This commit is contained in:
Michael 2017-10-18 19:27:31 -07:00
commit 0882f2a727
3 changed files with 125 additions and 5 deletions

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@ -2,9 +2,12 @@
#extension GL_ARB_texture_gather : enable
// shader bd8bba59e2149449
// Contrasty + Adjustable Bloom
// Credit to bestminr for vibrance logic, and getdls
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
#define tone_mapping 0
//0 is game original, 1 is ACES Filmic, 2 is from SweetFX
/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */
const float bloomFactor = 0.4; // 1.0 is neutral
const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
@ -18,6 +21,7 @@ const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
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
@ -69,7 +73,7 @@ vec3 fColour = vec3(R126f.x, R127f.y, R126f.z);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float luminance = fColour.r*intBitsToFloat(0x3e99096c) + fColour.g*intBitsToFloat(0x3f162b6b) + fColour.b*intBitsToFloat(0x3dea4a8c);
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
@ -78,12 +82,11 @@ vec3 lightness = vec3((mn + mx)/2.0);
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
#if (tone_mapping == 0)
R126f.x = fColour.x;
R127f.y = fColour.y;
R126f.z = fColour.z;
PV0f.xyz = fColour;
// 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;
@ -167,6 +170,39 @@ 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);
#endif
#if (tone_mapping == 1)
R0f.xyz = fColour * intBitsToFloat(0x3f2aaaab);
R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14);
R0f.xyz = clamp(R0f.xyz,0.0,1.0);
#endif
#if (tone_mapping == 2)
//dummy
const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors
const float Bleach = 0.0;
vec3 color = fColour;
color *= intBitsToFloat(0x3f2aaaab); // Exposure
const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c));
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;
R0f.xyz = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
#endif
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);

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@ -1,4 +1,13 @@
[Definition]
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
name = "The Legend of Zelda: Breath of the Wild - Color Tweak + Adjustable Bloom"
version = 2
version = 2
# Credit:
# getdls for contrasty
# bestminr for vibrance logic
# kiri, navras for tone mapping
# navras seperate contrasty from AARemoval
# approximate ACES Filmic ~ https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
# SweetFX Tone mapping by Christian Cann Schuldt Jensen ~ CeeJay.dk

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@ -0,0 +1,75 @@
<?php
$width = $argv[1];
$height = $argv[2];
$aspect = $width / (float)$height;
if (round($aspect*100.0) == 178)
exit(1);
?>
#version 420
#extension GL_ARB_texture_gather : enable
// shader 7cd338ce4c6ea935 // cutscene ps
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xac200800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) 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);
vec4 R1f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R1f = passParameterSem0;
R1f.x = (R1f.x - 0.5)*1.3125+0.5;
if (R1f.x>0.0 && R1f.x<1.0) R0f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
// 0
backupReg0f = R0f.x;
tempResultf = log2(backupReg0f);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 1
R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
tempResultf = log2(R0f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.w = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].x));
tempResultf = log2(R0f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R127f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
PS1f = exp2(R127f.z);
// 4
R0f.x = PS1f;
PS0f = exp2(R127f.w);
// 5
R0f.y = PS0f;
PS1f = exp2(R127f.x);
// 6
R0f.z = PS1f;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}