cemu_graphic_packs/src/BreathOfTheWild/Enhancements/37040a485a29d54e_00000000000003c9_ps.txt

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[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
//##########################################################
// Being below game update version 1.4.0 will give you double-vision with recent graphic packs.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Crementif for additional assistance.
// Credit to all other creators for their time in making alternative presets.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// Added Cemu 1.13.x Preset support
// v 2.3 Final
//##########################################################
#define Preset $preset
// User Defined Preset 0
// Bruz Preset 1
2021-01-13 15:14:38 -08:00
// t3nka Neutral+ 2
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
// Jamie Preset 3
// Contrasty Preset 4
// The Complaining Gamer Preset 5
// Filmic Preset Preset 6
// CellHunter Preset 7
// Serfrost Preset (Bright Display) 8
// Serfrost Preset (Dim Display) 9
// Serfrost Preset (Default) 10
// ViskClarity Preset 11
// Survival of the Wild Preset (Warmer) 12
// Survival of the Wild Preset (Colder) 13
2021-01-13 15:14:38 -08:00
// Godot's Mexican Preset 14
// BSOD Gaming Preset 15
// Hexaae's Clear Preset 16
// MaranBr Preset (Little More Intense) 17
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
//##########################################################
// THE WAY I'M TOGGLING THIS IS ***BAD***
#define disableClarity $disableClarity
#if (disableClarity == 0)
#if (Preset == 0)
// User Defined, values to change are below. End before main presets.
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30.
const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 0 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.35; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 0
// 0: disable, -1 to 9: enable.
// -1: disable, loss of bright detail/color but keep [0,1] intact
// 0: (Wii U) BotW original
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls / "Contrasty" Parameters
const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.00; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.00; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.0, 1.0); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
#define post_process 0
//----------------"BotW original" vibrance adjust-------------//
const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
//------------------------------------------------------------//
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 0 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
#define vibpass 0 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.00; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 1.00; // [Default is 1.0]
const float Technicolor2_Saturation = 1.00; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
#define cmatrix 0
//Color Matrix
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
//Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.0; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
#define dpxpass 0
//DPX
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
//###########################################################
//Do not edit under this line, unless explicitly desired. Keep backups!
//###########################################################
//Presets
#elif (Preset == 1) //Bruz
#define adjust_bloom 1
const float bloomFactor = 0.30;
#define HDRpassing 0
float HDRPower = 1.3;
float radius1 = 0.795;
float radius2 = 0.85;
#define lumapassing 0
const float sharp_strength = 0.45;
const float sharp_clamp = 0.085;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 0.9;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.25;
#define blacknwhitepass 1
const int BlackPoint = 0;
const int WhitePoint = 255;
#define lggpass 1
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 1
const float Power = 8.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3;
#define Techine 1
float Technicolor2_Red_Strength = 0.05;
float Technicolor2_Green_Strength = 0.02;
float Technicolor2_Blue_Strength = 0.12;
float Technicolor2_Brightness = 0.4;
float Technicolor2_Strength = 3.0;
float Technicolor2_Saturation = 1.0;
#define cmatrix 7
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Strength = 0.60;
const float Filmic_Contrast = 1.03;
const float Fade = 0.0;
const float Linearization = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.25;
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 2) //t3nka Neutral+
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
#define adjust_bloom 1
const float bloomFactor = 0.30;
#define HDRpassing 1
float HDRPower = 1.50;
float radius1 = 0.793;
float radius2 = 0.87;
#define lumapassing 0
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float crushContrast = 0.000;
#define post_process 1
