[XCX] Improve point light scaling

One value was off in the first version, less bright instead of scaling
This commit is contained in:
getdls 2018-03-17 00:58:12 +01:00
parent bd40700371
commit f7ef21ef54
2 changed files with 16 additions and 16 deletions

View File

@ -10,7 +10,7 @@ $scaleFactorY = always_decimal_format($fullHeight / 720.0);
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader ba19276703190072
//point light shadow scaling, indoors
//point light scaling v2,
const float resScale = <?=$scaleFactorX?>;
uniform ivec4 uf_remappedPS[11];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
@ -138,7 +138,7 @@ PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
// 3
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(uf_remappedPS[1].z)));//nop
R0i.w = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(uf_remappedPS[1].z)));
R0i.w = clampFI32(R0i.w);
// 4
predResult = (0.0 >= intBitsToFloat(R0i.w));
@ -196,7 +196,7 @@ PS1i = R122i.x;
// 4
backupReg0i = R127i.x;
R127i.x = floatBitsToInt((intBitsToFloat(R1i.x) * intBitsToFloat(R1i.x) + intBitsToFloat(PS1i)));
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[7].y)) + intBitsToFloat(uf_remappedPS[8].z)));//nop
R125i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[7].y)) + intBitsToFloat(uf_remappedPS[8].z)));
PV0i.y = R125i.y;
R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(R5i.y)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
@ -204,7 +204,7 @@ PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.w));
PV1i.x = floatBitsToInt(intBitsToFloat(R126i.x) * intBitsToFloat(PS0i));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.y) * intBitsToFloat(PS0i));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(R127i.w));
R127i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)/resScale)); //ok
R127i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)));
R126i.z = uf_remappedPS[7].z;
PS1i = R126i.z;
// 6
@ -212,9 +212,9 @@ backupReg0i = R127i.x;
R127i.x = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(R125i.y));
PV0i.y = PV1i.z;
PV0i.y = clampFI32(PV0i.y);
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].y)));//
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].y)));
PV0i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].x)));//
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[7].x)) + intBitsToFloat(uf_remappedPS[8].x)));
PV0i.w = R123i.w;
tempResultf = 1.0 / sqrt(intBitsToFloat(backupReg0i));
R125i.x = floatBitsToInt(tempResultf);
@ -230,8 +230,8 @@ R1i.w = PV0i.y;
PS1i = R1i.w;
// 8
backupReg0i = R127i.x;
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)/ resScale));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedPS[9].y));//
R127i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[7].z)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(uf_remappedPS[9].y));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(uf_remappedPS[9].x));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) / 2.0);
@ -248,17 +248,17 @@ PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_re
R3i.w = PV0i.w;
PS1i = R3i.w;
// 10
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w));
R0i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w) / resScale);
R4i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.x)),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.x)));
R127i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
PV0i.z = R127i.z;
R2i.w = floatBitsToInt(intBitsToFloat(R126i.y) + intBitsToFloat(PV1i.x));
R1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w));
R1i.x = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(R127i.w) / resScale);
PS0i = R1i.x;
// 11
R2i.x = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV0i.z));
R0i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R127i.w));
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z) / resScale + intBitsToFloat(R126i.x));
R0i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R127i.w) / resScale);
R3i.z = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z) / resScale + intBitsToFloat(R126i.x)); //
R4i.w = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(R1i.y)),intBitsToFloat(R125i.x)) + intBitsToFloat(R6i.y)));
R1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(R126i.z));
PS1i = R1i.y;
@ -266,9 +266,9 @@ PS1i = R1i.y;
backupReg0i = R1i.z;
backupReg1i = R0i.w;
R3i.x = floatBitsToInt(-(intBitsToFloat(R125i.y)) + 1.0);
R3i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z)/resScale + intBitsToFloat(R127i.z));
R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i) / resScale),intBitsToFloat(R125i.x)) + intBitsToFloat(R5i.z)));
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[1].w)));
R3i.y = floatBitsToInt(intBitsToFloat(uf_remappedPS[7].z) / resScale + intBitsToFloat(R127i.z)); //
R1i.z = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(backupReg0i)),intBitsToFloat(R125i.x)) + intBitsToFloat(R5i.z)));
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(uf_remappedPS[1].w)));//N
}
if( activeMaskStackC[1] == true ) {
R0i.x = floatBitsToInt(texture(textureUnitPS2, vec3(intBitsToFloat(R0i.xy), intBitsToFloat(R0i.w))));

View File

@ -3,7 +3,7 @@
#extension GL_ARB_separate_shader_objects : enable
// shader bd74794730fc559a
//tweak glare, less J.J. Abrams
const float glare = 0.85; //reflection on skell, characters, metal objects etc
const float glare = 0.95; //reflection on skell, characters, metal objects etc
uniform ivec4 uf_remappedPS[12];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5196000 res 1280x720x1 dim 1 tm: 4 format 0810 compSel: 0 1 4 5 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 0xf4386000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0