Xenoblade - Brightness fix + colour options

Fixes issues with too dark nights and too bright days by clamping relative value instead of static approximation of exposure decrease.
This commit is contained in:
getdls 2020-04-30 22:41:11 +02:00
parent 8f35984369
commit a144f58ca4
5 changed files with 372 additions and 734 deletions

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@ -1,50 +1,19 @@
#version 420 #version 430
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 3cc7e98f78c258b4 //Brightness fix
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else #else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu.
// 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
//old contrasty, or just copy paste clarity
const float gamma = $gamma; // 1.0 is neutral
const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
const float vibrance = $vibrance; // 0.0 is neutral
const float lift = $lift; // 0.0 is neutral. loss of shadow detail
const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up.
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx) / 2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour + vec3(lift));
return fColour;
}
#ifdef VULKAN #ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock layout(set = 1, binding = 2) uniform ufBlock
{ {
@ -55,21 +24,15 @@ uniform vec4 uf_fragCoordScale;
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale; uniform vec2 uf_fragCoordScale;
#endif #endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1; TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem0; layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock // end of shader inputs/outputs
float lineRand(vec2 co) const float exposure = $exposure;
{ const float vibrance = $vibrance;
float a = 12.9898; const float postExposure = $postExposure;
float b = 78.233; const float contrastCurve = $contrastCurve;
float c = 43758.5453;
float dt = dot(co.xy, vec2(a, b));
float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
int clampFI32(int v) int clampFI32(int v)
{ {
@ -84,58 +47,65 @@ void main()
{ {
vec4 R0f = vec4(0.0); vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0); vec4 R1f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R127f = vec4(0.0); vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0; float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0); vec4 tempf = vec4(0.0);
float tempResultf; float tempResultf;
float tempResultf2;
int tempResulti; int tempResulti;
ivec4 ARi = ivec4(0); ivec4 ARi = ivec4(0);
bool predResult = true; bool predResult = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0f = passParameterSem0; R0f = passParameterSem0;
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.xy)*0.015)); R5f.xyzw = texture(textureUnitPS0, passParameterSem0.xy);
//R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1);
// 0 // 0
R0f.xyz = contrasty(R0f.xyz); tempResultf = clamp(intBitsToFloat(uf_remappedPS[0].x), 0.0, exposure);
R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x); tempResultf2 = clamp(intBitsToFloat(uf_remappedPS[0].z), 0.0, 1.0);
R127f.x = R0f.z * tempResultf;//intBitsToFloat(uf_remappedPS[0].x);
R127f.x = clamp(R127f.x, 0.0, 1.0); R127f.x = clamp(R127f.x, 0.0, 1.0);
R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x); R127f.y = R0f.y * tempResultf;
R127f.y = clamp(R127f.y, 0.0, 1.0); R127f.y = clamp(R127f.y, 0.0, 1.0);
PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x); PV0f.z = R0f.x * tempResultf;
PV0f.z = clamp(PV0f.z, 0.0, 1.0); PV0f.z = clamp(PV0f.z, 0.0, 1.0);
R1f.w = 1.0; R1f.w = 1.0;
// 1 // 1
tempResultf = log2(PV0f.z); tempResultf = max(0.0, PV0f.z);
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf; PS1f = tempResultf;
// 2 // 2
R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e); R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.y); tempResultf = max(0.0, R127f.y);
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf; PS0f = tempResultf;
// 3 // 3
R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e); R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.x); tempResultf = max(0.0, R127f.x);
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf; PS1f = tempResultf;
// 4 // 4
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
PS0f = exp2(R127f.z); PS0f = exp2(R127f.z);
// 5 // 5
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); R0f.x = (PS0f * tempResultf2 + intBitsToFloat(uf_remappedPS[0].w));
PS1f = exp2(R127f.w); PS1f = exp2(R127f.w);
// 6 // 6
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS0f = exp2(R127f.x); PS0f = exp2(R127f.x);
// 7 // 7
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
R0f.xyz = clamp(R0f.xyz, 0.0, 1.0);
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
// export // export
//R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0); R5f = mix (R1f,R5f,vibrance)*postExposure;
R5f.xyz = mix(R5f.xyz, smoothstep(0.0, 1.0, R5f.xyz), contrastCurve);
passPixelColor0 = vec4(R5f.x, R5f.y, R5f.z, R5f.w);
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*postExposure;
} }

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@ -1,123 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shaders was auto-converted from OpenGL to Cemu.