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const int WhitePoint = 235;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
float Technicolor2_Red_Strength = 0.02;
float Technicolor2_Green_Strength = 0.02;
float Technicolor2_Blue_Strength = 0.02;
float Technicolor2_Brightness = 1.00;
float Technicolor2_Strength = 1.00;
float Technicolor2_Saturation = 1.00;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.65;
#define Filmicpass 0
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float Filmic_Strength = 0.85;
const float Filmic_Contrast = 1.00;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float Fade = 0.4;
const float Linearization = 0.5;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 3) //Jamie
#define adjust_bloom 1
const float bloomFactor = 0.020;
#define HDRpassing 1
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 1
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(0.980, 0.980, 0.980);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 1
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 0.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.20;
#elif (Preset == 4) //Contrasty
#define adjust_bloom 1
const float bloomFactor = 0.020;
#define HDRpassing 0
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 0
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 1
const float Exposure = 1.17;
const float Bleach = 0.3;
const float Gamma = 0.810;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 5) //The Complaining Gamer
#define adjust_bloom 1
const float bloomFactor = 0.33;
#define HDRpassing 1
const float HDRPower = 1.020;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.25;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 1
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 1
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 1.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Saturation = 0.51;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 6) //Filmic
#define adjust_bloom 1
const float bloomFactor = 0.020;
#define HDRpassing 1
const float HDRPower = 1.20;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 1
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 0
vec3 RGB_Lift = vec3(0.990, 0.990, 0.990);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 1
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 1
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 2.0;
float Colorfulness = 1.5;
float DPX_Strength = 0.20;
#elif (Preset == 7) //CellHunter
#define adjust_bloom 1
const float bloomFactor = 0.215;
#define HDRpassing 1
const float HDRPower = 1.200;
const float radius1 = 1.050;
const float radius2 = 1.000;
#define lumapassing 0
const float sharp_strength = 0.45;
const float sharp_clamp = 0.65;
const float offset_bias = 1.00;
#define Tone_map 0
const float Exposure = 1.00;
const float Bleach = 0.0;
const float Gamma = 1.00;
const float defog = 0.003;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.05;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 215;
#define lggpass 1
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 0.965, 1.010);
vec3 RGB_Gain = vec3(1.000, 0.975, 1.010);
#define vibpass 1
const float Vibrance = 0.335;
vec3 VibranceRGBBalance = vec3(0.7, 0.9, 0.7);
#define Tech 0
const float Power = 1.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.05;
#define Techine 1
const float Technicolor2_Red_Strength = 0.10;
const float Technicolor2_Green_Strength = 0.15;
const float Technicolor2_Blue_Strength = 0.15;
const float Technicolor2_Brightness = 0.10;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 0.80;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.115;
#define Filmicpass 1
const float Filmic_Contrast = 1.00;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.60;
const float Fade = 0.05;
const float Linearization = 0.7;
const float BaseCurve = 0.7;
const float BaseGamma = 1.00;
const float EffectGamma = 1.75;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 8) //Serfrost (Bright Display)
#define adjust_bloom 1
const float bloomFactor = 0.40;
#define HDRpassing 1
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 0
const float sharp_strength = 0.45;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.0;
const float Gamma = 0.98;
const float defog = 1.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.00;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 1
const int BlackPoint = 2;
const int WhitePoint = 300;
#define lggpass 1
vec3 RGB_Lift = vec3(1.027, 1.027, 1.027);
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
#define vibpass 1
const float Vibrance = 0.15;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 5.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.10;
#define Techine 1
float Technicolor2_Red_Strength = -0.09;
float Technicolor2_Green_Strength = -0.09;
float Technicolor2_Blue_Strength = -0.00;
float Technicolor2_Brightness = 0.4;
