From c01f7b833487e8481f9365a61433fba6a328515b Mon Sep 17 00:00:00 2001 From: getdls Date: Sat, 2 Dec 2017 23:47:43 +0100 Subject: [PATCH] [XCX] Tweak brigntess Bettter fit for general gameplay, intro is still too dark. --- .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 4 ++-- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 4 ++-- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index f99f8f56..a4cbca78 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -4,8 +4,8 @@ // 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 -const float preExposure = 0.85; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.85; // compensate pre exposure, but loss of contrast when positive. +const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ +const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive. uniform ivec4 uf_remappedPS[1]; 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 diff --git a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt index dc282725..7f38ffda 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -4,8 +4,8 @@ // 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 -const float preExposure = 0.85; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.85; // compensate pre exposure, but loss of contrast when positive. +const float preExposure = 0.75; // old brigntess tweak. Truncates at around .45+ +const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive. uniform ivec4 uf_remappedPS[1]; 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