mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-26 01:41:49 +01:00
281 lines
11 KiB
Plaintext
281 lines
11 KiB
Plaintext
|
#version 420
|
||
|
#extension GL_ARB_texture_gather : enable
|
||
|
// shader 3cc7e98f78c258b4
|
||
|
//Xenoblade FX
|
||
|
//Version 0.01Beta
|
||
|
//Shader Dumped from 1.01
|
||
|
//Shader Edits by Jamie
|
||
|
//
|
||
|
|
||
|
//ToneMapping
|
||
|
#define Bleach 0.3 //Default is 0.0
|
||
|
#define exposure 1.25 //Default is 1.0
|
||
|
#define defog 0.000 //Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
|
||
|
#define 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."
|
||
|
|
||
|
//VibrancePass
|
||
|
#define Vibrance 0.15 //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
|
||
|
#define 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.";
|
||
|
|
||
|
//Lift Gamma Gain
|
||
|
#define RGB_Lift vec3(1.05, 1.05, 1.05) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||
|
#define RGB_Gamma vec3(0.70, 0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||
|
#define RGB_Gain vec3(1.05, 1.05, 1.05) //[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.
|
||
|
|
||
|
//Curves
|
||
|
#define Contrast 0.50 //[-1.0, 1.0] The amount of contrast you want
|
||
|
|
||
|
//LumaShapening
|
||
|
#define sharp_strength 0.25 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
|
||
|
#define sharp_clamp 0.085 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
|
||
|
//Advanced sharpening settings
|
||
|
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
|
||
|
|
||
|
//Fake High Dynamic Range.
|
||
|
#define HDRPower 1.70 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
|
||
|
#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX."
|
||
|
#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX."
|
||
|
|
||
|
//###########################################################
|
||
|
//Do not edit under this line.
|
||
|
uniform ivec4 uf_remappedPS[1];
|
||
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||
|
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
||
|
layout(location = 0) in vec4 passParameterSem0;
|
||
|
layout(location = 0) out vec4 passPixelColor0;
|
||
|
uniform vec2 uf_fragCoordScale;
|
||
|
int clampFI32(int v)
|
||
|
{
|
||
|
if( v == 0x7FFFFFFF )
|
||
|
return floatBitsToInt(1.0);
|
||
|
else if( v == 0xFFFFFFFF )
|
||
|
return floatBitsToInt(0.0);
|
||
|
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
|
||
|
}
|
||
|
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
||
|
//----------------------------------------------------------------------------
|
||
|
//ToneMapping
|
||
|
|
||
|
vec3 TonemapPass(vec3 inputColor) {
|
||
|
vec3 color = inputColor;
|
||
|
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
|
||
|
color *= exposure / (1.0 + color / exposure);
|
||
|
|
||
|
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;
|
||
|
|
||
|
float sat = 0.0;
|
||
|
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // 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;
|
||
|
}
|
||
|
|
||
|
//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;
|
||
|
}
|
||
|
|
||
|
//Curves
|
||
|
|
||
|
vec3 CurvesPass(vec3 inputColor) {
|
||
|
vec3 colorInput = inputColor;
|
||
|
float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
|
||
|
vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
|
||
|
x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
|
||
|
vec3 color = x; //if the curve should be applied to both Luma and Chroma
|
||
|
colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
|
||
|
return colorInput;
|
||
|
}
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec4 R0f = vec4(0.0);
|
||
|
vec4 R1f = 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;
|
||
|
R0f.xyz = HDRPass(textureUnitPS0, passParameterSem0.xy);
|
||
|
float smask = lumasharping(textureUnitPS0, passParameterSem0.xy);
|
||
|
R0f.xyz += vec3(smask);
|
||
|
//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||
|
// -- Original shader code
|
||
|
// 0
|
||
|
R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
|
||
|
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||
|
R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
|
||
|
R127f.y = clamp(R127f.y, 0.0, 1.0);
|
||
|
PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
|
||
|
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
|
||
|
R1f.w = 1.0;
|
||
|
// 1
|
||
|
tempResultf = log2(PV0f.z);
|
||
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||
|
PS1f = tempResultf;
|
||
|
// 2
|
||
|
R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
|
||
|
tempResultf = log2(R127f.y);
|
||
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||
|
PS0f = tempResultf;
|
||
|
// 3
|
||
|
R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
|
||
|
tempResultf = log2(R127f.x);
|
||
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
||
|
PS1f = tempResultf;
|
||
|
// 4
|
||
|
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
|
||
|
PS0f = exp2(R127f.z);
|
||
|
// 5
|
||
|
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
||
|
PS1f = exp2(R127f.w);
|
||
|
// 6
|
||
|
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
||
|
PS0f = exp2(R127f.x);
|
||
|
// 7
|
||
|
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
||
|
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
|
||
|
// -- End original shader code
|
||
|
|
||
|
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||
|
|
||
|
vec3 color = texture(textureUnitPS0, passParameterSem0.xy).xyz;
|
||
|
color = TonemapPass(color);
|
||
|
color = CurvesPass(color);
|
||
|
color = LiftGammaGainPass(color);
|
||
|
color = VibrancePass(color);
|
||
|
passPixelColor0 = vec4(color, passParameterSem0.w);
|
||
|
//passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
|
||
|
}
|