From 02b7a7b23a230d24ce56a0329b72183da1169066 Mon Sep 17 00:00:00 2001 From: Jamie Date: Fri, 8 Dec 2017 00:20:21 -0800 Subject: [PATCH] ClarityGFXV176 For Latest BOTW, will delete the old versions soon. --- .../38d70ed9280bb3bc_0000000000000079_ps.txt | 44 -- ...a_bd8bba59e2149449_00000000000003c9_ps.txt | 340 --------------- ...D_bd8bba59e2149449_00000000000003c9_ps.txt | 402 ------------------ ...F_bd8bba59e2149449_00000000000003c9_ps.txt | 402 ------------------ ...l_bd8bba59e2149449_00000000000003c9_ps.txt | 402 ------------------ ...t_bd8bba59e2149449_00000000000003c9_ps.txt | 402 ------------------ ...e_bd8bba59e2149449_00000000000003c9_ps.txt | 368 ---------------- ...G_bd8bba59e2149449_00000000000003c9_ps.txt | 335 --------------- .../bd8bba59e2149449_00000000000003c9_ps.txt | 402 ------------------ .../BreathOfTheWild_ClarityGFX/rules.txt | 4 - .../BreathOfTheWild_ClarityGFXv133/ReadME.txt | 11 - .../37040a485a29d54e_00000000000003c9_ps.txt | 0 ...a_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...D_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...F_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...l_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...t_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...e_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...A_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...G_37040a485a29d54e_00000000000003c9_ps.txt | 0 .../ReadME.txt | 0 .../rules.txt | 0 22 files changed, 3112 deletions(-) delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/38d70ed9280bb3bc_0000000000000079_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Avgluma_bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_BSOD_bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_HDROFF_bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Original_bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Frost_bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Jamie_bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/rules.txt delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFX => BreathOfTheWild_ClarityGFXv176}/ReadME.txt (100%) rename Enhancement/{BreathOfTheWild_ClarityGFXv133 => BreathOfTheWild_ClarityGFXv176}/rules.txt (100%) diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/38d70ed9280bb3bc_0000000000000079_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/38d70ed9280bb3bc_0000000000000079_ps.txt deleted file mode 100644 index b8d9c07a..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/38d70ed9280bb3bc_0000000000000079_ps.txt +++ /dev/null @@ -1,44 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -float fogFactor = 0.2; -// shader 38d70ed9280bb3bc -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } -void main() -{ -vec4 R0f = vec4(0.0); -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 = (texture(textureUnitPS0, R0f.xy).xyz); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg2f = R0f.z; -R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x) * fogFactor); -R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y) * fogFactor); -R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z) * fogFactor); -R0f.w = 0.0; -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -} diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Avgluma_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Avgluma_bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index 3410aca3..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Avgluma_bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,340 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Credit to NAVras for merging to a better shader. -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -// Changelog v0.0 -- Special Very Special Edition. - -//########################################################## - -//Control Pannel -float bloomFactor = 0.4; //Default is 1.0 Affacts Games bloom -float exposure = 2.0; // Exposure setting -float brt = 0.0; //Default is 0.0 Now much brightness to add to the RGB color. -float con = 0.75; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work -float sat = 0.50; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work -float defog = 0.0; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove." - -//Lift Gamma Gain -#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. -#define RGB_Gamma vec3(0.60, 0.60, 0.60) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue -#define RGB_Gain vec3(1.0, 1.0, 1.0) //[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. - -//Luma Values -float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. - -//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 1.20 // 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." -//----------------------------------------------------------- - -//End of adjustable values - -//########################################################### - -//Do not edit under this line. -const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } - -//----------------------------------------------------------- -// Based on CeeJay.dk's original GLSL/HLSL. -//----------------------------------------------------------- - -vec3 ContrastSaturationBrightness( vec3 color, float brt, float sat, float con) { - - //Luminace Coefficients for brightness of image - vec3 LuminaceCoeff = vec3(0.2125,0.7154,0.0721); - - //Brigntess calculations - vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); - vec3 brtColor = color * brt; - float intensityf = dot(brtColor, LuminaceCoeff); - vec3 intensity = vec3(intensityf, intensityf, intensityf); - - //Saturation calculation - vec3 satColor = mix(intensity, brtColor, sat); - - //Contrast calculations - vec3 conColor = mix(AvgLumin, satColor, con); - - return color; -} - -//Clarity Tone Map - -vec3 claritytonemap(vec3 color) { - color = max(vec3(0.), color - vec3(0.004)); - color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06); - float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); - float toneMappedLuma = luma / (1. + luma); - color *= toneMappedLuma / luma; - color *= exposure/(1. + color / exposure); - 