mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-23 16:31:50 +01:00
[XCX] Tweak brigntess
Bettter fit for general gameplay, intro is still too dark.
This commit is contained in:
parent
17c3070a04
commit
c01f7b8334
@ -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
|
||||||
|
@ -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
|
||||||
|
Loading…
Reference in New Issue
Block a user