// shader 7b9f05b2bd8f3b71
//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom
const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up.
const float gamma = $gamma; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. loss of shadow detail
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
vec3 contrasty(vec3 colour) {
vec3 fColour = (colour.xyz);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx) / 2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R126f = 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.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R0f.xyz = contrasty(R0f.xyz);
backupReg0f = R0f.x;
backupReg1f = R0f.w;
PV0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].x));
R127f.z = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[0].x));
R0f.w = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
// 1
tempResultf = log2(PV0f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R126f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
R0f.x = exp2(R127f.w);
PS0f = R0f.x;
// 5
R0f.y = exp2(R126f.w);
PS1f = R0f.y;
// 6
R0f.z = exp2(R127f.x);
PS0f = R0f.z;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*postExposure;
}

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@ -1,475 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shaders was auto-converted from OpenGL to Cemu.
// shader bd74794730fc559a
//tweak glare, less J.J. Abrams
const float glare = $glare; //reflection on skell, characters, metal objects etc
#ifdef VULKAN
layout(set = 1, binding = 8) uniform ufBlock
{
uniform ivec4 uf_remappedPS[12];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[12];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;
TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3;
TEXTURE_LAYOUT(4, 1, 4) uniform sampler2D textureUnitPS4;
TEXTURE_LAYOUT(5, 1, 5) uniform sampler2D textureUnitPS5;
TEXTURE_LAYOUT(7, 1, 6) uniform sampler2D textureUnitPS7;
TEXTURE_LAYOUT(9, 1, 7) uniform sampler2D textureUnitPS9;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 2) in vec4 passParameterSem2;
layout(location = 3) in vec4 passParameterSem3;
layout(location = 0) out vec4 passPixelColor0;
layout(location = 1) out vec4 passPixelColor1;
// uf_fragCoordScale was moved to the ufBlock
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R8f = vec4(0.0);
vec4 R9f = vec4(0.0);
vec4 R10f = vec4(0.0);
vec4 R11f = vec4(0.0);
vec4 R12f = vec4(0.0);
vec4 R13f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R124f = vec4(0.0);
vec4 R125f = vec4(0.0);
vec4 R126f = 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;
R1f = passParameterSem1;
R2f = passParameterSem2;
R3f = passParameterSem3;
R4f.xyzw = (texture(textureUnitPS1, R2f.xy).xyzw);
R5f.xy = (texture(textureUnitPS0, R2f.xy).xy);
R6f.x = (texture(textureUnitPS2, R1f.xy).x);
R11f.xyzw = (texture(textureUnitPS3, R2f.xy).xyzw);
R7f.xyzw = (texture(textureUnitPS5, R2f.xy).xyzw);
R0f.x = (texture(textureUnitPS7, R0f.xy).x);
R10f.xyzw = (texture(textureUnitPS4, R2f.xy).xyzw);
// 0