float Technicolor2_Strength = 1.2;
float Technicolor2_Saturation = 1.1;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.0;
#define Filmicpass 1
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.17;
const float Filmic_Strength = 0.48;
const float Fade = 0.08;
const float Linearization = 1.0;
const float BaseCurve = 1.0;
const float BaseGamma = 1.0;
const float EffectGamma = 1.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.20;
#elif (Preset == 9) //Serfrost (Dim Display)
#define adjust_bloom 1
const float bloomFactor = 0.7;
#define HDRpassing 1
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 0
const float sharp_strength = 0.45;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.0;
const float Gamma = 1.05;
const float defog = 1.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.0;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 1
const int BlackPoint = 1;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(1.027, 1.027, 1.027);
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
#define vibpass 1
const float Vibrance = 0.45;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 5.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.10;
#define Techine 1
float Technicolor2_Red_Strength = -0.09;
float Technicolor2_Green_Strength = -0.09;
float Technicolor2_Blue_Strength = -0.00;
float Technicolor2_Brightness = 0.4;
float Technicolor2_Strength = 1.2;
float Technicolor2_Saturation = 1.15;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.0;
#define Filmicpass 1
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.17;
const float Filmic_Strength = 0.48;
const float Fade = 0.08;
const float Linearization = 1.0;
const float BaseCurve = 1.0;
const float BaseGamma = 1.0;
const float EffectGamma = 1.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.20;
#elif (Preset == 10) //Serfrost (Other)
#define adjust_bloom 1
const float bloomFactor = 0.3;
#define HDRpassing 1
const float HDRPower = 1.15;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.45;
const float sharp_clamp = 0.085;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.10;
const float Bleach = 0.1;
const float Gamma = 1.0;
const float defog = 0.0;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.0;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 1
const int BlackPoint = 5;
const int WhitePoint = 210;
#define lggpass 1
vec3 RGB_Lift = vec3(1.027, 1.027, 1.027);
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
#define vibpass 1
const float Vibrance = 0.45;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
#define Tech 1
const float Power = 6.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3;
#define Techine 1
float Technicolor2_Red_Strength = -0.12;
float Technicolor2_Green_Strength = -0.25;
float Technicolor2_Blue_Strength = -0.15;
float Technicolor2_Brightness = 0.4;
float Technicolor2_Strength = 1.0;
float Technicolor2_Saturation = 0.90;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.5;
#define Filmicpass 1
const float Filmic_Contrast = 1.03;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.35;
const float Filmic_Strength = 0.60;
const float Fade = 0.1;
const float Linearization = 1.0;
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.20;
#elif (Preset == 11) //ViskClarity
#define adjust_bloom 1
const float bloomFactor = 4.050;
#define HDRpassing 1
const float HDRPower = 1.3;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.50;
const float sharp_clamp = 0.085;
const float offset_bias = 0.0;
#define Tone_map 8
const float Exposure = 0.6;
const float Bleach = 0.2;
const float Gamma = 1.00;
const float defog = 0.004;
vec3 FogColor = vec3(1.0, 1.5, 1.7);
const float sat = 0.050;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0;
#define blacknwhitepass 1
const int BlackPoint = 2;
const int WhitePoint = 285;
#define lggpass 1
vec3 RGB_Lift = vec3(0.994, 0.994, 0.994);
vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0);
vec3 RGB_Gain = vec3(1.0, 0.990, 1.00);
#define vibpass 1
const float Vibrance = 0.500;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 1
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 1
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 0.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = -0.35;
#define Filmicpass 1
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = 0;
const float Filmic_Strength = 0.85;
const float Fade = 0.1;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 0.7;
const float EffectGamma = 0.65;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 1.5;
float DPX_Saturation = 0.8;
float Colorfulness = 0.8;
float DPX_Strength = 0.50;
#elif (Preset == 12) //Survival of the Wild (Warmer)
#define adjust_bloom 1
const float bloomFactor = 0.75;
#define HDRpassing 1
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.15;
const float sharp_clamp = 0.35;
const float offset_bias = 0.1;
#define Tone_map 0
