cemu_graphic_packs/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt

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#version 420
#extension GL_ARB_texture_gather : enable
// shader bd8bba59e2149449
// Contrasty + Adjustable Bloom + Adjust Saturation
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
//----------------------------settings-------------------------------------
#define adjust_bloom 1
#define adjust_saturation 1
#define contrasty 1
// 0: disable, 1: enable.
const float bloomFactor = 0.7; // 1.0 is neutral
const float satFactor = 1.3; // 1.0 is neutral. Experimental, adjust native saturation
const float gamma = 0.81; // 1.0 is neutral. Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.008; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//--------------------------------------------------------------------------
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;
layout(binding = 1) uniform sampler2D textureUnitPS1;
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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = 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 = passParameterSem0;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
#if (adjust_bloom == 1)
R1f.xyz *= bloomFactor;
#endif
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
// 0
R126f.x = R1f.x + R0f.x;
R127f.y = R1f.y + R0f.y;
R126f.z = R1f.z + R0f.z;
PV0f.xyz = vec3(R126f.x,R127f.y,R126f.z);
R125f.w = 1.0;
// 1
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
// 2
R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b);
PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b);
R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b);
R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b);
R126f.w = 1.0 / PV1f.x;
PS0f = R126f.w;
// 3
PS1f = exp2(PV0f.y);
// 4
PV0f.x = -(PS1f) + 1.0;
PS0f = exp2(R127f.x);
// 5
R127f.x = -(PS0f) + 1.0;
R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
PV1f.z = PV0f.x * R126f.w;
PS1f = exp2(R127f.w);
// 6
backupReg0f = R126f.x;
backupReg1f = R127f.z;
R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
PV0f.y = -(PS1f) + 1.0;
R127f.z = mul_nonIEEE(R126f.z, PV1f.z);
PV0f.z = R127f.z;
R127f.w = mul_nonIEEE(R127f.y, PV1f.z);
PV0f.w = R127f.w;
PS0f = exp2(backupReg1f);
// 7
PV1f.x = R127f.x + -(PV0f.w);
PV1f.y = PV0f.y + -(PV0f.z);
PV1f.w = -(PS0f) + 1.0;
// 8
backupReg0f = R127f.z;
R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w);
R127f.x = clamp(R127f.x, 0.0, 1.0);
PV0f.x = R127f.x;
PV0f.y = PV1f.w + -(R126f.x);
R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f);
R127f.z = clamp(R127f.z, 0.0, 1.0);
PV0f.z = R127f.z;
// 9
backupReg0f = R126f.x;
R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f);
R126f.x = clamp(R126f.x, 0.0, 1.0);
PV1f.x = R126f.x;
R126f.y = max(PV0f.x, PV0f.z);
PV1f.w = min(PV0f.x, PV0f.z);
// 10
tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0)));
PV0f.x = tempf.x;
PV0f.y = tempf.x;
PV0f.z = tempf.x;
PV0f.w = tempf.x;
R126f.z = min(PV1f.x, PV1f.w);
PS0f = R126f.z;
// 11
backupReg0f = R127f.x;
backupReg1f = R127f.z;
R127f.x = max(R126f.x, R126f.y);
PV1f.x = R127f.x;
R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
PV1f.y = R123f.y;
R127f.z = backupReg0f + -(PS0f);
R125f.w = R126f.x + -(PS0f);
R126f.y = backupReg1f + -(PS0f);
PS1f = R126f.y;
// 12
#if (adjust_saturation == 1)
R126f.x = satFactor * (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
#else
R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
#endif
PV0f.x = R126f.x;
PV0f.y = -(R126f.z) + PV1f.x;
// 13
R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x);
PV1f.w = R123f.w;
// 14
R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
#if (contrasty == 1)
vec3 fColour = R0f.xyz;
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*intBitsToFloat(0x3e99096c) + fColour.g*intBitsToFloat(0x3f162b6b) + fColour.b*intBitsToFloat(0x3dea4a8c);
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
R0f.xyz = fColour;
#endif
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}