[XCX] Remove brightness part out of main build

Play nice with jamie
This commit is contained in:
getdls 2017-11-25 11:16:39 +01:00
parent f163d3d16e
commit 7caacf21fb
4 changed files with 4 additions and 176 deletions

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#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);
}

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#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);
}

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// 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

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@ -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