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feat(wutheringwaves): tune defaults, HDR Look preset, fix bugs
1 parent 8c33415 commit bd6da66

4 files changed

Lines changed: 88 additions & 26 deletions

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src/games/wutheringwaves/3_2/output/output_0x41579D47.ps_6_0.hlsl

Lines changed: 5 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -391,14 +391,15 @@ float4 main(
391391
_746 = _669;
392392
_747 = _670;
393393
}
394+
GENERATE_INVERSION(_745, _746, _747);
394395
float _756 = ((((_746 * 587.0f) + (_745 * 299.0f)) + (_747 * 114.0f)) * 0.0010000000474974513f) - cb0_109z;
395396
float _763 = saturate(float((int)(((int)(uint)((bool)(_756 > 0.0f))) - ((int)(uint)((bool)(_756 < 0.0f))))));
396397
float _770 = cb0_110x - _745;
397398
float _771 = cb0_110y - _746;
398399
float _772 = cb0_110z - _747;
399-
float _777 = cb0_111x - _745;
400-
float _778 = cb0_111y - _746;
401-
float _779 = cb0_111z - _747;
400+
float _777 = WUWA_PEAK_SCALING * cb0_111x - _745;
401+
float _778 = WUWA_PEAK_SCALING * cb0_111y - _746;
402+
float _779 = WUWA_PEAK_SCALING * cb0_111z - _747;
402403
[branch]
403404
if (cb0_109y > 0.0f) {
404405
_796 = (_770 * cb0_109y);
@@ -419,7 +420,7 @@ float4 main(
419420
SV_Target.x = ((cb0_109x * (lerp(_796, _799, _763))) + _745);
420421
SV_Target.y = ((cb0_109x * (lerp(_797, _800, _763))) + _746);
421422
SV_Target.z = (((lerp(_798, _801, _763)) * cb0_109x) + _747);
422-
SV_Target.xyz = wuwa::InvertAndApplyDisplayMap(SV_Target.xyz);
423+
SV_Target.xyz = wuwa::ApplyDisplayMap(SV_Target.xyz);
423424
SV_Target.w = dot(float3(_660, _659, _658), float3(0.29899999499320984f, 0.5870000123977661f, 0.11400000005960464f));
424425
CLAMP_IF_SDR(SV_Target.w);
425426
return SV_Target;

src/games/wutheringwaves/3_2/output/output_0x5700563F.ps_6_0.hlsl

Lines changed: 4 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1120,14 +1120,15 @@ float4 main(
11201120
_1129 = _1052;
11211121
_1130 = _1053;
11221122
}
1123+
GENERATE_INVERSION(_1128, _1129, _1130);
11231124
float _1139 = ((((_1129 * 587.0f) + (_1128 * 299.0f)) + (_1130 * 114.0f)) * 0.0010000000474974513f) - cb0_109z;
11241125
float _1146 = saturate(float((int)(((int)(uint)((bool)(_1139 > 0.0f))) - ((int)(uint)((bool)(_1139 < 0.0f))))));
11251126
float _1153 = cb0_110x - _1128;
11261127
float _1154 = cb0_110y - _1129;
11271128
float _1155 = cb0_110z - _1130;
1128-
float _1160 = cb0_111x - _1128;
1129-
float _1161 = cb0_111y - _1129;
1130-
float _1162 = cb0_111z - _1130;
1129+
float _1160 = WUWA_PEAK_SCALING * cb0_111x - _1128;
1130+
float _1161 = WUWA_PEAK_SCALING * cb0_111y - _1129;
1131+
float _1162 = WUWA_PEAK_SCALING * cb0_111z - _1130;
11311132
[branch]
11321133
if (cb0_109y > 0.0f) {
11331134
_1179 = (_1153 * cb0_109y);

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