separate brightness fix

need to figure out how to do it via vertex shaders and not pixel shaders
This commit is contained in:
Michael 2017-12-06 21:05:28 -08:00
parent 5fee18ae84
commit a541e5a868
4 changed files with 13 additions and 9 deletions

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@ -1,6 +1,6 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
const float brightnessMultiplier = 1.6;
// shader 7658289ba65cb755
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
@ -33,7 +33,7 @@ bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem137;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
R0f.y = intBitsToFloat(0x3f000000);
R2f.w = 1.0;
@ -54,5 +54,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
// export
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*brightnessMultiplier;
}

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@ -1,6 +1,6 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
const float brightnessMultiplier = 1.6;
// shader 971a39bb79e32fd1
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
@ -41,7 +41,7 @@ int cubeMapFaceId;
R0f = passParameterSem136;
R1f = passParameterSem137;
R2f.x = (texture(textureUnitPS1, R1f.xy).x);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
@ -112,5 +112,5 @@ PV0f.w = -(PV1f.y) + 1.0;
// 9
R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
// export
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)*brightnessMultiplier;
}

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@ -1,6 +1,6 @@
#version 420
#extension GL_ARB_texture_gather : enable
const float bloomFactor = 1.75;
const float brightnessMultiplier = 1.6;
// shader e1d2a971c93cd82a
uniform ivec4 uf_remappedPS[8];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4520000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
@ -40,7 +40,7 @@ int cubeMapFaceId;
R0f = passParameterSem136;
R1f = passParameterSem137;
R0f.z = (texture(textureUnitPS1, R1f.xy).x);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
// 0
R1f.x = intBitsToFloat(0x3f000000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
@ -98,5 +98,5 @@ PV1f.w = min(PV0f.y, PV0f.z);
// 8
R0f.w = R127f.w + PV1f.w;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*brightnessMultiplier;
}

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@ -0,0 +1,4 @@
[Definition]
titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
name = "Sonic Lost World - Brightness Fix"
version = 2