[XCX] Tweak brigntess

Bettter fit for general gameplay, intro is still too dark.
This commit is contained in:
getdls 2017-12-02 23:47:43 +01:00
parent 17c3070a04
commit c01f7b8334
2 changed files with 4 additions and 4 deletions

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@ -4,8 +4,8 @@
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia // 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 // 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 preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
const float gammaPostExposure = 0.85; // compensate pre exposure, but loss of contrast when positive. const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
uniform ivec4 uf_remappedPS[1]; 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 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

View File

@ -4,8 +4,8 @@
// cross fade brightness // cross fade brightness
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia // 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 // 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 preExposure = 0.75; // old brigntess tweak. Truncates at around .45+
const float gammaPostExposure = 0.85; // compensate pre exposure, but loss of contrast when positive. const float gammaPostExposure = 0.95; // compensate pre exposure, but loss of contrast when positive.
uniform ivec4 uf_remappedPS[1]; 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 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