diff --git a/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt index 09344cfb..6265f521 100644 --- a/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt @@ -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); diff --git a/Enhancement/BreathOfTheWild_Contrasty/rules.txt b/Enhancement/BreathOfTheWild_Contrasty/rules.txt index 74c4046d..178518f6 100644 --- a/Enhancement/BreathOfTheWild_Contrasty/rules.txt +++ b/Enhancement/BreathOfTheWild_Contrasty/rules.txt @@ -1,4 +1,13 @@ [Definition] titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 name = "The Legend of Zelda: Breath of the Wild - Color Tweak + Adjustable Bloom" -version = 2 \ No newline at end of file +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 \ No newline at end of file diff --git a/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt b/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt new file mode 100644 index 00000000..70dc1c89 --- /dev/null +++ b/Source/BreathOfTheWild/7cd338ce4c6ea935_0000000000000079_ps.txt @@ -0,0 +1,75 @@ + +#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); +}