#version 420 #extension GL_ARB_texture_gather : enable // shader d936195db0dd8e7d // 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 = 0.55; // old brigntess tweak. Truncates at around .45+ const float gammaPostExposure = 1.1; // 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 layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 0) out vec4 passPixelColor0; uniform vec2 uf_fragCoordScale; 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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } void main() { vec4 R0f = vec4(0.0); vec4 R1f = vec4(0.0); vec4 R2f = 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.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure; // 0 backupReg0f = R0f.x; PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x); PV0f.x = clamp(PV0f.x, 0.0, 1.0); R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x); R127f.z = clamp(R127f.z, 0.0, 1.0); R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x); R127f.w = clamp(R127f.w, 0.0, 1.0); R2f.w = 1.0; PS0f = R2f.w; // 1 tempResultf = log2(PV0f.x); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 2 R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); tempResultf = log2(R127f.w); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS0f = tempResultf; // 3 R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e); tempResultf = log2(R127f.z); if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; PS1f = tempResultf; // 4 R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e); PS0f = exp2(R127f.x); // 5 R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); PS1f = exp2(R127f.y); // 6 R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); PS0f = exp2(R127f.w); // 7 R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz); // 0 backupReg0f = R0f.y; backupReg1f = R0f.x; PV0f.x = R1f.z + -(R0f.z); PV0f.y = R1f.y + -(backupReg0f); PV0f.z = R1f.x + -(backupReg1f); // 1 R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x); R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y); R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z); // export R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0); passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); }