tempf.x = dot(vec4(R4f.x,R4f.y,R4f.z,-0.0),vec4(intBitsToFloat(0x3e000000),intBitsToFloat(0x41ff0000),intBitsToFloat(0x45fe0100),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R127f.y = tempf.x;
PS0f = 1.0 / R3f.z;
// 1
R127f.x = 0.0;
PV1f.y = max(R4f.w, intBitsToFloat(0x3c23d70a));
R127f.z = -(PV0f.x);
PV1f.w = -(PV0f.x) * PS0f;
PS1f = intBitsToFloat(uf_remappedPS[0].y) + -(0.0);
// 2
backupReg0f = R127f.y;
R126f.x = mul_nonIEEE(R3f.x, PV1f.w);
PV0f.x = R126f.x;
R127f.y = mul_nonIEEE(R3f.y, PV1f.w);
PV0f.y = R127f.y;
R126f.z = backupReg0f + -(intBitsToFloat(uf_remappedPS[1].x));
PV0f.w = min(PV1f.y, 1.0);
R125f.y = mul_nonIEEE(R6f.x, PS1f);
PS0f = R125f.y;
// 3
tempf.x = dot(vec4(PV0f.x,PV0f.y,R127f.z,-0.0),vec4(PV0f.x,PV0f.y,R127f.z,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.y = PV0f.w * intBitsToFloat(0x41400000);
PS1f = R126f.y;
// 4
tempf.x = dot(vec4(R5f.x,R5f.y,R127f.x,-0.0),vec4(R5f.x,R5f.y,R5f.y,0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
tempResultf = 1.0 / sqrt(PV1f.x);
PS0f = tempResultf;
// 5
R8f.x = mul_nonIEEE(R126f.x, PS0f);
PV1f.x = R8f.x;
R1f.y = mul_nonIEEE(R127f.y, PS0f);
PV1f.y = R1f.y;
R1f.z = mul_nonIEEE(R127f.z, PS0f);
PV1f.z = R1f.z;
PV1f.w = -(PV0f.x) + 1.0;
R1f.x = exp2(R126f.y);
PS1f = R1f.x;
// 6
R4f.x = -(PV1f.x) + intBitsToFloat(uf_remappedPS[2].x);
R3f.y = -(PV1f.y) + intBitsToFloat(uf_remappedPS[2].y);
R3f.z = -(PV1f.z) + intBitsToFloat(uf_remappedPS[2].z);
PV0f.w = max(PV1f.w, -(PV1f.w));
R2f.y = PS1f + 1.0;
PS0f = R2f.y;
// 7
R2f.x = -(R8f.x) + intBitsToFloat(uf_remappedPS[3].x);
R4f.y = -(R1f.y) + intBitsToFloat(uf_remappedPS[3].y);
R4f.z = -(R1f.z) + intBitsToFloat(uf_remappedPS[3].z);
R127f.w = -(R125f.y) + 1.0;
R0f.z = sqrt(PV0f.w);
PS1f = R0f.z;
// 8
tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(-(R8f.x),-(R1f.y),-(R1f.z),0.0));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = mul_nonIEEE(R126f.z, intBitsToFloat(uf_remappedPS[1].y));
// 9
backupReg0f = R0f.x;
PV1f.x = PV0f.x + PV0f.x;
PV1f.y = max(PS0f, 0.0);
R123f.z = (mul_nonIEEE(R127f.w,backupReg0f) + R125f.y);
PV1f.z = R123f.z;
PV1f.w = -(R10f.w) + 1.0;
R12f.x = mul_nonIEEE(R10f.x, R10f.w);
PS1f = R12f.x;
// 10
PV0f.x = R3f.z * R3f.z;
R6f.y = mul_nonIEEE(PV1f.z, PV1f.w);
R123f.z = (mul_nonIEEE(-(PV1f.x),R5f.x) + -(R8f.x))/2.0;
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(-(PV1f.x),R5f.y) + -(R1f.y))/2.0;
PV0f.w = R123f.w;
tempResultf = log2(PV1f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 11
R0f.x = PV0f.z + 0.5;
R0f.y = PV0f.w + 0.5;
R12f.z = mul_nonIEEE(R10f.z, R10f.w);
R4f.w = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].z));
R3f.x = (R3f.y * R3f.y + PV0f.x);
PS1f = R3f.x;
R9f.xyz = (texture(textureUnitPS9, R0f.xy).xyz);
// 0
R123f.x = (R4f.x * R4f.x + R3f.x);
PV0f.x = R123f.x;
R12f.y = mul_nonIEEE(R10f.y, R10f.w);
PV0f.z = R4f.z * R4f.z;
R13f.w = 0.0;
R125f.y = exp2(R4f.w);
PS0f = R125f.y;
// 1
tempf.x = dot(vec4(R2f.x,R4f.y,PV0f.z,-0.0),vec4(R2f.x,R4f.y,1.0,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
tempResultf = 1.0 / sqrt(PV0f.x);
PS1f = tempResultf;
// 2
backupReg0f = R125f.y;
R126f.x = mul_nonIEEE(R4f.x, PS1f);
R125f.y = mul_nonIEEE(R3f.y, PS1f);
