diff --git a/Mods/FatalFrame_Brightness/bc4963809a75b736_00000000000003c9_ps.txt b/Mods/FatalFrame_Brightness/bc4963809a75b736_00000000000003c9_ps.txt new file mode 100644 index 00000000..485228fb --- /dev/null +++ b/Mods/FatalFrame_Brightness/bc4963809a75b736_00000000000003c9_ps.txt @@ -0,0 +1,266 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader bc4963809a75b736 +// Used for: Changing the brightness of the game's rendering for japanese copies of the game + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 2) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[3]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[3]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +layout(location = 0) in vec4 passParameterSem128; +layout(location = 1) in vec4 passParameterSem129; +layout(location = 2) in vec4 passParameterSem130; +layout(location = 0) out vec4 passPixelColor0; +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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem128); +R1i = floatBitsToInt(passParameterSem129); +R2i = floatBitsToInt(passParameterSem130); +if( activeMaskStackC[1] == true ) { +R4i.xyz = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R1i.zw)).xyz); +R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).xyzw); +R1i.xzw = floatBitsToInt(textureGather(textureUnitPS0, intBitsToFloat(R1i.xy)).xzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +R127i.x = floatBitsToInt(max(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(R4i.z), intBitsToFloat(R3i.w))); +PV0i.z = floatBitsToInt(min(intBitsToFloat(R4i.z), intBitsToFloat(R3i.w))); +R127i.w = floatBitsToInt(min(intBitsToFloat(R1i.x), intBitsToFloat(R1i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.y))); +PV1i.w = floatBitsToInt(min(intBitsToFloat(R4i.x), intBitsToFloat(PV0i.z))); +// 2 +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(R127i.x))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.w), intBitsToFloat(R127i.w))); +// 3 +R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) + -(intBitsToFloat(PV0i.w))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(uf_remappedPS[0].y))); +// 4 +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[0].z))); +// 5 +PV1i.w = ((intBitsToFloat(PV0i.z) > intBitsToFloat(R127i.x))?int(0xFFFFFFFF):int(0x0)); +// 6 +backupReg0i = R3i.y; +R1i.x = ((PV1i.w == 0)?(0):(R3i.x)); +R3i.y = ((PV1i.w == 0)?(0):(0x3f800000)); +R1i.z = ((PV1i.w == 0)?(0):(R3i.z)); +R1i.y = ((PV1i.w == 0)?(0):(backupReg0i)); +PS0i = R1i.y; +// 7 +predResult = (R3i.y == 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +R1i.y = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.xy),0.0).w); +R2i.z = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.zw),0.0).w); +} +if( activeMaskStackC[2] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(0x3b2aaaab)); +PV0i.x = R127i.x; +R127i.y = R4i.y; +PV0i.y = R127i.y; +R127i.z = 0; +PV0i.w = R1i.w; +// 1 +PV1i.x = floatBitsToInt(-(intBitsToFloat(R1i.w)) + intBitsToFloat(PV0i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(PV0i.x))); +PV1i.z = floatBitsToInt(max(intBitsToFloat(PV0i.w), intBitsToFloat(R2i.z))); +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.y))); +R127i.w = floatBitsToInt(min(intBitsToFloat(PV0i.w), intBitsToFloat(R2i.z))); +PS1i = R127i.w; +// 2 +backupReg0i = R127i.x; +backupReg1i = R127i.y; +R127i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(PV1i.x)); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt(intBitsToFloat(PV1i.y) + -(intBitsToFloat(PV1i.x))); +PV0i.y = R127i.y; +R4i.z = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(min(intBitsToFloat(backupReg0i), intBitsToFloat(backupReg1i))); +// 3 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(PV0i.x),intBitsToFloat(PV0i.y),intBitsToFloat(R127i.z),0.0))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R4i.w = floatBitsToInt(min(intBitsToFloat(R127i.w), intBitsToFloat(PV0i.w))); +PS1i = R4i.w; +// 