mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 10:09:18 +01:00
167 lines
5.4 KiB
Plaintext
167 lines
5.4 KiB
Plaintext
|
#version 420
|
||
|
#extension GL_ARB_texture_gather : enable
|
||
|
// shader bd8bba59e2149449
|
||
|
// Contrasty + Adjustable Bloom
|
||
|
// Credit to bestminr for vibrance logic, and getdls
|
||
|
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
|
||
|
|
||
|
/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */
|
||
|
const float bloomFactor = 0.4; // 1.0 is neutral
|
||
|
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
|
||
|
|
||
|
//Uncomment below and in body to scale 16-235 not recommended */
|
||
|
/*
|
||
|
const float floor = 16.0 / 255;
|
||
|
const float scale = 255.0/(235.0-16.0);
|
||
|
*/
|
||
|
|
||
|
uniform ivec4 uf_remappedPS[1];
|
||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||
|
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);
|
||
|
R1f *= bloomFactor;
|
||
|
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
|
||
|
// 0
|
||
|
R126f.x = R1f.x + R0f.x;
|
||
|
PV0f.x = R126f.x;
|
||
|
R127f.y = R1f.y + R0f.y;
|
||
|
PV0f.y = R127f.y;
|
||
|
R126f.z = R1f.z + R0f.z;
|
||
|
PV0f.z = 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
|
||
|
R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
|
||
|
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);
|
||
|
|
||
|
//Color Tweak
|
||
|
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*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
||
|
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);
|
||
|
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
|
||
|
|
||
|
// export
|
||
|
passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w);
|
||
|
}
|