R126f.z = mul_nonIEEE(R3f.z, PS1f);
PV0f.z = R126f.z;
PV0f.w = min(backupReg0f, 1.0);
tempResultf = 1.0 / sqrt(PV1f.x);
PS0f = tempResultf;
// 3
R127f.x = mul_nonIEEE(R2f.x, PS0f);
R127f.y = mul_nonIEEE(R4f.y, PS0f);
R127f.z = mul_nonIEEE(R4f.z, PS0f);
R0f.w = mul_nonIEEE(PV0f.w, intBitsToFloat(uf_remappedPS[1].w));
PS1f = mul_nonIEEE(R0f.z, PV0f.z);
// 4
tempf.x = dot(vec4(R5f.x,R5f.y,PS1f,-0.0),vec4(R126f.x,R125f.y,1.0,0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
PS0f = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R126f.z);
// 5
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[2].x),intBitsToFloat(uf_remappedPS[2].y),PS0f,-0.0),vec4(R126f.x,R125f.y,1.0,0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
tempResultf = log2(PV0f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
R126f.x = tempResultf;
PS1f = R126f.x;
// 6
backupReg0f = R0f.z;
tempf.x = dot(vec4(R5f.x,R5f.y,backupReg0f,-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R125f.x = PV1f.x * intBitsToFloat(0x41800000);
PS0f = R125f.x;
// 7
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
tempResultf = log2(PV0f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 8
backupReg0f = R126f.x;
R126f.x = mul_nonIEEE(R1f.x, PS1f);
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].z), R1f.z);
PV0f.z = PV1f.x * intBitsToFloat(0x41800000);
R127f.w = mul_nonIEEE(R1f.x, backupReg0f);
PS0f = 1.0 / R125f.x;
// 9
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].y),R1f.y) + PV0f.y);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z), R0f.z);
R127f.z = R2f.y * PS0f;
PV1f.w = R11f.z * intBitsToFloat(0x41200000);
PS1f = 1.0 / PV0f.z;
// 10
R125f.x = R2f.y * PS1f;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R5f.y) + PV1f.y);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[4].x),R8f.x) + PV1f.x);
PV0f.z = R123f.z;
R123f.w = (R11f.y * intBitsToFloat(0x41200000) + PV1f.w);
PV0f.w = R123f.w;
PS0f = exp2(R127f.w);
// 11
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R5f.x) + PV0f.y);
R123f.x = clamp(R123f.x, 0.0, 1.0);
PV1f.x = R123f.x;
PV1f.y = mul_nonIEEE(PS0f, R127f.z);
PV1f.z = max(PV0f.z, -(PV0f.z));
R125f.w = (R11f.x * intBitsToFloat(0x41200000) + PV0f.w);
R125f.w = clamp(R125f.w, 0.0, 1.0);
PV1f.w = R125f.w;
PS1f = exp2(R126f.x);
// 12
backupReg0f = R125f.x;
R125f.x = mul_nonIEEE(PV1f.x, PV1f.y);
R125f.x = clamp(R125f.x, 0.0, 1.0);
R125f.y = -(PV1f.z) + 1.0;
R125f.y = clamp(R125f.y, 0.0, 1.0);
PV0f.y = R125f.y;
R126f.z = mul_nonIEEE(R6f.x, PV1f.x);
R127f.w = mul_nonIEEE(PS1f, backupReg0f);
R124f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[5].y)) + R11f.x);
PS0f = R124f.x;
// 13
backupReg0f = R0f.z;
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),-0.0),vec4(R5f.x,R5f.y,backupReg0f,0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R126f.w = tempf.x;
tempResultf = log2(PV0f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 14
backupReg0f = R125f.x;
R125f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[6].w));
R127f.y = mul_nonIEEE(R124f.x, R9f.x);
PV0f.z = mul_nonIEEE(PV1f.x, R127f.w);
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
