mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-27 03:54:15 +01:00
84 lines
3.0 KiB
Plaintext
84 lines
3.0 KiB
Plaintext
|
#version 420 //Credit to bestminr for vibrance logic
|
||
|
#extension GL_ARB_texture_gather : enable
|
||
|
|
||
|
const bool Use_Contrasty = false; //'true' or 'false' to turn Contrasty on or off
|
||
|
|
||
|
|
||
|
/*Gamma, exposure, vibrance and crushContrast can be modified */
|
||
|
const float gamma = 0.8; // 1.0 is neutral Botw is already colour graded at this stage
|
||
|
const float exposure = 1.17; // 1.0 is neutral
|
||
|
const float vibrance = 0.7; // 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);
|
||
|
*/
|
||
|
|
||
|
|
||
|
// shader f14bb57cd5c9cb77
|
||
|
uniform ivec4 uf_remappedPS[4];
|
||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
|
||
|
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
|
||
|
layout(location = 0) in vec4 passParameterSem2;
|
||
|
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 R2f = vec4(0.0);
|
||
|
vec4 R3f = 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;
|
||
|
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;
|
||
|
R0f = passParameterSem2;
|
||
|
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
|
||
|
vec3 fColour = (R2f.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
|
||
|
R2f.xyz = (Use_Contrasty?fColour:R2f.xyz);
|
||
|
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
|
||
|
}
|