From b917f0d524e7af876b53e15e6ee9e54aa0c5c85f Mon Sep 17 00:00:00 2001 From: M&M Date: Fri, 5 Feb 2021 16:24:52 -0800 Subject: [PATCH] [Sonic Lost World] fix title for Darkness pack --- .../Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt | 2 +- .../Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt | 2 +- .../Darkness/4fab679c75795f90_00000000000003c9_ps.txt | 2 +- .../Darkness/91f43f263091c56d_0000000000079249_ps.txt | 2 +- src/SonicLostWorld/Workarounds/Darkness/rules.txt | 2 +- 5 files changed, 5 insertions(+), 5 deletions(-) diff --git a/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt index 9dfaa477..2698ace8 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/1adfa527e4ea7f40_0000000000001e49_ps.txt @@ -85,6 +85,6 @@ R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV0 PV1i.z = R123i.z; // 4 R3i.xyz = floatBitsToInt(vec3(intBitsToFloat(R0i.x),intBitsToFloat(R0i.y),intBitsToFloat(R0i.z)) + vec3(intBitsToFloat(PV1i.z),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.x))); -// export +// export (brightness modified here) passPixelColor0 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y), intBitsToFloat(R3i.z), intBitsToFloat(R3i.w)) * 1.6666666667; } diff --git a/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt index 3040d5cb..4a748610 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/3c6c7691f6e2f2e4_0000000000001e49_ps.txt @@ -72,7 +72,7 @@ R123f.y = (mul_nonIEEE(PV0f.x,R1f.w) + R2f.y); PV1f.y = R123f.y; R123f.z = (mul_nonIEEE(PV0f.y,R1f.w) + R2f.x); PV1f.z = R123f.z; -// 2 - Tonemapping +// 2 (brightness modified here) R3f.xyz = vec3(R0f.x,R0f.y,R0f.z) + vec3(PV1f.z,PV1f.y,PV1f.x) * 1.6666666667; // export passPixelColor0 = vec4(R3f.x, R3f.y, R3f.z, R3f.w); diff --git a/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt index 38a36678..0e9980b7 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/4fab679c75795f90_00000000000003c9_ps.txt @@ -54,7 +54,7 @@ int cubeMapFaceId; R0f = passParameterSem136; R1f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -// 0 - Tonemapping +// 0 (brightness modified here) backupReg0f = R0f.x; backupReg1f = R0f.y; backupReg2f = R0f.z; diff --git a/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt b/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt index dc7841db..fe7f98b0 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/91f43f263091c56d_0000000000079249_ps.txt @@ -132,7 +132,7 @@ PV1f.y = R123f.y; PV0f.x = PV1f.y * intBitsToFloat(0x3e22f983); // 13 PS1f = cos((PV0f.x)/0.1591549367); -// 14 - Tonemapping +// 14 (brightness modified here) R5f.x = ((mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[2].w)) + 1.0) * 1.6666666667); PV0f.y = mul_nonIEEE(PS1f, R126f.x); PV0f.z = mul_nonIEEE(PS1f, R127f.y); diff --git a/src/SonicLostWorld/Workarounds/Darkness/rules.txt b/src/SonicLostWorld/Workarounds/Darkness/rules.txt index 3aa735ed..c25168a0 100644 --- a/src/SonicLostWorld/Workarounds/Darkness/rules.txt +++ b/src/SonicLostWorld/Workarounds/Darkness/rules.txt @@ -1,6 +1,6 @@ [Definition] titleIds = 0005000010135700,000500001012B100,0005000010128F00 -name = Disable Post Processing Effects +name = Darkness path = "Sonic Lost World/Workarounds/Darkness" description = Brightens up the game to work around broken tonemapping in Cemu.|Some stages will still be darker than they should, but is overall much better than before.||Made by M&&M. version = 6