From 0ea81e55fa666d491741981798130dfddaf69148 Mon Sep 17 00:00:00 2001 From: Crementif Date: Sun, 19 Nov 2017 23:37:59 +0100 Subject: [PATCH] Ported version of Clarity for BotW 1.3.3 Presets should also work, so hopefully this will work for all versions. --- .../37040a485a29d54e_00000000000003c9_ps.txt | 397 +++++++++++++++++ .../38d70ed9280bb3bc_0000000000000079_ps.txt | 44 ++ ...a_37040a485a29d54e_00000000000003c9_ps.txt | 335 +++++++++++++++ ...D_37040a485a29d54e_00000000000003c9_ps.txt | 402 ++++++++++++++++++ ...F_37040a485a29d54e_00000000000003c9_ps.txt | 402 ++++++++++++++++++ ...l_37040a485a29d54e_00000000000003c9_ps.txt | 397 +++++++++++++++++ ...t_37040a485a29d54e_00000000000003c9_ps.txt | 397 +++++++++++++++++ ...e_37040a485a29d54e_00000000000003c9_ps.txt | 360 ++++++++++++++++ ...G_37040a485a29d54e_00000000000003c9_ps.txt | 327 ++++++++++++++ .../BreathOfTheWild_ClarityGFXv133/ReadME.txt | 11 + .../BreathOfTheWild_ClarityGFXv133/rules.txt | 4 + 11 files changed, 3076 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/rules.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..215e76d8 --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,397 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +// v0.10 +// Add 1.3.3 support + +//########################################################## + +//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); + // -- Original shader code + // 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; + PV1f.w = max(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 = max(PV1f.x, PV1f.w); + PS0f = R126f.z; + // 11 + backupReg0f = R127f.x; + backupReg1f = R127f.z; + R127f.x = R126f.x + -(PS0f); + R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); + PV1f.y = R123f.y; + R127f.z = backupReg0f + -(PS0f); + R125f.w = backupReg1f + -(PS0f); + // 12 + R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); + PV0f.x = R123f.x; + // 13 + R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z); + R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z); + R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z); + + // -- End original shader code + + 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_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt new file mode 100644 index 00000000..b8d9c07a --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt @@ -0,0 +1,44 @@ +#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_ClarityGFXv133/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..6d0b39eb --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,335 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +// Changelog v0.1 -- Special Very Special Edition. +// Added support for 1.3.3! + +//########################################################## + +//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); +// -- Original shader code +// 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; +PV1f.w = max(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 = max(PV1f.x, PV1f.w); +PS0f = R126f.z; +// 11 +backupReg0f = R127f.x; +backupReg1f = R127f.z; +R127f.x = R126f.x + -(PS0f); +R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); +PV1f.y = R123f.y; +R127f.z = backupReg0f + -(PS0f); +R125f.w = backupReg1f + -(PS0f); +// 12 +R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); +PV0f.x = R123f.x; +// 13 +R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z); +R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z); +R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z); + +// -- End original shader code + +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_ClarityGFXv133/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..1b11c5b2 --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,402 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +//v0.10 +// Added support for 1.3.3! + +//########################################################## + +//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_ClarityGFXv133/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..afae4c2e --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,402 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +//v0.10 +// Added support for 1.3.3! + +//########################################################## + +//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_ClarityGFXv133/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..cafe1944 --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,397 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +//v0.10 +// Added support for 1.3.3! + +//########################################################## + +//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); + // -- Original shader code + // 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; + PV1f.w = max(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 = max(PV1f.x, PV1f.w); + PS0f = R126f.z; + // 11 + backupReg0f = R127f.x; + backupReg1f = R127f.z; + R127f.x = R126f.x + -(PS0f); + R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); + PV1f.y = R123f.y; + R127f.z = backupReg0f + -(PS0f); + R125f.w = backupReg1f + -(PS0f); + // 12 + R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); + PV0f.x = R123f.x; + // 13 + R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z); + R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z); + R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z); + + // -- End original shader code + + 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_ClarityGFXv133/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..634cfe4e --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,397 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +//v0.10 +// Added support for 1.3.3! + +//########################################################## + +//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); + // -- Original shader code + // 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; + PV1f.w = max(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 = max(PV1f.x, PV1f.w); + PS0f = R126f.z; + // 11 + backupReg0f = R127f.x; + backupReg1f = R127f.z; + R127f.x = R126f.x + -(PS0f); + R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); + PV1f.y = R123f.y; + R127f.z = backupReg0f + -(PS0f); + R125f.w = backupReg1f + -(PS0f); + // 12 + R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); + PV0f.x = R123f.x; + // 13 + R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z); + R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z); + R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z); + + // -- End original shader code + + 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_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..4168100a --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,360 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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.(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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +// Changelog v0.8 +// Add support for 1.3.3! + +//########################################################## + +///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); +// -- Original shader code +// 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; +PV1f.w = max(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 = max(PV1f.x, PV1f.w); +PS0f = R126f.z; +// 11 +backupReg0f = R127f.x; +backupReg1f = R127f.z; +R127f.x = R126f.x + -(PS0f); +R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); +PV1f.y = R123f.y; +R127f.z = backupReg0f + -(PS0f); +R125f.w = backupReg1f + -(PS0f); +// 12 +R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); +PV0f.x = R123f.x; +// 13 +R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z); +R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z); +R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z); + +// -- End original shader code + +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_ClarityGFXv133/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..d6328bcd --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,327 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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.(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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +// Changelog v0.8 +// Add support for 1.3.3! + +//########################################################## + +//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); +// -- Original shader code +// 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; +PV1f.w = max(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 = max(PV1f.x, PV1f.w); +PS0f = R126f.z; +// 11 +backupReg0f = R127f.x; +backupReg1f = R127f.z; +R127f.x = R126f.x + -(PS0f); +R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); +PV1f.y = R123f.y; +R127f.z = backupReg0f + -(PS0f); +R125f.w = backupReg1f + -(PS0f); +// 12 +R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); +PV0f.x = R123f.x; +// 13 +R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z); +R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z); +R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z); + +// -- End original shader code + +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_ClarityGFXv133/ReadME.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt new file mode 100644 index 00000000..a12555ad --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt @@ -0,0 +1,11 @@ +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/rules.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/rules.txt new file mode 100644 index 00000000..93eda7ef --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/rules.txt @@ -0,0 +1,4 @@ +[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