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https://github.com/cemu-project/cemu_graphic_packs.git
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Merge branch 'master' of https://github.com/slashiee/cemu_graphic_packs
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commit
0882f2a727
@ -2,9 +2,12 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader bd8bba59e2149449
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// shader bd8bba59e2149449
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// Contrasty + Adjustable Bloom
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// Contrasty + Adjustable Bloom
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// Credit to bestminr for vibrance logic, and getdls
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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#define tone_mapping 0
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//0 is game original, 1 is ACES Filmic, 2 is from SweetFX
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/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */
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/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */
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const float bloomFactor = 0.4; // 1.0 is neutral
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const float bloomFactor = 0.4; // 1.0 is neutral
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const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
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const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
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@ -18,6 +21,7 @@ const float floor = 16.0 / 255;
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const float scale = 255.0/(235.0-16.0);
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const float scale = 255.0/(235.0-16.0);
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*/
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*/
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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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
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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
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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
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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
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@ -69,7 +73,7 @@ vec3 fColour = vec3(R126f.x, R127f.y, R126f.z);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float luminance = fColour.r*intBitsToFloat(0x3e99096c) + fColour.g*intBitsToFloat(0x3f162b6b) + fColour.b*intBitsToFloat(0x3dea4a8c);
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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@ -78,12 +82,11 @@ vec3 lightness = vec3((mn + mx)/2.0);
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
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//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
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#if (tone_mapping == 0)
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R126f.x = fColour.x;
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R126f.x = fColour.x;
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R127f.y = fColour.y;
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R127f.y = fColour.y;
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R126f.z = fColour.z;
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R126f.z = fColour.z;
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PV0f.xyz = fColour;
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PV0f.xyz = fColour;
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// 1
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// 1
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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PV1f.x = tempf.x;
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PV1f.x = tempf.x;
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@ -167,6 +170,39 @@ PV1f.w = R123f.w;
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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#endif
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#if (tone_mapping == 1)
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R0f.xyz = fColour * intBitsToFloat(0x3f2aaaab);
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R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14);
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R0f.xyz = clamp(R0f.xyz,0.0,1.0);
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#endif
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#if (tone_mapping == 2)
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//dummy
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const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors
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const float Bleach = 0.0;
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vec3 color = fColour;
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color *= intBitsToFloat(0x3f2aaaab); // Exposure
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const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c));
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float lum = dot(coefLuma, color);
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float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0f * color * lum;
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vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
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vec3 newColor = mix(result1, result2, L);
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vec3 mixRGB = A2 * newColor;
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color += ((1.0f - A2) * mixRGB);
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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R0f.xyz = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
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#endif
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// export
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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@ -1,4 +1,13 @@
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[Definition]
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - Color Tweak + Adjustable Bloom"
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name = "The Legend of Zelda: Breath of the Wild - Color Tweak + Adjustable Bloom"
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version = 2
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version = 2
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# Credit:
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# getdls for contrasty
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# bestminr for vibrance logic
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# kiri, navras for tone mapping
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# navras seperate contrasty from AARemoval
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# approximate ACES Filmic ~ https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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# SweetFX Tone mapping by Christian Cann Schuldt Jensen ~ CeeJay.dk
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@ -0,0 +1,75 @@
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<?php
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$width = $argv[1];
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$height = $argv[2];
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$aspect = $width / (float)$height;
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if (round($aspect*100.0) == 178)
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exit(1);
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?>
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 7cd338ce4c6ea935 // cutscene ps
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uniform ivec4 uf_remappedPS[1];
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R1f = passParameterSem0;
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R1f.x = (R1f.x - 0.5)*1.3125+0.5;
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if (R1f.x>0.0 && R1f.x<1.0) R0f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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// 0
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backupReg0f = R0f.x;
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tempResultf = log2(backupReg0f);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 1
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R127f.z = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
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tempResultf = log2(R0f.y);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.w = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[0].x));
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tempResultf = log2(R0f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[0].x));
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PS1f = exp2(R127f.z);
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// 4
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R0f.x = PS1f;
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PS0f = exp2(R127f.w);
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// 5
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R0f.y = PS0f;
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PS1f = exp2(R127f.x);
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// 6
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R0f.z = PS1f;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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