PV0f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[7].w));
// 15
backupReg0f = R126f.w;
backupReg0f = R126f.w;
R126f.x = mul_nonIEEE(R126f.w, intBitsToFloat(uf_remappedPS[8].x));
PV1f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[8].w));
R127f.z = mul_nonIEEE(R6f.x, PV0f.w);
R126f.w = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[8].y));
R125f.z = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[8].z));
PS1f = R125f.z;
// 16
PV0f.x = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].z));
PV0f.y = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].y));
PV0f.z = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[8].x));
R4f.w = mul_nonIEEE(R11f.w, R127f.y);
R5f.y = exp2(R125f.x);
PS0f = R5f.y;
// 17
backupReg0f = R126f.x;
R126f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[7].x)) + backupReg0f);
R123f.y = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].z)) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].y)) + PV0f.y);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R127f.z,intBitsToFloat(uf_remappedPS[7].x)) + PV0f.z);
PV1f.w = R123f.w;
R125f.x = (mul_nonIEEE(R126f.z,intBitsToFloat(uf_remappedPS[7].y)) + R126f.w);
PS1f = R125f.x;
// 18
backupReg0f = R126f.z;
R127f.x = (R7f.w * 2.0 + PV1f.w);
R127f.y = (R7f.w * 2.0 + PV1f.y);
R126f.z = (R7f.w * 2.0 + PV1f.z);
R123f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[7].z)) + R125f.z);
PV0f.w = R123f.w;
R0f.z = (mul_nonIEEE(R125f.w,intBitsToFloat(uf_remappedPS[5].y)) + R11f.y);
PS0f = R0f.z;
// 19
backupReg0f = R126f.x;
backupReg1f = R125f.w;
backupReg2f = R7f.z;
R126f.x = R5f.y + -(intBitsToFloat(0x3f4ccccd));
R2f.y = (R7f.x * 2.0 + backupReg0f);
R4f.z = (R7f.y * 2.0 + R125f.x);
R125f.w = (mul_nonIEEE(backupReg1f,intBitsToFloat(uf_remappedPS[5].y)) + R11f.z);
R7f.z = (backupReg2f * 2.0 + PV0f.w);
PS1f = R7f.z;
// 20
backupReg0f = R1f.y;
tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[9].x),intBitsToFloat(uf_remappedPS[9].y),intBitsToFloat(uf_remappedPS[9].z),-0.0),vec4(R8f.x,backupReg0f,R1f.z,0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R1f.y = tempf.x;
R4f.y = mul_nonIEEE(R127f.x, R124f.x);
PS0f = R4f.y;
// 21
R8f.x = mul_nonIEEE(R126f.z, R0f.z);
R7f.y = R126f.x * intBitsToFloat(0x40a00000);
R7f.y = clamp(R7f.y, 0.0, 1.0);
R1f.z = (R125f.y * intBitsToFloat(0x3f733333) + -(R5f.y));
R7f.w = mul_nonIEEE(R127f.y, R125f.w);
R3f.y = mul_nonIEEE(R125f.w, R9f.z);
PS1f = R3f.y;
// 0
R126f.x = (mul_nonIEEE(R10f.z,R7f.z) + R7f.w);
R127f.y = (mul_nonIEEE(R1f.z,R7f.y) + R5f.y);
R127f.w = R7f.z + R7f.w;
tempResultf = log2(R1f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 1
backupReg0f = R0f.z;
R123f.x = (mul_nonIEEE(R10f.x,R2f.y) + R4f.y);
PV1f.x = R123f.x;
R126f.y = R2f.y + R4f.y;
PV1f.z = mul_nonIEEE(backupReg0f, R9f.y);
R125f.w = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[10].w));
R127f.x = R4f.z + R8f.x;
PS1f = R127f.x;
// 2
R123f.x = (mul_nonIEEE(R6f.y,PV1f.x) + R12f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(R10f.y,R4f.z) + R8f.x);
PV0f.y = R123f.y;
R126f.z = mul_nonIEEE(R11f.w, R3f.y);
