From 9eb95d1bf549c9f4ca3566e69359c82b710f32ef Mon Sep 17 00:00:00 2001 From: getdls Date: Mon, 20 Nov 2017 20:35:03 +0100 Subject: [PATCH] [XCX] - Brightness balance Tweak - Lowers default brigtness to better match new blur implementation weights --- Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt | 2 +- Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt index 5be3f01a..c4dfeb33 100644 --- a/Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Source/XenobladeX/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -4,7 +4,7 @@ // 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 = 0.85; // old brigntess tweak. Truncates at around .45+ +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 diff --git a/Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt b/Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt index 8f060a63..3e53c688 100644 --- a/Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Source/XenobladeX/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -4,7 +4,7 @@ // 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 = 0.85; // old brigntess tweak. Truncates at around .45+ +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];