const float Exposure = 1.17;
const float Bleach = 0.0;
const float Gamma = 0.97;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.0;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 0
const int BlackPoint = 0;
const int WhitePoint = 245;
#define lggpass 1
vec3 RGB_Lift = vec3(1.0, 1.0, 1.0);
vec3 RGB_Gamma = vec3(0.95, 0.95, 0.95);
vec3 RGB_Gain = vec3(1.0, 1.0, 1.0);
#define vibpass 1
const float Vibrance = 3.0;
vec3 VibranceRGBBalance = vec3(0.102656, 0.050158, 0.102186);
#define Tech 0
const float Power = 5.0;
vec3 RGBNegativeAmount = vec3(0.98, 0.98, 0.98);
float Strength = 0.10;
#define Techine 0
float Technicolor2_Red_Strength = -0.10;
float Technicolor2_Green_Strength = -0.09;
float Technicolor2_Blue_Strength = 0.05;
float Technicolor2_Brightness = 0.5;
float Technicolor2_Strength = 1.2;
float Technicolor2_Saturation = 1.1;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.25;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.17;
const float Filmic_Strength = 0.48;
const float Fade = 0.08;
const float Linearization = 1.0;
const float BaseCurve = 1.0;
const float BaseGamma = 1.0;
const float EffectGamma = 1.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.5;
float DPX_Saturation = 3.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.10;
#elif (Preset == 13) //Survival of the Wild (Colder)
#define adjust_bloom 1
const float bloomFactor = 0.75;
#define HDRpassing 0
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.22;
const float sharp_clamp = 0.35;
const float offset_bias = 0.05;
#define Tone_map 0
const float Exposure = 1.17;
const float Bleach = 0.0;
const float Gamma = 0.97;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.0;
const float crushContrast = 0.00;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 0
const int BlackPoint = 0;
const int WhitePoint = 245;
#define lggpass 1
vec3 RGB_Lift = vec3(1.0, 1.0, 1.0);
vec3 RGB_Gamma = vec3(0.93, 0.93, 0.93);
vec3 RGB_Gain = vec3(1.0, 1.0, 1.0);
#define vibpass 1
const float Vibrance = 2.0;
vec3 VibranceRGBBalance = vec3(0.142656, 0.000158, 0.172186);
#define Tech 0
const float Power = 5.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.10;
#define Techine 1
float Technicolor2_Red_Strength = -0.10;
float Technicolor2_Green_Strength = -0.09;
float Technicolor2_Blue_Strength = 0.05;
float Technicolor2_Brightness = 0.30;
float Technicolor2_Strength = 1.2;
float Technicolor2_Saturation = 1.1;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.1;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.17;
const float Filmic_Strength = 0.48;
const float Fade = 0.08;
const float Linearization = 1.0;
const float BaseCurve = 1.0;
const float BaseGamma = 1.0;
const float EffectGamma = 1.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.5;
float DPX_Saturation = 3.0;
float Colorfulness = 1.0;
float DPX_Strength = 0.10;
#elif (Preset == 14) //Godot's Mexican Preset
2021-01-13 15:14:38 -08:00
#define adjust_bloom 1
const float bloomFactor = 0.684;
#define HDRpassing 1
const float HDRPower = 0.80;
const float radius1 = 0.80;
const float radius2 = 1.10;
#define lumapassing 1
const float sharp_strength = 0.23;
const float sharp_clamp = 0.035;
const float offset_bias = 1.0;
#define Tone_map 4
const float Exposure = 0.69;
const float Bleach = 0.6;
const float Gamma = 1.00;
const float defog = 0;
vec3 FogColor = vec3(0, 0, 0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.16;
#define blacknwhitepass 1
const int BlackPoint = 5;
const int WhitePoint = 167;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.92;
#define Filmicpass 1
const float Filmic_Contrast = 0.8;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.50;
const float Filmic_Strength = 0.3;
const float Fade = 0.0;
const float Linearization = 0.7;
const float BaseCurve = 1.5;
const float BaseGamma = 0.93;
const float EffectGamma = 0.69;
#define dpxpass 1
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 0.6;
float Colorfulness = 0.8;
float DPX_Strength = 0.10;
#elif (Preset == 15) //BSoD Gaming
#define adjust_bloom 1
const float bloomFactor = 0.010;
#define HDRpassing 1
const float HDRPower = 1.085;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.25;
const float sharp_clamp = 0.085;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 0.6;
const float Bleach = 0.3;
const float Gamma = 1.00;
const float defog = 0.004;
vec3 FogColor = vec3(1.0, 1.5, 1.7);
const float sat = 0.050;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 8;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(0.994, 0.994, 0.994);
vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0);
vec3 RGB_Gain = vec3(1.0, 0.990, 1.00);
#define vibpass 1
const float Vibrance = 0.113;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 1.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Saturation = 0.70;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 0.7;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 16) //Hexaae's Clear Preset