R126f.w = mul_nonIEEE(R11f.w, PV1f.z);
R125f.y = (mul_nonIEEE(R6f.y,R126f.x) + R12f.z);
PS0f = R125f.y;
// 3
backupReg0f = R125f.w;
R126f.x = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[6].x)) + intBitsToFloat(uf_remappedPS[11].x));
R124f.y = (R4f.w * intBitsToFloat(0x40a00000) + PV0f.x);
R123f.z = (mul_nonIEEE(R6f.y,PV0f.y) + R12f.y);
PV1f.z = R123f.z;
R125f.w = (mul_nonIEEE(R127f.y,intBitsToFloat(uf_remappedPS[6].y)) + intBitsToFloat(uf_remappedPS[11].y));
R125f.z = exp2(backupReg0f);
PS1f = R125f.z;
// 4
backupReg0f = R127f.y;
R124f.x = (R126f.z * intBitsToFloat(0x40a00000) + R125f.y);
R127f.y = (mul_nonIEEE(R6f.y,R127f.w) + R12f.z);
R123f.z = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[6].z)) + intBitsToFloat(uf_remappedPS[11].z));
PV0f.z = R123f.z;
R127f.w = (R126f.w * intBitsToFloat(0x40a00000) + PV1f.z);
// 5
backupReg0f = R125f.z;
R123f.x = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[10].y)) + R125f.w);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R125f.z,intBitsToFloat(uf_remappedPS[10].x)) + R126f.x);
PV1f.y = R123f.y;
R125f.z = (mul_nonIEEE(R6f.y,R126f.y) + R12f.x);
R123f.w = (mul_nonIEEE(backupReg0f,intBitsToFloat(uf_remappedPS[10].z)) + PV0f.z);
PV1f.w = R123f.w;
R126f.y = (mul_nonIEEE(R6f.y,R127f.x) + R12f.y);
PS1f = R126f.y;
// 6
backupReg0f = R127f.y;
R127f.x = -(R124f.x) + PV1f.w;
R127f.y = -(R127f.w) + PV1f.x;
PV0f.z = -(R124f.y) + PV1f.y;
PS0f = backupReg0f * intBitsToFloat(0x3e2aaac1);
// 7
tempf.x = dot(vec4(R125f.z,R126f.y,PS0f,-0.0),vec4(intBitsToFloat(0x3e2aaac1),intBitsToFloat(0x3e2aaac1),1.0,0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
R12f.w = tempf.x;
R13f.x = (mul_nonIEEE(PV0f.z,R0f.w) + R124f.y);
PS1f = R13f.x;
// 8
R13f.y = (mul_nonIEEE(R127f.y,R0f.w) + R127f.w);
R13f.z = (mul_nonIEEE(R127f.x,R0f.w) + R124f.x);
// 9
R1f.xyz = vec3(R12f.x,R12f.y,R12f.z);
R1f.w = R12f.w;
// 10
R0f.xyz = vec3(R13f.x,R13f.y,R13f.z);
R0f.w = R13f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*glare; //reduce glare
passPixelColor1 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
}

View File

@ -1,50 +1,19 @@
#version 420 #version 430
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader d936195db0dd8e7d //crossfade
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN #ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else #else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) #define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) #define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) #define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) #define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif #endif
// This shaders was auto-converted from OpenGL to Cemu.
// 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
//old contrasty, or just copy paste clarity
const float gamma = $gamma; // 1.0 is neutral
const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
const float vibrance = $vibrance; // 0.0 is neutral
const float lift = $lift; // 0.0 is neutral. loss of shadow detail
const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up.
