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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] Added cross fade brighness fix
Second shader interpolates the grading between inital scene and next.. including fade to black
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@ -1,7 +1,11 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 0.64; // 0.33 recommended for AMD, 0.64 recommended for NVIDIA
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// shader 3cc7e98f78c258b4
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// shader 3cc7e98f78c258b4 // brightness workaround.
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.55; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 1.1; // compensate pre exposure, but loss of contrast when positive.
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uniform ivec4 uf_remappedPS[1];
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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
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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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@ -33,7 +37,7 @@ bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * preExposure;
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// 0
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R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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@ -69,5 +73,6 @@ PS0f = exp2(R127f.x);
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R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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// export
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R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0);
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passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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}
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@ -0,0 +1,94 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader d936195db0dd8e7d
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// cross fade brightness
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.55; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 1.1; // compensate pre exposure, but loss of contrast when positive.
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uniform ivec4 uf_remappedPS[1];
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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
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
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// 0
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backupReg0f = R0f.x;
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PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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R2f.w = 1.0;
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PS0f = R2f.w;
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// 1
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tempResultf = log2(PV0f.x);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 4
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R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
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PS0f = exp2(R127f.x);
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// 5
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R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS1f = exp2(R127f.y);
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// 6
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R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS0f = exp2(R127f.w);
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// 7
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R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = R1f.z + -(R0f.z);
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PV0f.y = R1f.y + -(backupReg0f);
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PV0f.z = R1f.x + -(backupReg1f);
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// 1
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R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
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R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
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R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
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// export
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R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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