From d804e1429af7d75583deae867a57799e3673332f Mon Sep 17 00:00:00 2001 From: getdls Date: Thu, 1 Mar 2018 19:01:21 +0100 Subject: [PATCH] Revert "Revert "[XCX] fix - Sharpness scaling add skell view brightness fix"" This reverts commit d9b2dc9e86bad9f62a7b800fe04784c6969accd5. --- .../59df1c7e1806366c_00000000000003c9_ps.txt | 2 +- .../7b9f05b2bd8f3b71_0000000000000079_ps.txt | 97 +++++++++++++++++++ 2 files changed, 98 insertions(+), 1 deletion(-) create mode 100644 Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt diff --git a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt index a60053ee..6a521d3c 100644 --- a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt +++ b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt @@ -253,7 +253,7 @@ R4i.x = ((PV0i.w == 0)?(R127i.x):(R127i.z)); R4i.y = ((PV0i.w == 0)?(R127i.w):(R126i.y)); R4i.z = ((PV0i.w == 0)?(R126i.z):(R126i.w)); } -vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS0, 0); +vec2 uv = gl_FragCoord.xy / (vec2(1280.0, 720.0)*uf_fragCoordScale); vec4 sharpColour = vec4(texture(textureUnitPS1, uv).xyz - edgeStrength(uv) * sharpen_strength, 1.0); // export diff --git a/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt new file mode 100644 index 00000000..ed7cb402 --- /dev/null +++ b/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt @@ -0,0 +1,97 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 7b9f05b2bd8f3b71 +//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom +const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. +const float postExposure = 1.09; // 1.0 is neutral, then slightly raise exposure back up. +const float gamma = 0.95; // 1.0 is neutral +const float vibrance = 0.3175; // 0.0 is neutral +const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail + + +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(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + + +vec3 contrasty(vec3 colour) { + vec3 fColour = (colour.xyz); + + fColour = clamp(exposure * fColour, 0.0, 1.0); + fColour = pow(fColour, vec3(1.0 / gamma)); + float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; + float mn = min(min(fColour.r, fColour.g), fColour.b); + float mx = max(max(fColour.r, fColour.g), fColour.b); + float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0; + vec3 lightness = vec3((mn + mx) / 2.0); + // vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + return fColour; +} + +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +// 0 +R0f.xyz = contrasty(R0f.xyz); + +backupReg0f = R0f.x; +backupReg1f = R0f.w; +PV0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x)); +R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].x)); +R127f.z = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[0].x)); +R0f.w = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x)); +// 1 +tempResultf = log2(PV0f.x); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 2 +R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e); +tempResultf = log2(R127f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 3 +R126f.w = PS0f * intBitsToFloat(0x3ee8ba2e); +tempResultf = log2(R127f.y); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 4 +R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); +R0f.x = exp2(R127f.w); +PS0f = R0f.x; +// 5 +R0f.y = exp2(R126f.w); +PS1f = R0f.y; +// 6 +R0f.z = exp2(R127f.x); +PS0f = R0f.z; +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*postExposure; +}