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx) / 2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour + vec3(lift));
return fColour;
}
#ifdef VULKAN #ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock layout(set = 1, binding = 3) uniform ufBlock
{ {
@ -60,18 +29,11 @@ TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 2) uniform sampler3D textureUnitPS2; TEXTURE_LAYOUT(2, 1, 2) uniform sampler3D textureUnitPS2;
layout(location = 0) in vec4 passParameterSem0; layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0; layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock // end of shader inputs/outputs
const float exposure = $exposure;
float lineRand(vec2 co) const float vibrance = $vibrance;
{ const float postExposure = $postExposure;
float a = 12.9898; const float contrastCurve = $contrastCurve;
float b = 78.233;
float c = 43758.5453;
float dt = dot(co.xy, vec2(a, b));
float sn = mod(dt, 3.14);
return fract(sin(sn) * c);
}
int clampFI32(int v) int clampFI32(int v)
{ {
if( v == 0x7FFFFFFF ) if( v == 0x7FFFFFFF )
@ -86,43 +48,49 @@ void main()
vec4 R0f = vec4(0.0); vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0); vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0); vec4 R2f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R127f = vec4(0.0); vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0; float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0); vec4 tempf = vec4(0.0);
float tempResultf; float tempResultf;
float tempResultf2;
int tempResulti; int tempResulti;
ivec4 ARi = ivec4(0); ivec4 ARi = ivec4(0);
bool predResult = true; bool predResult = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0f = passParameterSem0; R0f = passParameterSem0;
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.yx)*0.015)); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure; R5f.xyzw = texture(textureUnitPS0, passParameterSem0.xy);
// 0 // 0
R0f.xyz = contrasty(R0f.xyz);
backupReg0f = R0f.x; backupReg0f = R0f.x;
PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x); tempResultf = clamp(intBitsToFloat(uf_remappedPS[0].x), 0.0, exposure);
tempResultf2 = clamp(intBitsToFloat(uf_remappedPS[0].z), 0.0, 1.0);
PV0f.x = backupReg0f * tempResultf; //intBitsToFloat(uf_remappedPS[0].x);
PV0f.x = clamp(PV0f.x, 0.0, 1.0); PV0f.x = clamp(PV0f.x, 0.0, 1.0);
R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x); R127f.z = R0f.z * tempResultf;
R127f.z = clamp(R127f.z, 0.0, 1.0); R127f.z = clamp(R127f.z, 0.0, 1.0);
R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x); R127f.w = R0f.y * tempResultf;
R127f.w = clamp(R127f.w, 0.0, 1.0); R127f.w = clamp(R127f.w, 0.0, 1.0);
R2f.w = 1.0; R2f.w = 1.0;
PS0f = R2f.w; PS0f = R2f.w;
// 1 // 1
tempResultf = log2(PV0f.x); tempResultf = max(0.0, PV0f.x);
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf; PS1f = tempResultf;
// 2 // 2
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.w); tempResultf = max(0.0, R127f.w);
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf; PS0f = tempResultf;
// 3 // 3
R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e); R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.z); tempResultf = max(0.0, R127f.z);
tempResultf = log2(tempResultf);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf; PS1f = tempResultf;
// 4 // 4
@ -148,8 +116,9 @@ PV0f.z = R1f.x + -(backupReg1f);
R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x); R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y); R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z); 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)*postExposure; R2f = mix (R2f,R5f,vibrance)*postExposure;
R2f.xyz = mix(R2f.xyz, smoothstep(0.0, 1.0, R2f.xyz), contrastCurve);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
} }

View File

@ -1,26 +1,323 @@
[Definition] [Definition]
titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00 titleIds = 0005000010116100,00050000101C4C00,00050000101C4D00
name = Brightness Workaround name = Brightness fix with colour and contrast
path = "Xenoblade Chronicles X/Workarounds/Brightness" path = "Xenoblade Chronicles X/Workarounds/Brightness"
description = Edit presets for preference. Made by getdls. description = Fixes overbright day and too dark night. |Optionally tweaks colour and contrast.
