Revert "add presets to SLW brightness pack"

This reverts commit 8a96c444bd.
This commit is contained in:
Michael 2019-04-13 10:23:44 -07:00
parent 8a96c444bd
commit 730b314de4
4 changed files with 4 additions and 27 deletions

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@ -4,7 +4,6 @@
// shader 7658289ba65cb755 // shader 7658289ba65cb755
// "dark overlay" // "dark overlay"
// dumped on cemu 1.11.5 // dumped on cemu 1.11.5
const float brightness = ($value1/$value2);
uniform ivec4 uf_remappedPS[1]; 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 = 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 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.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x); R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export // 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);
} }

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@ -4,7 +4,6 @@
// shader 971a39bb79e32fd1 // shader 971a39bb79e32fd1
// "dark overlay" // "dark overlay"
// dumped on cemu 1.11.5 // dumped on cemu 1.11.5
const float brightness = ($value1/$value2);
uniform ivec4 uf_remappedPS[8]; 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 = 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 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 // 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y); R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export // 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);
} }

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@ -4,7 +4,6 @@
// shader e1d2a971c93cd82a // shader e1d2a971c93cd82a
// "dark overlay" // "dark overlay"
// dumped on cemu 1.11.5 // dumped on cemu 1.11.5
const float brightness = ($value1/$value2);
uniform ivec4 uf_remappedPS[8]; 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 = 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 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 // 8
R0f.w = R127f.w + PV1f.w; R0f.w = R127f.w + PV1f.w;
// export // 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);
} }

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@ -2,25 +2,5 @@
titleIds = 0005000010135700,000500001012B100,0005000010128F00 titleIds = 0005000010135700,000500001012B100,0005000010128F00
name = Brightness name = Brightness
path = "Sonic Lost World/Workarounds/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 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