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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ -vec4 R0f = vec4(0.0); -vec4 R1f = vec4(0.0); -vec4 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -R1f.xyz *= bloomFactor; -R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); -float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); -R0f.xyz += vec3(smask); -// 0 -R126f.x = R1f.x + R0f.x; -PV0f.x = R126f.x; -R127f.y = R1f.y + R0f.y; -PV0f.y = R127f.y; -R126f.z = R1f.z + R0f.z; -PV0f.z = R126f.z; -R125f.w = 1.0; -// 1 -tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -// 2 -R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); -PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); -R126f.w = 1.0 / PV1f.x; -PS0f = R126f.w; -// 3 -PS1f = exp2(PV0f.y); -// 4 -PV0f.x = -(PS1f) + 1.0; -PS0f = exp2(R127f.x); -// 5 -R127f.x = -(PS0f) + 1.0; -R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); -PV1f.z = PV0f.x * R126f.w; -PS1f = exp2(R127f.w); -// 6 -backupReg0f = R126f.x; -backupReg1f = R127f.z; -R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); -PV0f.y = -(PS1f) + 1.0; -R127f.z = mul_nonIEEE(R126f.z, PV1f.z); -PV0f.z = R127f.z; -R127f.w = mul_nonIEEE(R127f.y, PV1f.z); -PV0f.w = R127f.w; -PS0f = exp2(backupReg1f); -// 7 -PV1f.x = R127f.x + -(PV0f.w); -PV1f.y = PV0f.y + -(PV0f.z); -PV1f.w = -(PS0f) + 1.0; -// 8 -backupReg0f = R127f.z; -R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w); -R127f.x = clamp(R127f.x, 0.0, 1.0); -PV0f.x = R127f.x; -PV0f.y = PV1f.w + -(R126f.x); -R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f); -R127f.z = clamp(R127f.z, 0.0, 1.0); -PV0f.z = R127f.z; -// 9 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f); -R126f.x = clamp(R126f.x, 0.0, 1.0); -PV1f.x = R126f.x; -R126f.y = max(PV0f.x, PV0f.z); -PV1f.w = min(PV0f.x, PV0f.z); -// 10 -tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R126f.z = min(PV1f.x, PV1f.w); -PS0f = R126f.z; -// 11 -backupReg0f = R127f.x; -backupReg1f = R127f.z; -R127f.x = max(R126f.x, R126f.y); -PV1f.x = R127f.x; -R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); -PV1f.y = R123f.y; -R127f.z = backupReg0f + -(PS0f); -R125f.w = R126f.x + -(PS0f); -R126f.y = backupReg1f + -(PS0f); -PS1f = R126f.y; -// 12 -R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); -PV0f.x = R126f.x; -PV0f.y = -(R126f.z) + PV1f.x; -// 13 -R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x); -PV1f.w = R123f.w; -// 14 -R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w); -R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w); -R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); - -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); - -vec3 color = (passPixelColor0.xyz); -color = claritytonemap(color); -color = ContrastSaturationBrightness(color, brt, sat, con); -color = LiftGammaGainPass(color); -passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_BSOD_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_BSOD_bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index a2f4d74d..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_BSOD_bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,402 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Credit to NAVras for merging to a better shader. -//(Thank you NAVras for debugging and answering silly questions.) -// Couldn't have got this far without you. - -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -//v0.9b - -//########################################################## - -//ToneMapping -float bloomFactor = 0.2; //Default is 1.0 -float Bleach = 0.3; //Default is 0.0 -float exposure = 1.13; //Default is 1.0 -float defog = 0.004; //Default is 0.0 - -//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, 1.00, 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 -float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want - -//Levels Control -const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white - -//LumaShapening -#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.035 //[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. - -//Technicolor2 -#define Technicolor2_Red_Strength 0.0 //Default is 0.0 -#define Technicolor2_Green_Strength 0.0 //Default is 0.0 -#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 -#define Technicolor2_Brightness 0.50 //Default is 1.0 -#define Technicolor2_Strength 1.0 //Default is 1.0 -#define Technicolor2_Saturation 0.70 //Default is 1.0 - -//Fake High Dynamic Range. -#define HDRPower 1.15 // 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. - -float sat = 0.0; - -const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color"; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ - if (v == 0x7FFFFFFF) - return floatBitsToInt(1.0); - else if (v == 0xFFFFFFFF) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; } - -//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; - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - return color; -} - -// 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; -} - -//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; -} - - -//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; -} - - -//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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ - 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); - vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; - bloom *= bloomFactor; - R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); - float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); - R0f.xyz += vec3(smask); - // 0 - R126f.x = R1f.x + R0f.x; - PV0f.x = R126f.x; - R127f.y = R1f.y + R0f.y; - PV0f.y = R127f.y; - R126f.z = R1f.z + R0f.z; - PV0f.z = R126f.z; - R125f.w = 1.0; - // 1 - tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0)); - PV1f.x = tempf.x; - PV1f.y = tempf.x; - PV1f.z = tempf.x; - PV1f.w = tempf.x; - // 2 - R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); - PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); - R126f.w = 1.0 / PV1f.x; - PS0f = R126f.w; - // 3 - PS1f = exp2(PV0f.y); - // 4 - PV0f.x = -(PS1f)+1.0; - PS0f = exp2(R127f.x); - // 5 - R127f.x = -(PS0f)+1.0; - R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); - PV1f.z = PV0f.x * R126f.w; - PS1f = exp2(R127f.w); - // 6 - backupReg0f = R126f.x; - backupReg1f = R127f.z; - R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); - PV0f.y = -(PS1f)+1.0; - R127f.z = mul_nonIEEE(R126f.z, PV1f.z); - PV0f.z = R127f.z; - R127f.w = mul_nonIEEE(R127f.y, PV1f.z); - PV0f.w = R127f.w; - PS0f = exp2(backupReg1f); - // 7 - PV1f.x = R127f.x + -(PV0f.w); - PV1f.y = PV0f.y + -(PV0f.z); - PV1f.w = -(PS0f)+1.0; - // 8 - backupReg0f = R127f.z; - R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w); - R127f.x = clamp(R127f.x, 0.0, 1.0); - PV0f.x = R127f.x; - PV0f.y = PV1f.w + -(R126f.x); - R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f); - R127f.z = clamp(R127f.z, 0.0, 1.0); - PV0f.z = R127f.z; - // 9 - backupReg0f = R126f.x; - R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f); - R126f.x = clamp(R126f.x, 0.0, 1.0); - PV1f.x = R126f.x; - R126f.y = max(PV0f.x, PV0f.z); - PV1f.w = min(PV0f.x, PV0f.z); - // 10 - tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0))); - PV0f.x = tempf.x; - PV0f.y = tempf.x; - PV0f.z = tempf.x; - PV0f.w = tempf.x; - R126f.z = min(PV1f.x, PV1f.w); - PS0f = R126f.z; - // 11 - backupReg0f = R127f.x; - backupReg1f = R127f.z; - R127f.x = max(R126f.x, R126f.y); - PV1f.x = R127f.x; - R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); - PV1f.y = R123f.y; - R127f.z = backupReg0f + -(PS0f); - R125f.w = R126f.x + -(PS0f); - R126f.y = backupReg1f + -(PS0f); - PS1f = R126f.y; - // 12 - R126f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); - PV0f.x = R126f.x; - PV0f.y = -(R126f.z) + PV1f.x; - // 13 - R123f.w = (mul_nonIEEE(-(PV0f.x), PV0f.y) + R127f.x); - PV1f.w = R123f.w; - // 14 - R0f.x = (mul_nonIEEE(R126f.x, R125f.w) + PV1f.w); - R0f.y = (mul_nonIEEE(R126f.x, R127f.z) + PV1f.w); - R0f.z = (mul_nonIEEE(R126f.x, R126f.y) + PV1f.w); - - passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); - - vec3 color = (passPixelColor0.xyz); - color += bloom; - color = TonemapPass(color); - color = Technicolor2(color); - color = LevelsPass(color); - color = CurvesPass(color); - color = LiftGammaGainPass(color); - passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_HDROFF_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_HDROFF_bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index 70ac2910..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_HDROFF_bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,402 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Credit to NAVras for merging to a better shader. -//(Thank you NAVras for debugging and answering silly questions.) -// Couldn't have got this far without you. - -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -//v0.9b - -//########################################################## - -//ToneMapping -float bloomFactor = 0.15; //Default is 1.0 -float Bleach = 0.2; //Default is 0.0 -float exposure = 1.25; //Default is 1.0 -float defog = 0.004; //Default is 0.0 - -//Lift Gamma Gain -#define RGB_Lift vec3(1.00, 1.00, 1.00) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. -#define RGB_Gamma vec3(0.67, 0.67, 0.67) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue -#define RGB_Gain vec3(1.00, 0.95, 1.00) //[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 -float Contrast = 0.15; //[-1.0, 1.0] The amount of contrast you want - -//Levels Control -const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white - -//LumaShapening -#define sharp_strength 0.35 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.015 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 - -//Advanced sharpening settings -#define offset_bias 0.5 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. - -//Technicolor2 -#define Technicolor2_Red_Strength 0.12 //Default is 0.0 -#define Technicolor2_Green_Strength 0.20 //Default is 0.0 -#define Technicolor2_Blue_Strength 0.12 //Default is 0.0 -#define Technicolor2_Brightness 0.45 //Default is 1.0 -#define Technicolor2_Strength 1.0 //Default is 1.0 -#define Technicolor2_Saturation 0.70 //Default is 1.0 - -//Fake High Dynamic Range. -#define HDRPower 1.0 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.15" -#define radius1 0.00 // 0.0 to 8.0 "Default 0.793 , will affect FX." -#define radius2 0.00 // 0.0 to 8.0 "Default 0.87 , will affect FX." - -//########################################################### - -//Do not edit under this line. - -float sat = 0.0; - -const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color"; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ - if (v == 0x7FFFFFFF) - return floatBitsToInt(1.0); - else if (v == 0xFFFFFFFF) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; } - -//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; - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - return color; -} - -// 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; -} - -//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; -} - - -//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; -} - - -//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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ - 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); - vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; - bloom *= bloomFactor; - R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); - float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); - R0f.xyz += vec3(smask); - // 0 - R126f.x = R1f.x + R0f.x; - PV0f.x = R126f.x; - R127f.y = R1f.y + R0f.y; - PV0f.y = R127f.y; - R126f.z = R1f.z + R0f.z; - PV0f.z = R126f.z; - R125f.w = 1.0; - // 1 - tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0)); - PV1f.x = tempf.x; - PV1f.y = tempf.x; - PV1f.z = tempf.x; - PV1f.w = tempf.x; - // 2 - R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); - PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); - R126f.w = 1.0 / PV1f.x; - PS0f = R126f.w; - // 3 - PS1f = exp2(PV0f.y); - // 4 - PV0f.x = -(PS1f)+1.0; - PS0f = exp2(R127f.x); - // 5 - R127f.x = -(PS0f)+1.0; - R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); - PV1f.z = PV0f.x * R126f.w; - PS1f = exp2(R127f.w); - // 6 - backupReg0f = R126f.x; - backupReg1f = R127f.z; - R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); - PV0f.y = -(PS1f)+1.0; - R127f.z = mul_nonIEEE(R126f.z, PV1f.z); - PV0f.z = R127f.z; - R127f.w = mul_nonIEEE(R127f.y, PV1f.z); - PV0f.w = R127f.w; - PS0f = exp2(backupReg1f); - // 7 - PV1f.x = R127f.x + -(PV0f.w); - PV1f.y = PV0f.y + -(PV0f.z); - PV1f.w = -(PS0f)+1.0; - // 8 - backupReg0f = R127f.z; - R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w); - R127f.x = clamp(R127f.x, 0.0, 1.0); - PV0f.x = R127f.x; - PV0f.y = PV1f.w + -(R126f.x); - R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f); - R127f.z = clamp(R127f.z, 0.0, 1.0); - PV0f.z = R127f.z; - // 9 - backupReg0f = R126f.x; - R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f); - R126f.x = clamp(R126f.x, 0.0, 1.0); - PV1f.x = R126f.x; - R126f.y = max(PV0f.x, PV0f.z); - PV1f.w = min(PV0f.x, PV0f.z); - // 10 - tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0))); - PV0f.x = tempf.x; - PV0f.y = tempf.x; - PV0f.z = tempf.x; - PV0f.w = tempf.x; - R126f.z = min(PV1f.x, PV1f.w); - PS0f = R126f.z; - // 11 - backupReg0f = R127f.x; - backupReg1f = R127f.z; - R127f.x = max(R126f.x, R126f.y); - PV1f.x = R127f.x; - R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); - PV1f.y = R123f.y; - R127f.z = backupReg0f + -(PS0f); - R125f.w = R126f.x + -(PS0f); - R126f.y = backupReg1f + -(PS0f); - PS1f = R126f.y; - // 12 - R126f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); - PV0f.x = R126f.x; - PV0f.y = -(R126f.z) + PV1f.x; - // 13 - R123f.w = (mul_nonIEEE(-(PV0f.x), PV0f.y) + R127f.x); - PV1f.w = R123f.w; - // 14 - R0f.x = (mul_nonIEEE(R126f.x, R125f.w) + PV1f.w); - R0f.y = (mul_nonIEEE(R126f.x, R127f.z) + PV1f.w); - R0f.z = (mul_nonIEEE(R126f.x, R126f.y) + PV1f.w); - - passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); - - vec3 color = (passPixelColor0.xyz); - color += bloom; - color = TonemapPass(color); - color = Technicolor2(color); - color = LevelsPass(color); - color = CurvesPass(color); - color = LiftGammaGainPass(color); - passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Original_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Original_bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index a2f4d74d..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Original_bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,402 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Credit to NAVras for merging to a better shader. -//(Thank you NAVras for debugging and answering silly questions.) -// Couldn't have got this far without you. - -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -//v0.9b - -//########################################################## - -//ToneMapping -float bloomFactor = 0.2; //Default is 1.0 -float Bleach = 0.3; //Default is 0.0 -float exposure = 1.13; //Default is 1.0 -float defog = 0.004; //Default is 0.0 - -//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, 1.00, 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 -float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want - -//Levels Control -const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white - -//LumaShapening -#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.035 //[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. - -//Technicolor2 -#define Technicolor2_Red_Strength 0.0 //Default is 0.0 -#define Technicolor2_Green_Strength 0.0 //Default is 0.0 -#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 -#define Technicolor2_Brightness 0.50 //Default is 1.0 -#define Technicolor2_Strength 1.0 //Default is 1.0 -#define Technicolor2_Saturation 0.70 //Default is 1.0 - -//Fake High Dynamic Range. -#define HDRPower 1.15 // 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. - -float sat = 0.0; - -const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color"; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ - if (v == 0x7FFFFFFF) - return floatBitsToInt(1.0); - else if (v == 0xFFFFFFFF) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; } - -//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; - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - return color; -} - -// 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; -} - -//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; -} - - -//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; -} - - -//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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ - 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); - vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; - bloom *= bloomFactor; - R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); - float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); - R0f.xyz += vec3(smask); - // 0 - R126f.x = R1f.x + R0f.x; - PV0f.x = R126f.x; - R127f.y = R1f.y + R0f.y; - PV0f.y = R127f.y; - R126f.z = R1f.z + R0f.z; - PV0f.z = R126f.z; - R125f.w = 1.0; - // 1 - tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0)); - PV1f.x = tempf.x; - PV1f.y = tempf.x; - PV1f.z = tempf.x; - PV1f.w = tempf.x; - // 2 - R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); - PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); - R126f.w = 1.0 / PV1f.x; - PS0f = R126f.w; - // 3 - PS1f = exp2(PV0f.y); - // 4 - PV0f.x = -(PS1f)+1.0; - PS0f = exp2(R127f.x); - // 5 - R127f.x = -(PS0f)+1.0; - R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); - PV1f.z = PV0f.x * R126f.w; - PS1f = exp2(R127f.w); - // 6 - backupReg0f = R126f.x; - backupReg1f = R127f.z; - R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); - PV0f.y = -(PS1f)+1.0; - R127f.z = mul_nonIEEE(R126f.z, PV1f.z); - PV0f.z = R127f.z; - R127f.w = mul_nonIEEE(R127f.y, PV1f.z); - PV0f.w = R127f.w; - PS0f = exp2(backupReg1f); - // 7 - PV1f.x = R127f.x + -(PV0f.w); - PV1f.y = PV0f.y + -(PV0f.z); - PV1f.w = -(PS0f)+1.0; - // 8 - backupReg0f = R127f.z; - R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w); - R127f.x = clamp(R127f.x, 0.0, 1.0); - PV0f.x = R127f.x; - PV0f.y = PV1f.w + -(R126f.x); - R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f); - R127f.z = clamp(R127f.z, 0.0, 1.0); - PV0f.z = R127f.z; - // 9 - backupReg0f = R126f.x; - R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f); - R126f.x = clamp(R126f.x, 0.0, 1.0); - PV1f.x = R126f.x; - R126f.y = max(PV0f.x, PV0f.z); - PV1f.w = min(PV0f.x, PV0f.z); - // 10 - tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0))); - PV0f.x = tempf.x; - PV0f.y = tempf.x; - PV0f.z = tempf.x; - PV0f.w = tempf.x; - R126f.z = min(PV1f.x, PV1f.w); - PS0f = R126f.z; - // 11 - backupReg0f = R127f.x; - backupReg1f = R127f.z; - R127f.x = max(R126f.x, R126f.y); - PV1f.x = R127f.x; - R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); - PV1f.y = R123f.y; - R127f.z = backupReg0f + -(PS0f); - R125f.w = R126f.x + -(PS0f); - R126f.y = backupReg1f + -(PS0f); - PS1f = R126f.y; - // 12 - R126f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); - PV0f.x = R126f.x; - PV0f.y = -(R126f.z) + PV1f.x; - // 13 - R123f.w = (mul_nonIEEE(-(PV0f.x), PV0f.y) + R127f.x); - PV1f.w = R123f.w; - // 14 - R0f.x = (mul_nonIEEE(R126f.x, R125f.w) + PV1f.w); - R0f.y = (mul_nonIEEE(R126f.x, R127f.z) + PV1f.w); - R0f.z = (mul_nonIEEE(R126f.x, R126f.y) + PV1f.w); - - passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); - - vec3 color = (passPixelColor0.xyz); - color += bloom; - color = TonemapPass(color); - color = Technicolor2(color); - color = LevelsPass(color); - color = CurvesPass(color); - color = LiftGammaGainPass(color); - passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Frost_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Frost_bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index 175ef32d..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Frost_bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,402 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Credit to NAVras for merging to a better shader. -//(Thank you NAVras for debugging and answering silly questions.) -// Couldn't have got this far without you. - -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -//v0.9b - -//########################################################## - -//ToneMapping -float bloomFactor = 0.15; //Default is 1.0 -float Bleach = 0.3; //Default is 0.0 -float exposure = 1.10; //Default is 1.0 -float defog = 0.001; //Default is 0.0 - -//Lift Gamma Gain -#define RGB_Lift vec3(1.00, 1.00, 1.00) //[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(1.00, 1.00, 1.00) //[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 -float Contrast = 0.30; //[-1.0, 1.0] The amount of contrast you want - -//Levels Control -const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white - -//LumaShapening -#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.035 //[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. - -//Technicolor2 -#define Technicolor2_Red_Strength -0.40 //Default is 0.0 -#define Technicolor2_Green_Strength -0.40 //Default is 0.0 -#define Technicolor2_Blue_Strength -0.40 //Default is 0.0 -#define Technicolor2_Brightness 0.10 //Default is 1.0 -#define Technicolor2_Strength 1.0 //Default is 1.0 -#define Technicolor2_Saturation 0.80 //Default is 1.0 - -//Fake High Dynamic Range. -#define HDRPower 1.05 // 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. - -float sat = 0.0; - -const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color"; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ - if (v == 0x7FFFFFFF) - return floatBitsToInt(1.0); - else if (v == 0xFFFFFFFF) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; } - -//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; - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - return color; -} - -// 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; -} - -//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; -} - - -//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; -} - - -//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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ - 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); - vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; - bloom *= bloomFactor; - R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); - float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); - R0f.xyz += vec3(smask); - // 0 - R126f.x = R1f.x + R0f.x; - PV0f.x = R126f.x; - R127f.y = R1f.y + R0f.y; - PV0f.y = R127f.y; - R126f.z = R1f.z + R0f.z; - PV0f.z = R126f.z; - R125f.w = 1.0; - // 1 - tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0)); - PV1f.x = tempf.x; - PV1f.y = tempf.x; - PV1f.z = tempf.x; - PV1f.w = tempf.x; - // 2 - R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); - PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); - R126f.w = 1.0 / PV1f.x; - PS0f = R126f.w; - // 3 - PS1f = exp2(PV0f.y); - // 4 - PV0f.x = -(PS1f)+1.0; - PS0f = exp2(R127f.x); - // 5 - R127f.x = -(PS0f)+1.0; - R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); - PV1f.z = PV0f.x * R126f.w; - PS1f = exp2(R127f.w); - // 6 - backupReg0f = R126f.x; - backupReg1f = R127f.z; - R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); - PV0f.y = -(PS1f)+1.0; - R127f.z = mul_nonIEEE(R126f.z, PV1f.z); - PV0f.z = R127f.z; - R127f.w = mul_nonIEEE(R127f.y, PV1f.z); - PV0f.w = R127f.w; - PS0f = exp2(backupReg1f); - // 7 - PV1f.x = R127f.x + -(PV0f.w); - PV1f.y = PV0f.y + -(PV0f.z); - PV1f.w = -(PS0f)+1.0; - // 8 - backupReg0f = R127f.z; - R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w); - R127f.x = clamp(R127f.x, 0.0, 1.0); - PV0f.x = R127f.x; - PV0f.y = PV1f.w + -(R126f.x); - R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f); - R127f.z = clamp(R127f.z, 0.0, 1.0); - PV0f.z = R127f.z; - // 9 - backupReg0f = R126f.x; - R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f); - R126f.x = clamp(R126f.x, 0.0, 1.0); - PV1f.x = R126f.x; - R126f.y = max(PV0f.x, PV0f.z); - PV1f.w = min(PV0f.x, PV0f.z); - // 10 - tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0))); - PV0f.x = tempf.x; - PV0f.y = tempf.x; - PV0f.z = tempf.x; - PV0f.w = tempf.x; - R126f.z = min(PV1f.x, PV1f.w); - PS0f = R126f.z; - // 11 - backupReg0f = R127f.x; - backupReg1f = R127f.z; - R127f.x = max(R126f.x, R126f.y); - PV1f.x = R127f.x; - R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); - PV1f.y = R123f.y; - R127f.z = backupReg0f + -(PS0f); - R125f.w = R126f.x + -(PS0f); - R126f.y = backupReg1f + -(PS0f); - PS1f = R126f.y; - // 12 - R126f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); - PV0f.x = R126f.x; - PV0f.y = -(R126f.z) + PV1f.x; - // 13 - R123f.w = (mul_nonIEEE(-(PV0f.x), PV0f.y) + R127f.x); - PV1f.w = R123f.w; - // 14 - R0f.x = (mul_nonIEEE(R126f.x, R125f.w) + PV1f.w); - R0f.y = (mul_nonIEEE(R126f.x, R127f.z) + PV1f.w); - R0f.z = (mul_nonIEEE(R126f.x, R126f.y) + PV1f.w); - - passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); - - vec3 color = (passPixelColor0.xyz); - color += bloom; - color = TonemapPass(color); - color = Technicolor2(color); - color = LevelsPass(color); - color = CurvesPass(color); - color = LiftGammaGainPass(color); - passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Jamie_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Jamie_bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index a0d0f948..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_Skyrim_Jamie_bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,368 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Changelog V0.1 -// Changed from shader f14bb_ps.txt to bd8bb_ps.txt - -// Credit to NAVras for merging to a better shader.(specal Note Thank you NAVras, For Helping Debug and answering silly questions.) -// Could not have got this far without you. -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -// Changelog v0.7 - -//########################################################## - -///ToneMapping -float bloomFactor = 0.33; //Default is 1.0 -float Bleach = 0.0002; //Default is 0.0 -float exposure = 1.25; //Default is 1.0 -float defog = 0.003; //Default is 0.0 - -//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. - -//Technicolor2 -#define Technicolor2_Red_Strength 0.0 //Default is 0.0 -#define Technicolor2_Green_Strength 0.0 //Default is 0.0 -#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 -#define Technicolor2_Brightness 1.00 //Default is 1.0 -#define Technicolor2_Strength 0.40 //Default is 1.0 -#define Technicolor2_Saturation 0.51 //Default is 1.0 - -//Lift Gamma Gain -#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. -#define RGB_Gamma vec3(0.60, 0.60, 0.60) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue -#define RGB_Gain vec3(1.0, 1.0, 1.0) //[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. - -//Fake High Dynamic Range. -#define HDRPower 1.20 // 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." -//----------------------------------------------------------- - -//End of adjustable values - -//########################################################### - -//Do not edit under this line. -float sat = 0.0; -const vec3 FogColor = vec3(0.0, 1.03, 0.0); //defog Color"; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Bloom -layout(binding = 1) uniform sampler2D textureUnitPS1;// LumaShapening, HDR -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } - -//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; - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - return color; -} - -//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; -} - -//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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ -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); -vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; -bloom *= bloomFactor; -R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); -float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); -R0f.xyz += vec3(smask); -// 0 -R126f.x = R1f.x + R0f.x; -PV0f.x = R126f.x; -R127f.y = R1f.y + R0f.y; -PV0f.y = R127f.y; -R126f.z = R1f.z + R0f.z; -PV0f.z = R126f.z; -R125f.w = 1.0; -// 1 -tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -// 2 -R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); -PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); -R126f.w = 1.0 / PV1f.x; -PS0f = R126f.w; -// 3 -PS1f = exp2(PV0f.y); -// 4 -PV0f.x = -(PS1f) + 1.0; -PS0f = exp2(R127f.x); -// 5 -R127f.x = -(PS0f) + 1.0; -R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); -PV1f.z = PV0f.x * R126f.w; -PS1f = exp2(R127f.w); -// 6 -backupReg0f = R126f.x; -backupReg1f = R127f.z; -R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); -PV0f.y = -(PS1f) + 1.0; -R127f.z = mul_nonIEEE(R126f.z, PV1f.z); -PV0f.z = R127f.z; -R127f.w = mul_nonIEEE(R127f.y, PV1f.z); -PV0f.w = R127f.w; -PS0f = exp2(backupReg1f); -// 7 -PV1f.x = R127f.x + -(PV0f.w); -PV1f.y = PV0f.y + -(PV0f.z); -PV1f.w = -(PS0f) + 1.0; -// 8 -backupReg0f = R127f.z; -R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w); -R127f.x = clamp(R127f.x, 0.0, 1.0); -PV0f.x = R127f.x; -PV0f.y = PV1f.w + -(R126f.x); -R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f); -R127f.z = clamp(R127f.z, 0.0, 1.0); -PV0f.z = R127f.z; -// 9 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f); -R126f.x = clamp(R126f.x, 0.0, 1.0); -PV1f.x = R126f.x; -R126f.y = max(PV0f.x, PV0f.z); -PV1f.w = min(PV0f.x, PV0f.z); -// 10 -tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R126f.z = min(PV1f.x, PV1f.w); -PS0f = R126f.z; -// 11 -backupReg0f = R127f.x; -backupReg1f = R127f.z; -R127f.x = max(R126f.x, R126f.y); -PV1f.x = R127f.x; -R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); -PV1f.y = R123f.y; -R127f.z = backupReg0f + -(PS0f); -R125f.w = R126f.x + -(PS0f); -R126f.y = backupReg1f + -(PS0f); -PS1f = R126f.y; -// 12 -R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); -PV0f.x = R126f.x; -PV0f.y = -(R126f.z) + PV1f.x; -// 13 -R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x); -PV1f.w = R123f.w; -// 14 -R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w); -R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w); -R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); - -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -vec3 color = (passPixelColor0.xyz); -color += bloom; -color = TonemapPass(color); -color = Technicolor2(color); -color = LiftGammaGainPass(color); -passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index 5786740b..