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[XCX] XYZ capped not just X
Fix - Scale R G B, not just R even if source is monochrome
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@ -4,7 +4,7 @@
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// shader 4d4b09634a7eab30
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// shader 4d4b09634a7eab30
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// Last step vertical blend - static /2 factor as a compromise. fx gets lost in blend on higher scaling
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// Last step vertical blend - static /2 factor as a compromise. fx gets lost in blend on higher scaling
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// To-do candidate for multi pass / bokeh replacement
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// To-do candidate for multi pass / bokeh replacement
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const float resScale = 2.0;
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const float resScale = 1.0;
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uniform ivec4 uf_remappedPS[7];
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uniform ivec4 uf_remappedPS[7];
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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
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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
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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
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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
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@ -4,7 +4,7 @@
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// shader 5eb82314ffb8484e // bg scale, - static /2 factor as a compromise. fx gets lost in blend on higher scaling
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// shader 5eb82314ffb8484e // bg scale, - static /2 factor as a compromise. fx gets lost in blend on higher scaling
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// Bgscale - _disabled probably overkill.
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// Bgscale - _disabled probably overkill.
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// To-do candidate for multi pass / bokeh replacement
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// To-do candidate for multi pass / bokeh replacement
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const float resScale = 2.0;
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const float resScale = 1.0;
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//const float resScale = 2.0;
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//const float resScale = 2.0;
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uniform ivec4 uf_remappedPS[7];
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uniform ivec4 uf_remappedPS[7];
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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
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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
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@ -582,5 +582,5 @@ R0i.y = floatBitsToInt((intBitsToFloat(PV0i.y) * intBitsToFloat(uf_remappedPS[30
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R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y)));
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R0i.z = floatBitsToInt((intBitsToFloat(PV0i.x) * intBitsToFloat(uf_remappedPS[30].x) + intBitsToFloat(uf_remappedPS[30].y)));
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}
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}
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// export
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
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passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.y)*shadowExposure, intBitsToFloat(R0i.z)*shadowExposure, intBitsToFloat(R0i.w));
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}
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}
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@ -476,5 +476,5 @@ R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22]
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R0i.w = 0;
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R0i.w = 0;
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}
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}
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// export
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// export
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passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x), intBitsToFloat(R0i.x), intBitsToFloat(R0i.w));
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passPixelColor0 = vec4(intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.x)*shadowExposure, intBitsToFloat(R0i.w));
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}
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}
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@ -4,8 +4,8 @@
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.72; // old brigntess tweak. Truncates at around .45+
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const float preExposure = 0.85; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive.
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const float gammaPostExposure = 0.85; // compensate pre exposure, but loss of contrast when positive.
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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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
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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
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@ -4,8 +4,8 @@
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// cross fade brightness
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// cross fade brightness
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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// changes here in turn "breaks" bloom as they over or under expose depending on day/night
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const float preExposure = 0.72; // old brigntess tweak. Truncates at around .45+
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const float preExposure = 0.85; // old brigntess tweak. Truncates at around .45+
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const float gammaPostExposure = 0.9; // compensate pre exposure, but loss of contrast when positive.
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const float gammaPostExposure = 0.85; // compensate pre exposure, but loss of contrast when positive.
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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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
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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
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