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https://github.com/cemu-project/cemu_graphic_packs.git
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[XCX] XYZ capped not just X,
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@ -23,6 +23,16 @@ layout(location = 0) in vec4 passParameterSem0;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 1) in vec4 passParameterSem1;
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layout(location = 0) out vec4 passPixelColor0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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uniform vec2 uf_fragCoordScale;
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highp float lineRand(vec2 co)
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{
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highp float a = 12.9898;
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highp float b = 78.233;
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highp float c = 43758.5453;
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highp float dt = dot(co.xy, vec2(a, b));
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highp float sn = mod(dt, 3.14);
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return fract(sin(sn) * c);
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}
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int clampFI32(int v)
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int clampFI32(int v)
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{
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{
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if( v == 0x7FFFFFFF )
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if( v == 0x7FFFFFFF )
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@ -70,8 +80,8 @@ activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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int cubeMapFaceId;
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R0i = floatBitsToInt(passParameterSem0);
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R0i = floatBitsToInt((passParameterSem0) + (lineRand(gl_FragCoord.xy)*0.0001));
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R1i = floatBitsToInt(passParameterSem1);
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R1i = floatBitsToInt((passParameterSem1) -(lineRand(gl_FragCoord.yx)*0.0001));
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if( activeMaskStackC[1] == true ) {
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if( activeMaskStackC[1] == true ) {
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R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
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R1i.xyz = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R1i.xy)).xyz);
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}
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}
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@ -177,11 +187,11 @@ R4i.y = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(uf_remappedPS[13].
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PS1i = R4i.y;
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PS1i = R4i.y;
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}
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}
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if( activeMaskStackC[1] == true ) {
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if( activeMaskStackC[1] == true ) {
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R8i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.xz), intBitsToFloat(R0i.w))));
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R8i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R0i.xz) + (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R0i.w))));
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R0i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.xy), intBitsToFloat(R1i.w))));
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R0i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R1i.xy) + (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R1i.w))));
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R9i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.zy), intBitsToFloat(R2i.w))));
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R9i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R2i.zy) + (lineRand(gl_FragCoord.xy)*0.0002), intBitsToFloat(R2i.w))));
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R10i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R3i.xy), intBitsToFloat(R3i.w))));
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R10i.x = floatBitsToInt(texture(textureUnitPS1, vec3(intBitsToFloat(R3i.xy) + (lineRand(gl_FragCoord.yx)*0.0002), intBitsToFloat(R3i.w))));
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R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R4i.zy), intBitsToFloat(R4i.w))));
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R1i.x = floatBitsToInt(texture(textureUnitPS3, vec3(intBitsToFloat(R4i.zy) - (lineRand(gl_FragCoord.xy)*0.0005), intBitsToFloat(R4i.w))));
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}
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}
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if( activeMaskStackC[1] == true ) {
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStack[1] = activeMaskStack[0];
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@ -475,6 +485,8 @@ if( activeMaskStackC[1] == true ) {
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R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22].x) + intBitsToFloat(uf_remappedPS[22].y)));
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R0i.x = floatBitsToInt((intBitsToFloat(R1i.w) * intBitsToFloat(uf_remappedPS[22].x) + intBitsToFloat(uf_remappedPS[22].y)));
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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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//+(lineRand(gl_FragCoord.xy)*0.0001)
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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 = 0.8; // 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 = 0.8; // 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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