diff --git a/Workaround/LostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt b/Workaround/LostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt index 24c90b8d..d1f5d4f1 100644 --- a/Workaround/LostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt +++ b/Workaround/LostWorld_Brightness/7658289ba65cb755_00000000000003c9_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -const float bloomFactor = 2.00; +const float bloomFactor = 1.75; // 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 diff --git a/Workaround/LostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt b/Workaround/LostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt index 27802b11..2cfd22c3 100644 --- a/Workaround/LostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt +++ b/Workaround/LostWorld_Brightness/971a39bb79e32fd1_0000000000001e71_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -const float bloomFactor = 2.00; +const float bloomFactor = 1.75; // 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 diff --git a/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt b/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt index 51506d51..318b6f8a 100644 --- a/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt +++ b/Workaround/LostWorld_Brightness/e1d2a971c93cd82a_0000000000001e71_ps.txt @@ -1,6 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable -const float bloomFactor = 2.00; +const float bloomFactor = 1.75; // 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