mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-29 21:04:14 +01:00
parent
05aa203ea5
commit
9ffc9b6cdb
@ -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));
|
||||
}
|
||||
|
@ -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
|
||||
|
@ -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
|
||||
|
Loading…
Reference in New Issue
Block a user