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/Presets/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,335 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Changelog V0.1 -// Changed from shader f14bb_ps.txt to bd8bb_ps.txt - -// Credit to NAVras for merging to a better shader.(specal Note Thank you NAVras, For Helping Debug and answering silly questions.) -// Could not have got this far without you. -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -// Changelog v0.7 - -//########################################################## - -//ToneMapping -float bloomFactor = 0.33; //Default is 1.0 - -//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. - -//Technicolor2 -#define Technicolor2_Red_Strength 0.0 //Default is 0.0 -#define Technicolor2_Green_Strength 0.0 //Default is 0.0 -#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 -#define Technicolor2_Brightness 1.00 //Default is 1.0 -#define Technicolor2_Strength 0.40 //Default is 1.0 -#define Technicolor2_Saturation 0.51 //Default is 1.0 - -//Lift Gamma Gain -#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. -#define RGB_Gamma vec3(0.60, 0.60, 0.60) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue -#define RGB_Gain vec3(1.0, 1.0, 1.0) //[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. - -//Fake High Dynamic Range. -#define HDRPower 1.20 // 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." -//----------------------------------------------------------- - -//End of adjustable values - -//########################################################### - -//Do not edit under this line. - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Bloom -layout(binding = 1) uniform sampler2D textureUnitPS1;// LumaShapening, HDR -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ -if( v == 0x7FFFFFFF ) - return floatBitsToInt(1.0); -else if( v == 0xFFFFFFFF ) - return floatBitsToInt(0.0); -return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } - -//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; -} - -//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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ -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); -vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; -bloom *= bloomFactor; -R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); -float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); -R0f.xyz += vec3(smask); -// 0 -R126f.x = R1f.x + R0f.x; -PV0f.x = R126f.x; -R127f.y = R1f.y + R0f.y; -PV0f.y = R127f.y; -R126f.z = R1f.z + R0f.z; -PV0f.z = R126f.z; -R125f.w = 1.0; -// 1 -tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -// 2 -R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); -PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); -R126f.w = 1.0 / PV1f.x; -PS0f = R126f.w; -// 3 -PS1f = exp2(PV0f.y); -// 4 -PV0f.x = -(PS1f) + 1.0; -PS0f = exp2(R127f.x); -// 5 -R127f.x = -(PS0f) + 1.0; -R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); -PV1f.z = PV0f.x * R126f.w; -PS1f = exp2(R127f.w); -// 6 -backupReg0f = R126f.x; -backupReg1f = R127f.z; -R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); -PV0f.y = -(PS1f) + 1.0; -R127f.z = mul_nonIEEE(R126f.z, PV1f.z); -PV0f.z = R127f.z; -R127f.w = mul_nonIEEE(R127f.y, PV1f.z); -PV0f.w = R127f.w; -PS0f = exp2(backupReg1f); -// 7 -PV1f.x = R127f.x + -(PV0f.w); -PV1f.y = PV0f.y + -(PV0f.z); -PV1f.w = -(PS0f) + 1.0; -// 8 -backupReg0f = R127f.z; -R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w); -R127f.x = clamp(R127f.x, 0.0, 1.0); -PV0f.x = R127f.x; -PV0f.y = PV1f.w + -(R126f.x); -R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f); -R127f.z = clamp(R127f.z, 0.0, 1.0); -PV0f.z = R127f.z; -// 9 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f); -R126f.x = clamp(R126f.x, 0.0, 1.0); -PV1f.x = R126f.x; -R126f.y = max(PV0f.x, PV0f.z); -PV1f.w = min(PV0f.x, PV0f.z); -// 10 -tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R126f.z = min(PV1f.x, PV1f.w); -PS0f = R126f.z; -// 11 -backupReg0f = R127f.x; -backupReg1f = R127f.z; -R127f.x = max(R126f.x, R126f.y); -PV1f.x = R127f.x; -R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); -PV1f.y = R123f.y; -R127f.z = backupReg0f + -(PS0f); -R125f.w = R126f.x + -(PS0f); -R126f.y = backupReg1f + -(PS0f); -PS1f = R126f.y; -// 12 -R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); -PV0f.x = R126f.x; -PV0f.y = -(R126f.z) + PV1f.x; -// 13 -R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x); -PV1f.w = R123f.w; -// 14 -R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w); -R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w); -R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); - -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -vec3 color = (passPixelColor0.xyz); -color += bloom; -color = Technicolor2(color); -color = LiftGammaGainPass(color); -passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt deleted file mode 100644 index a2f4d74d..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ /dev/null @@ -1,402 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// Possible problems -// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. - -// Credit to NAVras for merging to a better shader. -//(Thank you NAVras for debugging and answering silly questions.) -// Couldn't have got this far without you. - -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Serfrost for preset values. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -//v0.9b - -//########################################################## - -//ToneMapping -float bloomFactor = 0.2; //Default is 1.0 -float Bleach = 0.3; //Default is 0.0 -float exposure = 1.13; //Default is 1.0 -float defog = 0.004; //Default is 0.0 - -//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, 1.00, 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 -float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want - -//Levels Control -const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white - -//LumaShapening -#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.035 //[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. - -//Technicolor2 -#define Technicolor2_Red_Strength 0.0 //Default is 0.0 -#define Technicolor2_Green_Strength 0.0 //Default is 0.0 -#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 -#define Technicolor2_Brightness 0.50 //Default is 1.0 -#define Technicolor2_Strength 1.0 //Default is 1.0 -#define Technicolor2_Saturation 0.70 //Default is 1.0 - -//Fake High Dynamic Range. -#define HDRPower 1.15 // 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. - -float sat = 0.0; - -const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color"; - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 -layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; -int clampFI32(int v) -{ - if (v == 0x7FFFFFFF) - return floatBitsToInt(1.0); - else if (v == 0xFFFFFFFF) - return floatBitsToInt(0.0); - return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); -} -float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; } - -//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; - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - return color; -} - -// 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; -} - -//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; -} - - -//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; -} - - -//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); -} - -//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 ] - - - //float px = 1.0/tex_size[0]; - //float py = 1.0/tex_size[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 - - - // -- Combining the values to get the final sharpened pixel -- - - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - 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() -{ - 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); - vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; - bloom *= bloomFactor; - R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); - float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); - R0f.xyz += vec3(smask); - // 0 - R126f.x = R1f.x + R0f.x; - PV0f.x = R126f.x; - R127f.y = R1f.y + R0f.y; - PV0f.y = R127f.y; - R126f.z = R1f.z + R0f.z; - PV0f.z = R126f.z; - R125f.w = 1.0; - // 1 - tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0)); - PV1f.x = tempf.x; - PV1f.y = tempf.x; - PV1f.z = tempf.x; - PV1f.w = tempf.x; - // 2 - R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); - PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); - R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); - R126f.w = 1.0 / PV1f.x; - PS0f = R126f.w; - // 3 - PS1f = exp2(PV0f.y); - // 4 - PV0f.x = -(PS1f)+1.0; - PS0f = exp2(R127f.x); - // 5 - R127f.x = -(PS0f)+1.0; - R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); - PV1f.z = PV0f.x * R126f.w; - PS1f = exp2(R127f.w); - // 6 - backupReg0f = R126f.x; - backupReg1f = R127f.z; - R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); - PV0f.y = -(PS1f)+1.0; - R127f.z = mul_nonIEEE(R126f.z, PV1f.z); - PV0f.z = R127f.z; - R127f.w = mul_nonIEEE(R127f.y, PV1f.z); - PV0f.w = R127f.w; - PS0f = exp2(backupReg1f); - // 7 - PV1f.x = R127f.x + -(PV0f.w); - PV1f.y = PV0f.y + -(PV0f.z); - PV1f.w = -(PS0f)+1.0; - // 8 - backupReg0f = R127f.z; - R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w); - R127f.x = clamp(R127f.x, 0.0, 1.0); - PV0f.x = R127f.x; - PV0f.y = PV1f.w + -(R126f.x); - R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f); - R127f.z = clamp(R127f.z, 0.0, 1.0); - PV0f.z = R127f.z; - // 9 - backupReg0f = R126f.x; - R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f); - R126f.x = clamp(R126f.x, 0.0, 1.0); - PV1f.x = R126f.x; - R126f.y = max(PV0f.x, PV0f.z); - PV1f.w = min(PV0f.x, PV0f.z); - // 10 - tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0))); - PV0f.x = tempf.x; - PV0f.y = tempf.x; - PV0f.z = tempf.x; - PV0f.w = tempf.x; - R126f.z = min(PV1f.x, PV1f.w); - PS0f = R126f.z; - // 11 - backupReg0f = R127f.x; - backupReg1f = R127f.z; - R127f.x = max(R126f.x, R126f.y); - PV1f.x = R127f.x; - R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); - PV1f.y = R123f.y; - R127f.z = backupReg0f + -(PS0f); - R125f.w = R126f.x + -(PS0f); - R126f.y = backupReg1f + -(PS0f); - PS1f = R126f.y; - // 12 - R126f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); - PV0f.x = R126f.x; - PV0f.y = -(R126f.z) + PV1f.x; - // 13 - R123f.w = (mul_nonIEEE(-(PV0f.x), PV0f.y) + R127f.x); - PV1f.w = R123f.w; - // 14 - R0f.x = (mul_nonIEEE(R126f.x, R125f.w) + PV1f.w); - R0f.y = (mul_nonIEEE(R126f.x, R127f.z) + PV1f.w); - R0f.z = (mul_nonIEEE(R126f.x, R126f.y) + PV1f.w); - - passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); - - vec3 color = (passPixelColor0.xyz); - color += bloom; - color = TonemapPass(color); - color = Technicolor2(color); - color = LevelsPass(color); - color = CurvesPass(color); - color = LiftGammaGainPass(color); - passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/rules.txt b/Enhancement/BreathOfTheWild_ClarityGFX/rules.txt deleted file mode 100644 index 93eda7ef..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/rules.txt +++ /dev/null @@ -1,4 +0,0 @@ -[Definition] -titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 -name = "The Legend of Zelda: Breath of the Wild - Clarity GFX UHD" -version = 2 \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt deleted file mode 100644 index a12555ad..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt +++ /dev/null @@ -1,11 +0,0 @@ -The Preset folder Contains the following Presets -AVGLuma -BSOD -HDROFF -SKYRIM - Frost -Skyrim - Jamie -The Complaining Gamer - TCG -Original -------------------------------- -The Default file is already set to go with the Origonal preset, but feel free to copy paste the contents -from one preset to the one in the main directory, to test diffrent ones or to just make your own. diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/ReadME.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/ReadME.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/rules.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/rules.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv133/rules.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/rules.txt