version = 4 version = 4
#[Default] #
#$contrastCurve:float = 0.0 # 0.0 no extra contrast to mix in
#$exposure:float = 1.0 # 1.0 Full range without clipping pre mix - brightness fixed
#$postExposure:float = 1.0 # 1.0 Full range without clipping - 1.1 -> slight clipping but nice
#$vibrance:float = 0.0 # 0.0 no extra vibrance
#$mixBalance:float = 1.0 # FXAA, bicubic sharpen or smooth pass -> Reserved for FX / Contrasty rework
#$glare:float = 0.95 # Reflection shader raise/lower to balance clipping -> Reserved for FX / Contrasty rework
#$lift:float = 0.002 # Raise shadows -> Reserved for FX / Contrasty rework
#$isCustom:int = 0
##Pre packed settings
[Preset] [Preset]
name = NVIDIA name = WiiU default - Brightness fix only
$crushContrast = 0.000 category = Standard presets
$exposure = 0.52 $contrastCurve:float = 0.0
$gamma = 0.93 $exposure:float = 1.0
$glare = 0.95 $postExposure:float = 1.0
$lift = 0.002 $vibrance:float = 0.0
$postExposure = 1.05
$vibrance = 0.318
[Preset] [Preset]
name = AMD name = Increased brightness levels 1.15
$crushContrast = 0 category = Standard presets
$exposure = 0.32 $contrastCurve:float = 0
$gamma = 0.93 $exposure:float = 1.15
$glare = 0.95 $postExposure:float = 1.0
$lift = 0.002 $vibrance:float = 0.0
$postExposure = 1.05
$vibrance = 0.318 [Preset]
name = Increased contrast no colour change
category = Standard presets
$contrastCurve:float = 0.2
$exposure:float = 1.1
$postExposure:float = 1.05
$vibrance:float = 0.0
[Preset]
name = Saturation and contrast 1.25 - Darker nights
category = Standard presets
$contrastCurve:float = 0
$exposure:float = 1.3
$postExposure:float = 1.1
$vibrance:float = 0.3
[Preset]
name = Saturation and contrast 1.5 - Darker Nights
category = Standard presets
$contrastCurve:float = 0.0
$exposure:float = 1.55
$postExposure:float = 1.15
$vibrance:float = 0.45
#[Preset]
#name = Custom
#category = Standard presets
#$isCustom:int = 1
#
#
###exposure
#[Preset]
#name = No extra exposure - Only brightness fix
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.0
#
#[Preset]
#name = 10% less exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 0.9
#
#[Preset]
#name = 15% less exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 0.85
#
#[Preset]
#name = 20% less exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 0.8
#
#[Preset]
#name = 5% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.05
#
#[Preset]
#name = 10% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.1
#
#[Preset]
#name = 15% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.15
#
#[Preset]
#name = 20% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.2
#
#[Preset]
#name = 30% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.3
#
#[Preset]
#name = 40% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.4
#
#[Preset]
#name = 50% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.5
#
#[Preset]
#name = 75% more exposure
#category = Exposure and brightness fix
#condition = $isCustom == 1
#$exposure:float = 1.5
#
#
###Saturation
#[Preset]
#name = No extra saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.0
#
#[Preset]
#name = 5% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.05
#
#[Preset]
#name = 10% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.1
#
#[Preset]
#name = 15% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.15
#
#[Preset]
#name = 20% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.2
#
#[Preset]
#name = 30% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.3
#
#[Preset]
#name = 40% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.4
#
#[Preset]
#name = 50% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.5
#
#[Preset]
#name = 75% more saturation
#category = Saturation - Darkens image
#condition = $isCustom == 1
#$vibrance:float = 0.75
#
#
###Contrast curve
#[Preset]
#name = No extra contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.0
#
#
#
#[Preset]
#name = 20 % less contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = -0.2
#
#[Preset]
#name = 5% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.05
#
#[Preset]
#name = 10% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.1
#
#[Preset]
#name = 15% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.15
#
#[Preset]
#name = 20% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.2
#
#[Preset]
#name = 30% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.3
#
#[Preset]
#name = 40% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.4
#
#[Preset]
#name = 50% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.5
#
#[Preset]
#name = 75% more contrast
#category = Contrast
#condition = $isCustom == 1
#$contrastCurve:float = 0.75
#
###postExposure curve
#[Preset]
#name = No post postExposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.0
#
#[Preset]
#name = 10% less post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 0.9
#
#[Preset]
#name = 15% less post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 0.85
#
#[Preset]
#name = 20% less post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 0.8
#
#[Preset]
#name = 5% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.05
#
#[Preset]
#name = 10% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.1
#
#[Preset]
#name = 15% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.15
#
#[Preset]
#name = 20% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.2
#
#[Preset]
#name = 30% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.3
#
#[Preset]
#name = 40% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.4
#
#[Preset]
#name = 50% more post Exposure
#category = Exposure after colour grading
#condition = $isCustom == 1
#$postExposure:float = 1.5