From a096202fca32dfdd3bfedfabdb1cee47ae3d5d1e Mon Sep 17 00:00:00 2001 From: getdls Date: Sun, 12 Nov 2017 14:05:46 +0100 Subject: [PATCH] [XCX] Added cross fade brighness fix Second shader interpolates the grading between inital scene and next.. including fade to black --- .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 11 ++- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 94 +++++++++++++++++++ 2 files changed, 102 insertions(+), 3 deletions(-) create mode 100644 Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index 4ced3adb..d24f3265 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -1,7 +1,11 @@ #version 420 #extension GL_ARB_texture_gather : enable -const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA -// shader 3cc7e98f78c258b4 +// 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 = 0.55; // old brigntess tweak. Truncates at around .45+ +const float gammaPostExposure = 1.1; // 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 @@ -33,7 +37,7 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor); +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); @@ -69,5 +73,6 @@ PS0f = exp2(R127f.x); 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/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt new file mode 100644 index 00000000..3b19a74e --- /dev/null +++ b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -0,0 +1,94 @@ +#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 = 0.55; // old brigntess tweak. Truncates at around .45+ +const float gammaPostExposure = 1.1; // 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); +}