diff --git a/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt b/Source/XenobladeX/59df1c7e1806366c_00000000000003c9_ps.txt index 6a521d3c..a60053ee 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 / (vec2(1280.0, 720.0)*uf_fragCoordScale); +vec2 uv = gl_FragCoord.xy / textureSize(textureUnitPS0, 0); 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 deleted file mode 100644 index ed7cb402..00000000 --- a/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt +++ /dev/null @@ -1,97 +0,0 @@ -#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; -}