4 +tempResultf = 1.0 / sqrt(intBitsToFloat(PV1i.x)); +PS0i = floatBitsToInt(tempResultf); +// 5 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS0i))); +// 6 +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].z))); +PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].w))); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[1].y))); +PV0i.z = R127i.z; +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(uf_remappedPS[1].x))); +PV0i.w = R127i.w; +// 7 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(PV0i.w), -(intBitsToFloat(PV0i.w)))); +R2i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.x)); +R2i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.y)); +R1i.x = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV0i.w)); +PS1i = R1i.x; +// 8 +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(R127i.z)); +PV0i.w = floatBitsToInt(min(intBitsToFloat(PV1i.y), intBitsToFloat(PV1i.x))); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +// 10 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 11 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i))); +// 12 +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000))); +PV0i.z = floatBitsToInt(max(intBitsToFloat(PV1i.x), intBitsToFloat(0xc0000000))); +// 13 +PV1i.x = floatBitsToInt(min(intBitsToFloat(PV0i.z), 2.0)); +PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); +// 14 +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(uf_remappedPS[2].w))); +// 15 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(-(intBitsToFloat(PV0i.z)),-(intBitsToFloat(PV0i.w)),intBitsToFloat(PV0i.z))); +R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.w)); +} +if( activeMaskStackC[2] == true ) { +R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R1i.xy),0.0).xyzw); +R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R2i.zw),0.0).xyzw); +R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.xy),0.0).xyzw); +R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS1, intBitsToFloat(R0i.zw),0.0).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +R127i.x = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z)); +PV0i.x = R127i.x; +R127i.y = floatBitsToInt(intBitsToFloat(R1i.y) + intBitsToFloat(R2i.y)); +PV0i.y = R127i.y; +PV0i.z = floatBitsToInt(intBitsToFloat(R1i.x) + intBitsToFloat(R2i.x)); +PV0i.w = floatBitsToInt(intBitsToFloat(R1i.w) + intBitsToFloat(R2i.w)); +// 1 +PV1i.x = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(PV0i.w)); +PV1i.y = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(PV0i.x)); +PV1i.z = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(PV0i.y)); +PV1i.w = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(PV0i.z)); +R126i.z = PV0i.z; +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); +PS1i = R126i.z; +// 2 +backupReg0i = R0i.y; +backupReg1i = R0i.x; +PV0i.x = floatBitsToInt(intBitsToFloat(R0i.w) + intBitsToFloat(PV1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + intBitsToFloat(PV1i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(PV1i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV1i.w)); +R126i.y = R127i.y; +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); +PS0i = R126i.y; +// 3 +PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25); +R125i.y = R127i.x; +R125i.y = floatBitsToInt(intBitsToFloat(R125i.y) / 2.0); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25); +R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25); +PS1i = R127i.y; +// 4 +R127i.x = ((intBitsToFloat(PV1i.x) > intBitsToFloat(R4i.w))?int(0xFFFFFFFF):int(0x0)); +PV0i.w = ((intBitsToFloat(PV1i.x) > intBitsToFloat(R4i.z))?int(0xFFFFFFFF):int(0x0)); +// 5 +R123i.x = ((PV0i.w == 0)?(R127i.y):(R125i.y)); +PV1i.x = R123i.x; +R123i.y = ((PV0i.w == 0)?(R127i.z):(R126i.y)); +PV1i.y = R123i.y; +R123i.z = ((PV0i.w == 0)?(R127i.w):(R126i.z)); +PV1i.z = R123i.z; +// 6 +R1i.x = ((R127i.x == 0)?(R126i.z):(PV1i.z)); +R1i.y = ((R127i.x == 0)?