From 7caacf21fb0954428461463eda5a95912bab984b Mon Sep 17 00:00:00 2001 From: getdls Date: Sat, 25 Nov 2017 11:16:39 +0100 Subject: [PATCH] [XCX] Remove brightness part out of main build Play nice with jamie --- .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 78 --------------- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 94 ------------------- .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 4 +- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 4 +- 4 files changed, 4 insertions(+), 176 deletions(-) delete mode 100644 Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt delete mode 100644 Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt diff --git a/Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt deleted file mode 100644 index c4dfeb33..00000000 --- a/Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ /dev/null @@ -1,78 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 3cc7e98f78c258b4 // brightness workaround. -// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia -// changes here in turn "breaks" bloom as they over or under expose depending on day/night - -const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive. -uniform ivec4 uf_remappedPS[1]; -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 -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 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R127f = vec4(0.0); -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; -R0f = passParameterSem0; -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * preExposure; -// 0 -R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x); -R127f.x = clamp(R127f.x, 0.0, 1.0); -R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x); -R127f.y = clamp(R127f.y, 0.0, 1.0); -PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x); -PV0f.z = clamp(PV0f.z, 0.0, 1.0); -R1f.w = 1.0; -// 1 -tempResultf = log2(PV0f.z); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 2 -R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.y); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 3 -R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.x); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 4 -R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); -PS0f = exp2(R127f.z); -// 5 -R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS1f = exp2(R127f.w); -// 6 -R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS0f = exp2(R127f.x); -// 7 -R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); -// export -R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0); -passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); -} diff --git a/Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt b/Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt deleted file mode 100644 index 3e53c688..00000000 --- a/Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt +++ /dev/null @@ -1,94 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader d936195db0dd8e7d -// cross fade brightness -// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia -// changes here in turn "breaks" bloom as they over or under expose depending on day/night -const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive. - -uniform ivec4 uf_remappedPS[1]; -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 -layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 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 -layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } -void main() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R2f = vec4(0.0); -vec4 R127f = vec4(0.0); -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; -R0f = passParameterSem0; -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure; -// 0 -backupReg0f = R0f.x; -PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x); -PV0f.x = clamp(PV0f.x, 0.0, 1.0); -R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x); -R127f.z = clamp(R127f.z, 0.0, 1.0); -R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x); -R127f.w = clamp(R127f.w, 0.0, 1.0); -R2f.w = 1.0; -PS0f = R2f.w; -// 1 -tempResultf = log2(PV0f.x); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 2 -R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.w); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS0f = tempResultf; -// 3 -R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e); -tempResultf = log2(R127f.z); -if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; -PS1f = tempResultf; -// 4 -R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e); -PS0f = exp2(R127f.x); -// 5 -R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS1f = exp2(R127f.y); -// 6 -R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -PS0f = exp2(R127f.w); -// 7 -R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); -R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); -R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz); -// 0 -backupReg0f = R0f.y; -backupReg1f = R0f.x; -PV0f.x = R1f.z + -(R0f.z); -PV0f.y = R1f.y + -(backupReg0f); -PV0f.z = R1f.x + -(backupReg1f); -// 1 -R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x); -R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y); -R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z); -// export -R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0); -passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); -} diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index d24f3265..c4dfeb33 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -4,8 +4,8 @@ // To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia // changes here in turn "breaks" bloom as they over or under expose depending on day/night -const float preExposure = 0.55; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 1.1; // compensate pre exposure, but loss of contrast when positive. +const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ +const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive. uniform ivec4 uf_remappedPS[1]; 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 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 diff --git a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt index 3b19a74e..3e53c688 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -4,8 +4,8 @@ // cross fade brightness // To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia // changes here in turn "breaks" bloom as they over or under expose depending on day/night -const float preExposure = 0.55; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 1.1; // compensate pre exposure, but loss of contrast when positive. +const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ +const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive. uniform ivec4 uf_remappedPS[1]; 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