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https://github.com/cemu-project/cemu_graphic_packs.git
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separate brightness fix
need to figure out how to do it via vertex shaders and not pixel shaders
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 1.75;
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const float brightnessMultiplier = 1.6;
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// shader 7658289ba65cb755
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// shader 7658289ba65cb755
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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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
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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
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@ -33,7 +33,7 @@ bool predResult = true;
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vec3 cubeMapSTM;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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int cubeMapFaceId;
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R0f = passParameterSem137;
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R0f = passParameterSem137;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz * bloomFactor);
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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// 0
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// 0
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R0f.y = intBitsToFloat(0x3f000000);
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R0f.y = intBitsToFloat(0x3f000000);
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R2f.w = 1.0;
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R2f.w = 1.0;
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@ -54,5 +54,5 @@ R2f.x = mul_nonIEEE(R1f.x, PV0f.x);
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R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
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R2f.y = mul_nonIEEE(R1f.y, PV0f.x);
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R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
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R2f.z = mul_nonIEEE(R1f.z, PV0f.x);
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// export
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*brightnessMultiplier;
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}
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}
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 1.75;
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const float brightnessMultiplier = 1.6;
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// shader 971a39bb79e32fd1
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// shader 971a39bb79e32fd1
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uniform ivec4 uf_remappedPS[8];
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uniform ivec4 uf_remappedPS[8];
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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
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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
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@ -41,7 +41,7 @@ int cubeMapFaceId;
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R0f = passParameterSem136;
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R0f = passParameterSem136;
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R1f = passParameterSem137;
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R1f = passParameterSem137;
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R2f.x = (texture(textureUnitPS1, R1f.xy).x);
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R2f.x = (texture(textureUnitPS1, R1f.xy).x);
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R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
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R3f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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// 0
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// 0
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R1f.x = intBitsToFloat(0x3f000000);
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R1f.x = intBitsToFloat(0x3f000000);
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PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
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PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * 1.0;
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@ -112,5 +112,5 @@ PV0f.w = -(PV1f.y) + 1.0;
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// 9
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// 9
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R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
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R3f.w = (mul_nonIEEE(PV0f.w,R1f.z) + R127f.y);
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// export
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// export
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w);
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passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w)*brightnessMultiplier;
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}
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}
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@ -1,6 +1,6 @@
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#version 420
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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const float bloomFactor = 1.75;
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const float brightnessMultiplier = 1.6;
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// shader e1d2a971c93cd82a
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// shader e1d2a971c93cd82a
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uniform ivec4 uf_remappedPS[8];
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uniform ivec4 uf_remappedPS[8];
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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
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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
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@ -40,7 +40,7 @@ int cubeMapFaceId;
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R0f = passParameterSem136;
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R0f = passParameterSem136;
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R1f = passParameterSem137;
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R1f = passParameterSem137;
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R0f.z = (texture(textureUnitPS1, R1f.xy).x);
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R0f.z = (texture(textureUnitPS1, R1f.xy).x);
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R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz * bloomFactor);
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R2f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
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// 0
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// 0
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R1f.x = intBitsToFloat(0x3f000000);
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R1f.x = intBitsToFloat(0x3f000000);
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PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
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PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * 1.0;
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@ -98,5 +98,5 @@ PV1f.w = min(PV0f.y, PV0f.z);
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// 8
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// 8
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R0f.w = R127f.w + PV1f.w;
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R0f.w = R127f.w + PV1f.w;
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// export
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*brightnessMultiplier;
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}
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}
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4
Workaround/SonicLostWorld_BrightnessFix/rules.txt
Normal file
4
Workaround/SonicLostWorld_BrightnessFix/rules.txt
Normal file
@ -0,0 +1,4 @@
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[Definition]
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titleIds = 0005000010135700,000500001012B100,0005000010128F00,0005000210128F01
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name = "Sonic Lost World - Brightness Fix"
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version = 2
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