(R126i.y):(PV1i.y)); +R1i.z = ((R127i.x == 0)?(R125i.y):(PV1i.x)); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +if( activeMaskStackC[1] == true ) { +// 0 +R1i.w = 0x3f800000; +} +// export +passPixelColor0 = clamp(vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w))*$brightness, 0.0, 1.0); +} diff --git a/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt b/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt index 38d58252..eccbf722 100644 --- a/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt +++ b/Mods/FatalFrame_Brightness/d50af77827baa4cf_00000000000003c9_ps.txt @@ -2,7 +2,7 @@ #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader d50af77827baa4cf -// Used for: Changing the brightness of the game's rendering +// Used for: Changing the brightness of the game's rendering for EU and US versions of the game // start of shader inputs/outputs, predetermined by Cemu. Do not touch diff --git a/Mods/FatalFrame_Brightness/rules.txt b/Mods/FatalFrame_Brightness/rules.txt index f6f34bfc..0727110c 100644 --- a/Mods/FatalFrame_Brightness/rules.txt +++ b/Mods/FatalFrame_Brightness/rules.txt @@ -2,7 +2,7 @@ titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 name = Brightness path = "Fatal Frame - Project Zero: Maiden of Black Water/Mods/Brightness" -description = Changes the brightness of the game. +description = Changes the brightness of the game. Can be used to make the game look brighter to be more similar to the Wii U. version = 4 [Preset] diff --git a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt b/Workarounds/FatalFrameProjectZero_CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt new file mode 100644 index 00000000..bccb1c6f --- /dev/null +++ b/Workarounds/FatalFrameProjectZero_CutsceneBrightness/50fbaf7528d32528_00000000003c9249_ps.txt @@ -0,0 +1,279 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 50fbaf7528d32528 +// Used for: Changes the brightness of the cutscenes for the EU and US versions of the game. + + +// start of shader inputs/outputs, predetermined by Cemu. Do not touch +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 6) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[7]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[7]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(1, 1, 0) uniform sampler2D textureUnitPS1; +TEXTURE_LAYOUT(2, 1, 1) uniform sampler2D textureUnitPS2; +TEXTURE_LAYOUT(3, 1, 2) uniform sampler2D textureUnitPS3; +TEXTURE_LAYOUT(4, 1, 3) uniform sampler2D textureUnitPS4; +TEXTURE_LAYOUT(5, 1, 4) uniform sampler2D textureUnitPS5; +TEXTURE_LAYOUT(6, 1, 5) uniform sampler2D textureUnitPS6; +layout(location = 0) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +// end of shader inputs/outputs +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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } +void main() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R5i = ivec4(0); +ivec4 R6i = ivec4(0); +ivec4 R122i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R124i = ivec4(0); +ivec4 R125i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem128); +R0i.zw = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).zw); +R2i.xyz = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).xyz); +R1i.xyz = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyz); +R3i.xyzw = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xy)).xyzw); +R4i.xyz = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R0i.xy)).xyz); +// 0 +backupReg0i = R0i.x; +backupReg1i = R0i.y; +PV0i.x = ((intBitsToFloat(R0i.z) > 0.0)?int(0xFFFFFFFF):int(0x0)); +R5i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + -(0.5)); +R5i.z = 0; +R1i.w = 0x3f000000; +R0i.y = floatBitsToInt(intBitsToFloat(backupReg1i) + -(0.5)); +PS0i = R0i.y; +// 1 +R127i.x = ((PV0i.x == 0)?(R2i.z):(R1i.z)); +PV1i.x = R127i.x; +R127i.y = ((PV0i.x == 0)?(R2i.y):(R1i.y)); +PV1i.y = R127i.y; +R127i.z = ((PV0i.x == 0)?