diff --git a/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt b/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt index 779b4a80..6ac903be 100644 --- a/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt +++ b/Workarounds/SonicLostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt @@ -4,7 +4,6 @@ // shader 7658289ba65cb755 // "dark overlay" // dumped on cemu 1.11.5 -const float brightness = ($value1/$value2); uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1786d800 res 1x1x1 dim 1 tm: 2 format 0806 compSel: 3 0 1 2 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0 @@ -57,5 +56,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x); R2f.y = mul_nonIEEE(R1f.y, PV0f.x); R2f.z = mul_nonIEEE(R1f.z, PV0f.x); // export -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*brightness; +passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)* (16.0/9.0); } diff --git a/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt b/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt index d224bf4a..d696cb16 100644 --- a/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt +++ b/Workarounds/SonicLostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -4,7 +4,6 @@ // shader 971a39bb79e32fd1 // "dark overlay" // dumped on cemu 1.11.5 -const float brightness = ($value1/$value2); uniform ivec4 uf_remappedPS[8]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 @@ -115,5 +114,5 @@ PV0f.w = -(PV1f.y) + 1.0; // 9 R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y); // export -passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)*brightness; +passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)* (16.0/9.0); } diff --git a/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt index 8ee4fb00..d6162723 100644 --- a/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt +++ b/Workarounds/SonicLostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -4,7 +4,6 @@ // shader e1d2a971c93cd82a // "dark overlay" // dumped on cemu 1.11.5 -const float brightness = ($value1/$value2); uniform ivec4 uf_remappedPS[8]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf48a8000 res 1280x720x1 dim 6 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x2) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 @@ -101,5 +100,5 @@ PV1f.w = min(PV0f.y, PV0f.z); // 8 R0f.w = R127f.w + PV1f.w; // export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*brightness; +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)* (16.0/9.0); } diff --git a/Workarounds/SonicLostWorld_Brightness/rules.txt b/Workarounds/SonicLostWorld_Brightness/rules.txt index ae406c06..9d2a5f36 100644 --- a/Workarounds/SonicLostWorld_Brightness/rules.txt +++ b/Workarounds/SonicLostWorld_Brightness/rules.txt @@ -2,25 +2,5 @@ titleIds = 0005000010135700,000500001012B100,0005000010128F00 name = Brightness path = "Sonic Lost World/Workarounds/Brightness" -description = This fixes the game from looking too dark +description = This fixes the game from being too dark version = 3 - -[Preset] -name = 1x brightness (Disabled) -$value1 = 1 -$value2 = 1 - -[Preset] -name = 1.5x brightness -$value1 = 3 -$value2 = 2 - -[Preset] -name = 1.778x brightness -$value1 = 16 -$value2 = 9 - -[Preset] -name = 2x brightness -$value1 = 2 -$value2 = 1