diff --git a/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt b/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt index 9834e384..ac0a9492 100644 --- a/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt +++ b/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt @@ -23,16 +23,6 @@ layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; -highp float lineRand(vec2 co) -{ - highp float a = 12.9898; - highp float b = 78.233; - highp float c = 43758.5453; - highp float dt = dot(co.xy, vec2(a, b)); - highp float sn = mod(dt, 3.14); - return fract(sin(sn) * c); -} - int clampFI32(int v) { if( v == 0x7FFFFFFF ) @@ -80,8 +70,8 @@ activeMaskStackC[0] = true; activeMaskStackC[1] = true; vec3 cubeMapSTM; int cubeMapFaceId; -R0i = floatBitsToInt((passParameterSem0) + (lineRand(gl_FragCoord.xy)*0.0001)); -R1i = floatBitsToInt((passParameterSem1) -(lineRand(gl_FragCoord.yx)*0.0001)); +R0i = floatBitsToInt(passParameterSem0); +R1i = floatBitsToInt(passParameterSem1); if( activeMaskStackC[1] == true ) { R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz); } @@ -187,11 +177,11 @@ R4i.y = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(uf_remappedPS[13]. PS1i = R4i.y; } if( activeMaskStackC[1] == true ) { -R8i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.xz) + (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R0i.w)))); -R0i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.xy) + (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R1i.w)))); -R9i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.zy) + (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R2i.w)))); -R10i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R3i.xy) + (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R3i.w)))); -R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R4i.zy) - (lineRand(gl_FragCoord.xy)*0.0005), intBitsToFloat(R4i.w)))); +R8i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.xz), intBitsToFloat(R0i.w)))); +R0i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w)))); +R9i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.zy), intBitsToFloat(R2i.w)))); +R10i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w)))); +R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R4i.zy), intBitsToFloat(R4i.w)))); } if( activeMaskStackC[1] == true ) { activeMaskStack[1] = activeMaskStack[0]; @@ -485,8 +475,6 @@ if( activeMaskStackC[1] == true ) { R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22].x) + intBitsToFloat(uf_remappedPS[22].y))); R0i.w = 0; } - -//+(lineRand(gl_FragCoord.xy)*0.0001) // export -passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure , intBitsToFloat(R0i.x)*shadowExposure , intBitsToFloat(R0i.w)); +passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w)); } diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index 7afd9f19..d7750d69 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 = 0.85; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.8; // compensate pre exposure, but loss of contrast when positive. +const float preExposure = 0.72; // 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/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt index daa98b14..ef8ebc77 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 = 0.85; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.8; // compensate pre exposure, but loss of contrast when positive. +const float preExposure = 0.72; // 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