(R2i.x):(R1i.x)); +PV1i.z = R127i.z; +R2i.w = 0x3f800000; +R6i.y = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].x)) + 1.0); +R6i.y = floatBitsToInt(intBitsToFloat(R6i.y) * 2.0); +PS1i = R6i.y; +// 2 +R0i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].y)) + 1.0); +R0i.x = floatBitsToInt(intBitsToFloat(R0i.x) * 2.0); +PV0i.y = floatBitsToInt(intBitsToFloat(R2i.z) + -(intBitsToFloat(PV1i.x))); +PV0i.z = floatBitsToInt(intBitsToFloat(R2i.y) + -(intBitsToFloat(PV1i.y))); +PV0i.w = floatBitsToInt(intBitsToFloat(R2i.x) + -(intBitsToFloat(PV1i.z))); +R4i.w = floatBitsToInt(-(intBitsToFloat(uf_remappedPS[0].z)) + 1.0); +R4i.w = floatBitsToInt(intBitsToFloat(R4i.w) * 2.0); +PS0i = R4i.w; +// 3 +backupReg0i = R0i.w; +R2i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R0i.w)) + intBitsToFloat(R127i.z))); +R2i.y = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[0].x)) * 2.0 + 1.0)); +R0i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R0i.w)) + intBitsToFloat(R127i.x))); +R0i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(backupReg0i)) + intBitsToFloat(R127i.y))); +R2i.z = uf_remappedPS[0].x; +R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0); +PS1i = R2i.z; +R1i.xyz = floatBitsToInt(texture(textureUnitPS1, intBitsToFloat(R1i.ww)).xxx); +// 0 +PV0i.x = floatBitsToInt(intBitsToFloat(R3i.y) + -(intBitsToFloat(R0i.w))); +PV0i.y = floatBitsToInt(intBitsToFloat(R3i.x) + -(intBitsToFloat(R2i.x))); +R124i.z = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[0].y)) * 2.0 + 1.0)); +PV0i.w = floatBitsToInt(intBitsToFloat(R3i.z) + -(intBitsToFloat(R0i.z))); +R125i.y = uf_remappedPS[0].y; +R125i.y = floatBitsToInt(intBitsToFloat(R125i.y) * 2.0); +PS0i = R125i.y; +// 1 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R3i.w)) + intBitsToFloat(R0i.z))); +PV1i.x = R123i.x; +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R3i.w)) + intBitsToFloat(R0i.w))); +PV1i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R3i.w)) + intBitsToFloat(R2i.x))); +PV1i.z = R123i.z; +R125i.w = floatBitsToInt((-(intBitsToFloat(uf_remappedPS[0].z)) * 2.0 + 1.0)); +R124i.x = uf_remappedPS[0].z; +R124i.x = floatBitsToInt(intBitsToFloat(R124i.x) * 2.0); +PS1i = R124i.x; +// 2 +R125i.x = floatBitsToInt((intBitsToFloat(uf_remappedPS[0].x) * 2.0 + -(1.0))); +R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.z),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV1i.x))); +PV0i.y = R123i.y; +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.y),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV1i.y))); +PV0i.z = R123i.z; +R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R4i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV1i.z))); +PV0i.w = R123i.w; +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R5i.z), intBitsToFloat(R5i.z))); +// 3 +R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R1i.x)) + intBitsToFloat(0xbb83126f))); +PV1i.x = R127i.x; +R126i.y = floatBitsToInt((intBitsToFloat(uf_remappedPS[0].y) * 2.0 + -(1.0))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R1i.z)) + intBitsToFloat(0xbb83126f))); +PV1i.z = R127i.z; +R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R1i.y)) + intBitsToFloat(0xbb83126f))); +PV1i.w = R127i.w; +R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R0i.y),intBitsToFloat(R0i.y)) + intBitsToFloat(PS0i))); +PS1i = R122i.x; +// 4 +R123i.x = floatBitsToInt((intBitsToFloat(PV1i.w) * intBitsToFloat(0x40c66666) + intBitsToFloat(0x3fd9999a))); +PV0i.x = R123i.x; +R123i.y = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x40c66666) + intBitsToFloat(0x3fd9999a))); +PV0i.y = R123i.y; +R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R5i.y)) + intBitsToFloat(PS1i))); +R123i.w = floatBitsToInt((intBitsToFloat(PV1i.z) * intBitsToFloat(0x40c66666) + intBitsToFloat(0x3fd9999a))); +PV0i.w = R123i.w; +R126i.w = floatBitsToInt((intBitsToFloat(PV1i.x) * intBitsToFloat(0x40c66666) + 0.5)); +PS0i = R126i.w; +// 5 +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(0x3d75c28f))); +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3d75c28f))); +R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(0x3d75c28f))); +PV1i.z = R123i.z; +R123i.w = floatBitsToInt((intBitsToFloat(R127i.w) * intBitsToFloat(0x40c66666) + 0.5)); +PV1i.w = R123i.w; +R122i.x = floatBitsToInt((intBitsToFloat(R127i.z) * intBitsToFloat(0x40c66666) + 0.5)); +PS1i = R122i.x; +// 6 +backupReg0i = R127i.z; +backupReg1i = R127i.w; +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(R126i.w))); +R124i.y = floatBitsToInt((intBitsToFloat(uf_remappedPS[0].z) * 2.0 + -(1.0))); +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i))); +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg1i), intBitsToFloat(PV1i.w))); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z)); +// 7 +R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PS0i))); +R125i.z = clampFI32(R125i.z); +PS1i = floatBitsToInt(1.0 / intBitsToFloat(R127i.y)); +// 8 +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PS1i))); +R127i.y = clampFI32(R127i.y); +PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.x)); +// 9 +R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i))); +R127i.w = clampFI32(R127i.w); +PS1i = floatBitsToInt(sqrt(intBitsToFloat(R126i.z))); +// 10 +R123i.y = floatBitsToInt((mul_nonIEEE(-(intBitsToFloat(PS1i)),intBitsToFloat(uf_remappedPS[2].w)) + intBitsToFloat(uf_remappedPS[2].z))); +R123i.y = clampFI32(R123i.y); +PV0i.y = R123i.y; +// 11 +R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.z), intBitsToFloat(PV0i.y))); +PV1i.x = R127i.x; +R5i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PV0i.y))); +PV1i.y = R5i.y; +R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(PV0i.y))); +PV1i.z = R125i.z; +// 12 +R1i.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(PV1i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedPS[3].x),intBitsToFloat(uf_remappedPS[3].y),intBitsToFloat(uf_remappedPS[3].z),intBitsToFloat(uf_remappedPS[3].w)))); +PV0i.x = R1i.x; +PV0i.y = R1i.x; +PV0i.z = R1i.x; +PV0i.w = R1i.x; +// 13 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R5i.y),intBitsToFloat(R125i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedPS[4].x),intBitsToFloat(uf_remappedPS[4].y),intBitsToFloat(uf_remappedPS[4].z),intBitsToFloat(uf_remappedPS[4].w)))); +PV1i.x = tempi.x; +PV1i.y = tempi.x; +PV1i.z = tempi.x; +PV1i.w = tempi.x; +R127i.w = tempi.x; +R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x))); +PS1i = R126i.x; +// 14 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R127i.x),intBitsToFloat(R5i.y),intBitsToFloat(R125i.z),intBitsToFloat(R2i.w)),vec4(intBitsToFloat(uf_remappedPS[5].x),intBitsToFloat(uf_remappedPS[5].y),intBitsToFloat(uf_remappedPS[5].z),intBitsToFloat(uf_remappedPS[5].w)))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +R126i.z = tempi.x; +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.x))); +// 15 +backupReg0i = R126i.x; +R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R124i.z), intBitsToFloat(PS0i))); +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y), intBitsToFloat(backupReg0i))); +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.x), intBitsToFloat(PV0i.x))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R1i.x), intBitsToFloat(R6i.y))); +PS1i = floatBitsToInt(sqrt(intBitsToFloat(R1i.x))); +// 16 +backupReg0i = R0i.x; +PV0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.w), intBitsToFloat(backupReg0i))); +R2i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R126i.z), intBitsToFloat(R4i.w))); +R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(R125i.x)) + intBitsToFloat(PV1i.w))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R125i.w), intBitsToFloat(PV1i.z))); +PS0i = floatBitsToInt(sqrt(intBitsToFloat(R127i.w))); +// 17 +backupReg0i = R126i.x; +backupReg1i = R127i.y; +R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(R125i.y)) + intBitsToFloat(backupReg0i))); +R127i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS0i),intBitsToFloat(R126i.y)) + intBitsToFloat(PV0i.x))); +R124i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R1i.x),intBitsToFloat(R2i.z)) + intBitsToFloat(backupReg1i))); +R125i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(R124i.x)) + intBitsToFloat(PV0i.w))); +PS1i = floatBitsToInt(sqrt(intBitsToFloat(R126i.z))); +// 18 +R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PS1i),intBitsToFloat(R124i.y)) + intBitsToFloat(R2i.y))); +PV0i.x = R123i.x; +PV0i.y = ((intBitsToFloat(R126i.z) >= 0.5)?int(0xFFFFFFFF):int(0x0)); +PV0i.z = ((intBitsToFloat(R127i.w) >= 0.5)?int(0xFFFFFFFF):int(0x0)); +PV0i.w = ((intBitsToFloat(R1i.x) >= 0.5)?int(0xFFFFFFFF):int(0x0)); +PS0i = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].z), intBitsToFloat(R125i.z))); +// 19 +R123i.x = ((PV0i.w == 0)?(R124i.z):(R127i.z)); +PV1i.x = R123i.x; +R123i.z = ((PV0i.y == 0)?(R125i.w):(PV0i.x)); +PV1i.z = R123i.z; +R123i.w = ((PV0i.z == 0)?(R126i.x):(R127i.y)); +PV1i.w = R123i.w; +R122i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].y),intBitsToFloat(R5i.y)) + intBitsToFloat(PS0i))); +PS1i = R122i.x; +// 20 +PV0i.x = floatBitsToInt(-(intBitsToFloat(R127i.w)) + intBitsToFloat(PV1i.w)); +PV0i.y = floatBitsToInt(-(intBitsToFloat(R1i.x)) + intBitsToFloat(PV1i.x)); +PV0i.w = floatBitsToInt(-(intBitsToFloat(R126i.z)) + intBitsToFloat(PV1i.z)); +R5i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(uf_remappedPS[6].x),intBitsToFloat(R127i.x)) + intBitsToFloat(PS1i))); +PS0i = R5i.w; +// 21 +R5i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(R1i.x))); +R5i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(R127i.w))); +R5i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(R126i.z))); +// export +passPixelColor0 = clamp(vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y), intBitsToFloat(R5i.z), intBitsToFloat(R5i.w))*$cutsceneBrightness, 0.0, 1.0); +} diff --git a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt b/Workarounds/FatalFrameProjectZero_CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt new file mode 100644 index 00000000..97f26c1b --- /dev/null +++ b/Workarounds/FatalFrameProjectZero_CutsceneBrightness/8f3c56388d6f5acb_000000000000f249_ps.txt @@ -0,0 +1,165 @@ +#version 430 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 8f3c56388d6f5acb +// Used for: Changes the brightness of the cutscenes in the japanese version of the game. + + +#ifdef VULKAN +#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw) +#else +#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location) +#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) +#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation) +#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw) +#endif +#ifdef VULKAN +layout(set = 1, binding = 4) uniform ufBlock +{ +uniform ivec4 uf_remappedPS[3]; +uniform vec4 uf_fragCoordScale; +}; +#else +uniform ivec4 uf_remappedPS[3]; +uniform vec2 uf_fragCoordScale; +#endif +TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; +TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; +TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2; +TEXTURE_LAYOUT(3, 1, 3) uniform sampler2D textureUnitPS3; +layout(location = 0) in vec4 passParameterSem128; +layout(location = 0) out vec4 passPixelColor0; +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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R126f = 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 = passParameterSem128; +R1f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); +R4f.xyz = (texture(textureUnitPS3, R0f.xy).xyz); +R5f.xyzw = (texture(textureUnitPS2, R0f.xy).xyzw); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].y); +PV0f.x *= 2.0; +R3f.y = -(R5f.w) + 0.5; +R3f.y *= 2.0; +R3f.y = clamp(R3f.y, 0.0, 1.0); +PV0f.z = R1f.w + -(0.5); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x); +PV0f.w *= 2.0; +R6f.w = 1.0; +PS0f = R6f.w; +// 1 +backupReg0f = R0f.y; +PV1f.y = max(PV0f.z, -(PV0f.z)); +PV1f.y *= 2.0; +R123f.z = (mul_nonIEEE(backupReg0f,PV0f.x) + -(intBitsToFloat(uf_remappedPS[0].y))); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(R0f.x,PV0f.w) + -(intBitsToFloat(uf_remappedPS[0].x))); +PV1f.w = R123f.w; +// 2 +R2f.x = -(PV1f.y) + 1.0; +R2f.x = clamp(R2f.x, 0.0, 1.0); +PV0f.x = R2f.x; +R0f.y = PV1f.z + intBitsToFloat(uf_remappedPS[1].y); +R0f.z = PV1f.w + intBitsToFloat(uf_remappedPS[1].x); +R2f.w = PV1f.w + 0.5; +R2f.y = PV1f.z + 0.5; +PS0f = R2f.y; +// 3 +R0f.w = mul_nonIEEE(PV0f.x, PV0f.x); +PV1f.w = R0f.w; +PS1f = 1.0 / PV0f.x; +// 4 +backupReg0f = R1f.y; +backupReg1f = R1f.z; +R3f.x = mul_nonIEEE(R1f.x, PV1f.w); +R1f.y = mul_nonIEEE(backupReg0f, PV1f.w); +R1f.z = PS1f + 0.0; +R1f.w = mul_nonIEEE(backupReg1f, PV1f.w); +R1f.x = (textureLod(textureUnitPS0, R0f.zy,0.0).x); +R0f.x = (textureLod(textureUnitPS0, R2f.wy,0.0).x); +// 0 +backupReg0f = R0f.x; +PV0f.x = R1f.x + backupReg0f; +PV0f.x /= 2.0; +PV0f.y = R1f.z * 0.25; +PV0f.y = clamp(PV0f.y, 0.0, 1.0); +// 1 +PV1f.x = -(R2f.x) + PV0f.y; +PV1f.x = clamp(PV1f.x, 0.0, 1.0); +R126f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[0].w)) + intBitsToFloat(uf_remappedPS[0].z)); +PV1f.y = R126f.y; +// 2 +PV0f.x = PV1f.x + R0f.w; +R127f.y = (mul_nonIEEE(R4f.z,PV1f.x) + R1f.w); +R127f.z = (mul_nonIEEE(R4f.y,PV1f.x) + R1f.y); +R127f.w = (mul_nonIEEE(R4f.x,PV1f.x) + R3f.x); +R126f.w = mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[2].z)); +PS0f = R126f.w; +// 3 +PS1f = 1.0 / PV0f.x; +// 4 +R127f.x = mul_nonIEEE(R127f.y, PS1f); +PV0f.x = R127f.x; +R127f.y = mul_nonIEEE(R127f.z, PS1f); +PV0f.y = R127f.y; +R127f.z = mul_nonIEEE(R127f.w, PS1f); +PV0f.z = R127f.z; +// 5 +PV1f.x = R5f.z + -(PV0f.x); +PV1f.y = R5f.y + -(PV0f.y); +PV1f.z = R5f.x + -(PV0f.z); +// 6 +R123f.y = (mul_nonIEEE(PV1f.x,R3f.y) + R127f.x); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(PV1f.y,R3f.y) + R127f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV1f.z,R3f.y) + R127f.z); +PV0f.w = R123f.w; +// 7 +R123f.x = (mul_nonIEEE(PV0f.y,R126f.w) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(PV0f.z,R126f.w) + PV0f.z); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(PV0f.w,R126f.w) + PV0f.w); +PV1f.z = R123f.z; +// 8 +R6f.x = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.z); +R6f.x = clamp(R6f.x, 0.0, 1.0); +R6f.y = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.y); +R6f.y = clamp(R6f.y, 0.0, 1.0); +R6f.z = (mul_nonIEEE(R126f.y,intBitsToFloat(uf_remappedPS[2].w)) + PV1f.x); +R6f.z = clamp(R6f.z, 0.0, 1.0); +// export +passPixelColor0 = clamp(vec4(R6f.x, R6f.y, R6f.z, R6f.w)*$cutsceneBrightness, 0.0, 1.0); +} diff --git a/Workarounds/FatalFrameProjectZero_CutsceneBrightness/rules.txt b/Workarounds/FatalFrameProjectZero_CutsceneBrightness/rules.txt new file mode 100644 index 00000000..f12ad7b5 --- /dev/null +++ b/Workarounds/FatalFrameProjectZero_CutsceneBrightness/rules.txt @@ -0,0 +1,35 @@ +[Definition] +titleIds = 00050000101D0300,00050000101D0600,000500001014D200,00050000101D3F00 +name = Cutscene Brightness +path = "Fatal Frame - Project Zero: Maiden of Black Water/Workarounds/Cutscene Brightness" +description = Makes the cutscenes brighter which are normally very dark. This can be pretty ugly since the lighting is still missing, but it will help with the visibility. +version = 4 + + +[Preset] +name = Normal (Default) +$cutsceneBrightness = 1.0 + +[Preset] +name = 3x Cutscene Brightness +$cutsceneBrightness = 3.0 + +[Preset] +name = 5x Cutscene Brightness +$cutsceneBrightness = 5.0 + +[Preset] +name = 8x Cutscene Brightness +$cutsceneBrightness = 8.0 + +[Preset] +name = 10x Cutscene Brightness +$cutsceneBrightness = 10.0 + +[Preset] +name = 15x Cutscene Brightness +$cutsceneBrightness = 15.0 + +[Preset] +name = 20x Cutscene Brightness +$cutsceneBrightness = 20.0 \ No newline at end of file