#define adjust_bloom 1
const float bloomFactor = 0.593;
#define HDRpassing 1
const float HDRPower = 1.56;
const float radius1 = 0.86;
const float radius2 = 0.84;
#define lumapassing 0
const float sharp_strength = 0.45;
const float sharp_clamp = 0.085;
const float offset_bias = 1.0;
#define Tone_map 0
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 0.9;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = -0.002;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = -0.006;
#define blacknwhitepass 1
const int BlackPoint = 0;
const int WhitePoint = 277;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 8.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3;
#define Techine 0
float Technicolor2_Red_Strength = 0.05;
float Technicolor2_Green_Strength = 0.02;
float Technicolor2_Blue_Strength = 0.12;
float Technicolor2_Brightness = 0.4;
float Technicolor2_Strength = 3.0;
float Technicolor2_Saturation = 1.0;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Strength = 0.60;
const float Filmic_Contrast = 1.03;
const float Fade = 0.0;
const float Linearization = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.25;
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
#elif (Preset == 17) // MaranBr Preset (Little More Intense)
#define adjust_bloom 1
const float bloomFactor = 0.4;
#define HDRpassing 1
const float HDRPower = 1.15;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 0
const float sharp_strength = 0.65;
const float sharp_clamp = 0.035;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.12;
const float Bleach = 0.0;
const float Gamma = 1.0;
const float defog = 0.0;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.0;
const float crushContrast = 0.0;
#define post_process 0
const float satFactor = 0.07;
#define blacknwhitepass 0
const int BlackPoint = 5;
const int WhitePoint = 210;
#define lggpass 0
vec3 RGB_Lift = vec3(1.027, 1.027, 1.027);
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
#define vibpass 0
const float Vibrance = 0.40;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
#define Tech 0
const float Power = 8.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3;
#define Techine 1
const float Technicolor2_Red_Strength = 0.0;
const float Technicolor2_Green_Strength = 0.0;
const float Technicolor2_Blue_Strength = 0.0;
const float Technicolor2_Brightness = 0.5;
const float Technicolor2_Strength = 1.0;
const float Technicolor2_Saturation = 1.0;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.32;
#define Filmicpass 0
const float Filmic_Contrast = 1.03;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.35;
const float Filmic_Strength = 0.60;
const float Fade = 0.1;
const float Linearization = 1.0;
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.2;
[BotW] Major improvements and update all packs to V6 This includes the new Breath of the Wild graphic packs. Noteworthy changes (that'll hopefully break nothing!) are: General Changes: * Improving the menu navigation using features from the V5 graphic pack features! Big thanks to @MrPigglet for doing the work here! * All graphic packs have had their descriptions, names and folder structure improved. * Updating all packs to use native Cemu patches! Should just mean better compatibility in the future. Graphic Pack Improvements: * Merged related settings together into PC-game-like Graphics and Enhancements graphic packs menus. * Added Draw Distance pack( which also includes the old LOD Bias setting)! This includes a NPC/Enemy draw distance pack and an object one which is stuff like bushes, general model details and other stuff. However, the object part is still experimental and messes with some other level of detail. * Changed the vague Pro Hud option into the "Remove HUD elements" pack, which now also supports removing the camera HUD for screenshots (also experimental™) and other options. These will no longer corrupt any textures either! * Fixed the weather pack, which now also allows you to individually change the weather types. Say bye to rain (specifically)! * Added some cool timelapse options to the Day Length graphic pack. Just wanted to mention that here since it's pretty cool! * Added a Camera Sensitivity pack, made by FakeMichau and theboy181. * Cel Shading pack is refactored and should be less confusing to enable. * Glowing Guardian Colors pack was much improved, making stylizing some of those guardian colors really cool! Major FPS++ Improvements: * Fixed shield surfing, thanks to @Xalphenos! * Fixed flurry rushes not connecting sometimes at higher FPS! * Fixed Thunderblight Ganon flying off in the distance while fighting him! * Added a preview of a menu navigation speed made by @Exzap which makes the game far more playable at anything above 60FPS which has to be manually enabled in the Advanced Settings for now. The