From 07d27d0167191a997bcee5c2ff3b54f51577fa1e Mon Sep 17 00:00:00 2001 From: Jamie Date: Tue, 24 Oct 2017 17:01:33 -0700 Subject: [PATCH] ClarityGfx Fixed Gamma, Brightness and Contrast to work as intended. Exposure should only affect tone map now nothing else. --- .../bd8bba59e2149449_00000000000003c9_ps.txt | 82 ++++++++++--------- 1 file changed, 44 insertions(+), 38 deletions(-) diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index 574d6699..f7c7824d 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -1,5 +1,6 @@ #version 420 #extension GL_ARB_texture_gather : enable + // shader bd8bba59e2149449 // Possible problems @@ -22,25 +23,35 @@ //########################################################## -//----------------------------------------------------------- +//Don't touch. +const float floor = 0.0 / 255; +const float scale = 255.0/(255.0-0.0); +//Don't touch. -// Adjustable values: -precision lowp float; -const float fogfactor = 0.4; // [1.0 Default] Changes amount of fog -const float brightness = 1.2; // [1.0 Default] Lighten or Darken Shadows -const float Gamma = 1.5; // [1.0 Default] [2.0 Clarity] -const float contrast = 1.5; -const float Saturation = 0.10; // [-1.0, 1.0] Saturates Colors -const float Exposure = 0.00; // [-1.0, 1.0] Exposure Adjustment -const float Defog = 0.12; // [0.0, 1.0] How much of the far distance fog to "remove." +//########################################################## + +// Contrast, saturation, brightness +// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% + +//Adjustable Values: + +const float brt = .80; // [0.1 ~ 2.0] [1.0 Default] Brightness Adjustment +const float con = 0.0; // [0.1 ~ 2.0] [0.5 Default] Contrast Adjustment +const float sat = 0.0; // [0.1 ~ 1.0] Color Saturation Adjustment. +const float gamma = 1.50; // [1.0 ~ 2.0] [1.0 Default] [1.43 Serfrost] [1.50 Jamie] +const float vibrance = 0.008; // 0.0 is neutral +const float defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove." + +//----------------------------------------------------------- //End of adjustable values +//########################################################### -const float floor = 0.0 / 255; -const float scale = 255.0/(255.0-0.0); +//Do not edit under this line. +const float exposure = 0.00; const float Bleach = 0.0; -const vec3 FogColor = vec3(0.0, 0.0, 0.0); //Defog Color"; +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 @@ -58,15 +69,15 @@ 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; } -/* - * Tonemap version 1.1 - * - */ +//----------------------------------------------------------- +// Based on CeeJay.dk's original GLSL/HLSL. +//----------------------------------------------------------- + vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; - color = clamp(color - Defog * FogColor * 2.55, 0.0, 1.0); // Defog - color *= pow(2.0f, Exposure); // Exposure - color = pow(color, vec3(Gamma)); // Gamma + color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog + color *= pow(2.0f, exposure); // exposure + color = pow(color, vec3(gamma)); // Gamma const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); @@ -83,7 +94,7 @@ vec3 TonemapPass(vec3 inputColor) { vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); vec3 diffcolor = color - middlegray; - color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation + color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation return color; } @@ -108,7 +119,6 @@ vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -R1f *= fogfactor; R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); // 0 R126f.x = R1f.x + R0f.x; @@ -201,24 +211,20 @@ PV1f.w = R123f.w; 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); -// export + passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -//Color -vec3 fColour = (passPixelColor0.xyz); -fColour = TonemapPass(fColour); -vec3 gamma = vec3(1.0/2.2f, 1.0/2.2f, 1.0/2.2f); -gamma = pow(fColour, gamma); -float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; -vec3 bright = fColour + vec3(brightness,brightness,brightness); -vec3 contrasted = (fColour - 0.5) * contrast + 0.5; -float mn = min(min(fColour.r, fColour.g), fColour.b); -float mx = max(max(fColour.r, fColour.g), fColour.b); +vec3 color = (passPixelColor0.xyz); +const vec3 diffcolor = vec3(1.0, 1.0, 1.0); +color = TonemapPass(color); +vec3 contrasted = (color - 0.5) * con + 0.5 + brt; +vec3(pow(abs(color.r), gamma),pow(abs(color.g), gamma),pow(abs(color.b), gamma)); +float luminance = color.r*0.2125 + color.g*0.7154 + color.b*0.0721; +float mn = min(min(color.r, color.g), color.b); +float mx = max(max(color.r, color.g), color.b); float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; vec3 lightness = vec3((mn + mx)/2.0); -const vec3 lightPos = vec3(0.5, 0.5, 5.0); -const vec3 diffColour = vec3(1.0, 1.0, 1.0); -const vec3 ambColour = vec3(0.2, 0.2, 0.2); -fColour = (fColour.xyz - floor) * scale; -passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w); +color = mix(color, mix(color, lightness, -vibrance), sat); +color = (color.xyz - floor) * scale; +passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w); } \ No newline at end of file