(0x40a00000);
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PV0f.y = clamp(PV0f.y, 0.0, 1.0);
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// 11
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backupReg0f = R127f.w;
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R127f.w = (R127f.x * PV0f.y + backupReg0f);
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PV1f.w = R127f.w;
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// 12
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R127f.y = (PV1f.w * intBitsToFloat(uf_remappedPS[2].y) + intBitsToFloat(uf_remappedPS[4].y));
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R127f.z = (PV1f.w * intBitsToFloat(uf_remappedPS[2].x) + intBitsToFloat(uf_remappedPS[4].x));
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// 13
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R123f.x = (R127f.w * intBitsToFloat(uf_remappedPS[2].z) + intBitsToFloat(uf_remappedPS[4].z));
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PV1f.x = R123f.x;
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// 14
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R1f.x = (R126f.x * intBitsToFloat(uf_remappedPS[3].x) + R127f.z);
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R1f.y = (R126f.x * intBitsToFloat(uf_remappedPS[3].y) + R127f.y);
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R1f.z = (R126f.x * intBitsToFloat(uf_remappedPS[3].z) + PV1f.x);
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// export
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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@ -72,11 +72,11 @@ height = 288
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overwriteWidth = <?=round($scaleFactorX*512)?>
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overwriteHeight = <?=round($scaleFactorY*288)?>
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#[TextureRedefine] # "God rays" size (not quality), lens reflections.
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#width = 256
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#height = 144
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#overwriteWidth = <?=round($scaleFactorX*256)?>
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#overwriteHeight = <?=round($scaleFactorY*144)?>
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[TextureRedefine] # "God rays" stencil res, lens reflections.
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width = 256
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height = 144
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overwriteWidth = <?=round($scaleFactorX*256)?>
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overwriteHeight = <?=round($scaleFactorY*144)?>
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[TextureRedefine]# Probe glow. Does not increase sample amount, only scales up
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width = 160
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@ -4,14 +4,25 @@
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
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const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive.
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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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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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@ -37,7 +48,9 @@ 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) * preExposure;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (preExposure -(lineRand(gl_FragCoord.xy)*0.02));
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//R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1);
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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, 0.0, 1.0);
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@ -4,7 +4,7 @@
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// cross fade brightness
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
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const float preExposure = 0.65; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive.
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uniform ivec4 uf_remappedPS[1];
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@ -14,6 +14,17 @@ layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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@ -40,7 +51,8 @@ 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) *preExposure;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (preExposure -(lineRand(gl_FragCoord.yx)*0.02));
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//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
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// 0
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backupReg0f = R0f.x;
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PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
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