From f53f4fdaeb026def96502e77c3756d9dfdaba5a2 Mon Sep 17 00:00:00 2001 From: getdls Date: Tue, 28 Nov 2017 23:19:41 +0100 Subject: [PATCH] [XCX] XYZ capped not just X Fix - Scale R G B, not just R even if source is monochrome --- Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt | 2 +- Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt | 2 +- Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt | 2 +- Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt | 2 +- .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 4 ++-- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 4 ++-- 6 files changed, 8 insertions(+), 8 deletions(-) diff --git a/Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt b/Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt index ce8e9bbe..03bded8d 100644 --- a/Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt +++ b/Source/XenobladeX/4d4b09634a7eab30_0000000000001e49_ps.txt @@ -4,7 +4,7 @@ // shader 4d4b09634a7eab30 // Last step vertical blend - static /2 factor as a compromise. fx gets lost in blend on higher scaling // To-do candidate for multi pass / bokeh replacement -const float resScale = 2.0; +const float resScale = 1.0; uniform ivec4 uf_remappedPS[7]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4fde000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf51aa000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 diff --git a/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt b/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt index 32f48810..a5cb75cd 100644 --- a/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt +++ b/Source/XenobladeX/5eb82314ffb8484e_00000000000007f9_ps.txt @@ -4,7 +4,7 @@ // shader 5eb82314ffb8484e // bg scale, - static /2 factor as a compromise. fx gets lost in blend on higher scaling // Bgscale - _disabled probably overkill. // To-do candidate for multi pass / bokeh replacement -const float resScale = 2.0; +const float resScale = 1.0; //const float resScale = 2.0; uniform ivec4 uf_remappedPS[7]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 640x360x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 diff --git a/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt index 2f525fb4..b09c8a40 100644 --- a/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt +++ b/Source/XenobladeX/af7acf7fb6dca1be_0000000000079249_ps.txt @@ -582,5 +582,5 @@ R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30 R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y))); } // export -passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w)); +passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w)); } diff --git a/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt b/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt index ac0a9492..fcc6bf7a 100644 --- a/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt +++ b/Source/XenobladeX/fdb5a87dd0368c6b_000000000000f249_ps.txt @@ -476,5 +476,5 @@ R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22] R0i.w = 0; } // export -passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w)); +passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.w)); } diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index d7750d69..f99f8f56 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 = 0.72; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive. +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. 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 ef8ebc77..dc282725 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 = 0.72; // old brigntess tweak. Truncates at around .45+ -const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive. +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. 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