From 486a20ec2a14766cb7c65a9c05032345b717469d Mon Sep 17 00:00:00 2001 From: getdls Date: Wed, 28 Mar 2018 01:04:06 +0200 Subject: [PATCH] [XCX] Brighter night values --- .../3cc7e98f78c258b4_00000000000003ca_ps.txt | 2 +- .../7b9f05b2bd8f3b71_0000000000000079_ps.txt | 2 +- .../d936195db0dd8e7d_0000000000001e52_ps.txt | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt index 915f76bd..8cea76a1 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/3cc7e98f78c258b4_00000000000003ca_ps.txt @@ -8,7 +8,7 @@ const float gamma = 0.92; // 1.0 is neutral const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float vibrance = 0.318; // 0.0 is neutral -const float lift = 0.001; // 0.0 is neutral. loss of shadow detail +const float lift = 0.002; // 0.0 is neutral. loss of shadow detail const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. vec3 contrasty(vec3 colour){ diff --git a/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt index ed7cb402..3052725d 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/7b9f05b2bd8f3b71_0000000000000079_ps.txt @@ -5,7 +5,7 @@ //skell cockpit brigthtness fix + minor colour tweak to balance broken bloom const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float postExposure = 1.09; // 1.0 is neutral, then slightly raise exposure back up. -const float gamma = 0.95; // 1.0 is neutral +const float gamma = 0.92; // 1.0 is neutral const float vibrance = 0.3175; // 0.0 is neutral const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail diff --git a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt index ea8554ec..84157953 100644 --- a/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt +++ b/Workaround/XenobladeX_AdjustableBrightness/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -9,7 +9,7 @@ const float gamma = 0.92; // 1.0 is neutral const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float vibrance = 0.318; // 0.0 is neutral -const float lift = 0.001; // 0.0 is neutral. loss of shadow detail +const float lift = 0.002; // 0.0 is neutral. loss of shadow detail const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. vec3 contrasty(vec3 colour){