reason why it's disabled is because it's buggy at (sub) 30FPS in the menus and it disables fast scrolling (speed up when you hold a direction for a longer time). The full version of this fix will be enabled by default and won't be a special setting. Is this FPS++ 2.0?! * Added two different modes which hides some of the complexity. Simple will give most of the settings normal users should care about! * Also added an option to temporarily lock to 30FPS. It is in practice just setting your FPS limit to 30FPS, but I hoped to make users aware of when to temporarily switch to 30FPS to prevent some of the small remaining issues (like some cutscenes crashing at more then 60FPS). * Made FPS++ able to be changed while running the game. * Added a static FPS mode (and removed the separate static FPS graphic pack since it was no longer up-to-date) under the advanced settings. Random Improvements: * Fixed fog graphic pack, which now does Ganon's castle smoke again. * Added more resolutions and aspect ratios! Other packs also have much more options added! * Reshade Compatibility pack is now better titled, since users that weren't using Reshade were enabling it regardless which broke their graphics. * Refactored folder structure to the new model. * Many other changes that I forgot! Based on https://github.com/MrPigglet/gfx_pack Co-authored-by: MrPigglet <14359517+MrPigglet@users.noreply.github.com>
2021-01-12 01:09:30 +01:00
#endif
//###########################################################
//Never touch anything below this line unless you plan to break and fix things.
//###########################################################
// Start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN
#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 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
// uniform vars
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
// textures
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // Bloom
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1; // HDR LumaShapening
// pixel shader inputs
layout(location = 0) in vec4 passParameterSem0;
// color outputs
layout(location = 0) out vec4 passPixelColor0;
// End of shader inputs/outputs
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
vec3 A2 = Bleach * color;
vec3 result1 = 2.0f * color * lum;
vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
vec3 newColor = mix(result1, result2, L);
vec3 mixRGB = A2 * newColor;
color += ((1.0f - A2) * mixRGB);
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
vec3 diffcolor = color - middlegray;
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
return color;
}
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 BotWToneMap(vec3 color) {
float Lumn = getL601(color);
vec4 exptm = 1.0 - exp(-vec4(color, Lumn));
vec3 cpre = exptm.w / Lumn * color;
vec3 colorldr = mix(cpre, exptm.rgb, vec3(pow(exptm.w, 2.0)));//refine
return colorldr;
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//Curves
vec3 CurvesPass(vec3 inputColor) {
vec3 colorInput = inputColor;
float Contrast_blend = Contrast * 1.5;
vec3 x = colorInput.rgb;
x = x - 0.5;
x = ( x / (0.5 + abs(x)) ) + 0.5;
vec3 color = x;
colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend);
return colorInput;
}
//TECHNICOLOR2
vec3 Technicolor2(vec3 inputColor) {
vec3 color = inputColor;
vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
vec3 source = color;
vec3 temp = 1.0 - source;
vec3 target = temp.grg;
vec3 target2 = temp.bbr;
vec3 temp2 = source * target;
temp2 *= target2;
temp = temp2 * Color_Strength;
temp2 *= Technicolor2_Brightness;
target = temp.grg;
target2 = temp.bbr;
temp = source - target;
temp += temp2;
temp2 = temp - target2;
color = mix(source, temp2, Technicolor2_Strength);
color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
return color;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
//ColorMatrix
vec3 ColorMatrixPass(vec3 inputColor)
{
vec3 color = inputColor;
const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue);
//color = mix(color, * (ColorMatrix, color), CM_Strength);
color *= mix(color, (ColorMatrix, color), CM_Strength);
return clamp(color, 0.0, 1.);
}
//Contrasty
vec3 BotWVibrance(vec3 color) {
float avg = (color.r + color.g + color.b) / 3.0;
float maxc = max(color.r, max(color.g, color.b));
float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0);
float weight = 1.0 + w * satFactor;
vec3 satcolor = mix(vec3(maxc), color, weight);
return satcolor;
}
vec3 ReshadeVibrance(vec3 color) {
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float luma = getL709(color);
float color_saturation = max_color - min_color; // The difference between the two is the saturation
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
vec3 Contrasty(vec3 fColour) {
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(Exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / Gamma));
fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting
return fColour;
}
//Levels
vec3 LevelsPass(vec3 inputColor) {
float black_point_float = BlackPoint / 255.0;
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
vec3 color = inputColor;
color = color * white_point_float - (black_point_float * white_point_float);
return color;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.0);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Filmic_Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//DPX
const mat3 RGB = mat3(
2.6714711726599600, -1.2672360578624100, -0.4109956021722270,
-1.0251070293466400, 1.9840911624108900, 0.0439502493584124,
0.0610009456429445, -0.2236707508128630, 1.1590210416706100
);
const mat3 XYZ = mat3(
0.5003033835433160, 0.3380975732227390, 0.1645897795458570,
0.2579688942747580, 0.6761952591447060, 0.0658358459823868,
0.0234517888692628, 0.1126992737203000, 0.8668396731242010
);
vec3 DPXPass(vec3 inputColor)
{
vec3 color = inputColor;
vec3 B = color;
B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast);
vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0)));
B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
float value = max(max(B.r, B.g), B.b);
vec3 Ztemp = B / value;
color = pow(abs(color), 1. / vec3(Colorfulness));
vec3 c0 = Ztemp * value;
c0 *= (XYZ, c0);
float luma = dot(c0, vec3(0.30, 0.59, 0.11));
c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
c0 *= (RGB, c0);
return mix(color, c0, DPX_Strength);
}
//Lift Gamma Gain
vec3 LiftGammaGainPass(vec3 colorInput)
{
// -- Get input --
vec3 color = colorInput;
// -- Lift --
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
// -- Gain --
color *= RGB_Gain;
// -- Gamma --
color = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output --
return clamp(color, 0.0, 1.0);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//LumaShapening
#define px (1.0/1280.0*uf_fragCoordScale.x)
#define py (1.0/720.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
vec3 ori = colorInput.rgb;
// -- Combining the strength and luma multipliers --
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
return sharp_luma;
}
//Fake High Dynamic Range
vec3 HDRPass(sampler2D tex, vec2 pos) {
vec3 color = texture(tex, pos).rgb;
vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 *= 0.005;
vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
vec3 blend = HDR + color;
color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;
return color;
}
void main()
{
//Bloom
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
//HDR and LumaShapening
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
// Do not edit this
vec3 color = (passPixelColor0.xyz);
color += bloom;
//++++++++++++++++++++++++++++++++++
// Tonemapping
#if (Tone_map == -1)
color = clamp(color*Exposure, 0.0, 1.0);
#elif (Tone_map == 0)
color = BotWToneMap(color);
#elif (Tone_map == 1)
color = ReshadeToneMap(color);
#elif (Tone_map == 2)
color = linearToneMapping(color);
#elif (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#elif (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#elif (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#elif (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#elif (Tone_map == 7)
color = filmicToneMapping(color);
#elif (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#elif (tone_mapping == 9)
color = ACESFilm(color);
#endif
// Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range.
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
// Color matrix
#if (cmatrix == 1)
color = ColorMatrixPass(color);
#endif
// Post Processing
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (post_process == 0)
color = BotWVibrance(color);
#endif
#if (post_process == 1)
color = Contrasty(color);
#endif
#if (dpxpass == 1)
color = DPXPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}
#elif (disableClarity == 1) // I'M SORRY OKAY IT WORKS
#extension GL_ARB_separate_shader_objects : enable
// shader 37040a485a29d54e
// Used for: Idk it's a host for clarity - Dumped with Cemu 1.20.1
// 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 = 2) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
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 passParameterSem0;
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()
{
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);
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;
PV1f.w = max(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 = max(PV1f.x, PV1f.w);
PS0f = R126f.z;
// 11
backupReg0f = R127f.x;
backupReg1f = R127f.z;
R127f.x = R126f.x + -(PS0f);
R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
PV1f.y = R123f.y;
R127f.z = backupReg0f + -(PS0f);
R125f.w = backupReg1f + -(PS0f);
// 12
R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
PV0f.x = R123f.x;
// 13
R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
#endif