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Ported version of Clarity for BotW 1.3.3
Presets should also work, so hopefully this will work for all versions.
This commit is contained in:
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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// Possible problems
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// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
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// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
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// Credit to NAVras for merging to a better shader.
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//(Thank you NAVras for debugging and answering silly questions.)
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// Couldn't have got this far without you.
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// Credit to getdls for adding exposure & Original Contrasty.
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// Clarity GFX
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// Credit to Jamie for main coding.
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// Credit to Kiri coding & Reshade logic.
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// Credit to Serfrost for preset values.
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// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
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// v0.10
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// Add 1.3.3 support
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//##########################################################
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//ToneMapping
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float bloomFactor = 0.2; //Default is 1.0
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float Bleach = 0.3; //Default is 0.0
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float exposure = 1.13; //Default is 1.0
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float defog = 0.004; //Default is 0.0
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//Lift Gamma Gain
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#define RGB_Lift vec3(1.05, 1.05, 1.05) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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#define RGB_Gamma vec3(0.70, 0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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#define RGB_Gain vec3(1.05, 1.00, 1.05) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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//Curves
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float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want
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//Levels Control
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const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white
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//LumaShapening
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#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//Technicolor2
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#define Technicolor2_Red_Strength 0.0 //Default is 0.0
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#define Technicolor2_Green_Strength 0.0 //Default is 0.0
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#define Technicolor2_Blue_Strength 0.0 //Default is 0.0
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#define Technicolor2_Brightness 0.50 //Default is 1.0
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#define Technicolor2_Strength 1.0 //Default is 1.0
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#define Technicolor2_Saturation 0.70 //Default is 1.0
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//Fake High Dynamic Range.
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#define HDRPower 1.15 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX."
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#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX."
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//###########################################################
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//Do not edit under this line.
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float sat = 0.0;
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const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color";
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if (v == 0x7FFFFFFF)
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return floatBitsToInt(1.0);
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else if (v == 0xFFFFFFFF)
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; }
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//ToneMapping
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vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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color *= exposure / (1.0 + color / exposure);
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0f * color * lum;
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vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
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vec3 newColor = mix(result1, result2, L);
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vec3 mixRGB = A2 * newColor;
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color += ((1.0f - A2) * mixRGB);
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
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return color;
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}
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// Levels
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vec3 LevelsPass(vec3 inputColor) {
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float black_point_float = BlackPoint / 255.0;
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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
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vec3 color = inputColor;
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color = color * white_point_float - (black_point_float * white_point_float);
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return color;
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}
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//Curves
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vec3 CurvesPass(vec3 inputColor) {
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vec3 colorInput = inputColor;
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float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
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vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
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x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
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vec3 color = x; //if the curve should be applied to both Luma and Chroma
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colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
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return colorInput;
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}
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//TECHNICOLOR2
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vec3 Technicolor2(vec3 inputColor) {
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vec3 color = inputColor;
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vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
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vec3 source = color;
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vec3 temp = 1.0 - source;
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vec3 target = temp.grg;
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vec3 target2 = temp.bbr;
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vec3 temp2 = source * target;
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temp2 *= target2;
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temp = temp2 * Color_Strength;
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temp2 *= Technicolor2_Brightness;
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target = temp.grg;
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target2 = temp.bbr;
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temp = source - target;
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temp += temp2;
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temp2 = temp - target2;
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color = mix(source, temp2, Technicolor2_Strength);
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color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
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return color;
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}
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//Lift Gamma Gain
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vec3 LiftGammaGainPass(vec3 colorInput)
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{
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// -- Get input --
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vec3 color = colorInput;
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// -- Lift --
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
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// -- Gain --
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color *= RGB_Gain;
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// -- Gamma --
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color = pow(color, 1.0 / RGB_Gamma); //Gamma
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// -- Return output --
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return clamp(color, 0.0, 1.0);
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}
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//LumaShapening
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#define px (1.0/1280.0*uf_fragCoordScale.x)
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#define py (1.0/720.0*uf_fragCoordScale.y)
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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float lumasharping(sampler2D tex, vec2 pos) {
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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//float px = 1.0/tex_size[0];
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//float py = 1.0/tex_size[1];
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vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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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
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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// -- Combining the values to get the final sharpened pixel --
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//colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color.
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return sharp_luma;
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}
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//Fake High Dynamic Range.
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vec3 HDRPass(sampler2D tex, vec2 pos) {
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vec3 color = texture(tex, pos).rgb;
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vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 *= 0.005;
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vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 *= 0.010;
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float dist = radius2 - radius1;
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vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
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vec3 blend = HDR + color;
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color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;
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return color;
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}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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bloom *= bloomFactor;
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R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
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float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
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R0f.xyz += vec3(smask);
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// -- Original shader code
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// 0
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R126f.x = R1f.x + R0f.x;
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PV0f.x = R126f.x;
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R127f.y = R1f.y + R0f.y;
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PV0f.y = R127f.y;
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R126f.z = R1f.z + R0f.z;
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PV0f.z = R126f.z;
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R125f.w = 1.0;
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// 1
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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// 2
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R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b);
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PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b);
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R126f.w = 1.0 / PV1f.x;
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PS0f = R126f.w;
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// 3
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PS1f = exp2(PV0f.y);
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// 4
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PV0f.x = -(PS1f) + 1.0;
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PS0f = exp2(R127f.x);
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// 5
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R127f.x = -(PS0f) + 1.0;
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R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
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PV1f.z = PV0f.x * R126f.w;
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PS1f = exp2(R127f.w);
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// 6
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backupReg0f = R126f.x;
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backupReg1f = R127f.z;
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R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
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PV0f.y = -(PS1f) + 1.0;
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R127f.z = mul_nonIEEE(R126f.z, PV1f.z);
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PV0f.z = R127f.z;
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R127f.w = mul_nonIEEE(R127f.y, PV1f.z);
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PV0f.w = R127f.w;
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PS0f = exp2(backupReg1f);
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// 7
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PV1f.x = R127f.x + -(PV0f.w);
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PV1f.y = PV0f.y + -(PV0f.z);
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PV1f.w = -(PS0f) + 1.0;
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// 8
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backupReg0f = R127f.z;
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R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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PV0f.x = R127f.x;
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PV0f.y = PV1f.w + -(R126f.x);
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R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PV0f.z = R127f.z;
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// 9
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backupReg0f = R126f.x;
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R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f);
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV1f.x = R126f.x;
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PV1f.w = max(PV0f.x, PV0f.z);
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// 10
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tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R126f.z = max(PV1f.x, PV1f.w);
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PS0f = R126f.z;
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// 11
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backupReg0f = R127f.x;
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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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
@ -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);
|
||||
}
|
11
Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt
Normal file
11
Enhancement/BreathOfTheWild_ClarityGFXv133/ReadME.txt
Normal file
@ -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.
|
4
Enhancement/BreathOfTheWild_ClarityGFXv133/rules.txt
Normal file
4
Enhancement/BreathOfTheWild_ClarityGFXv133/rules.txt
Normal file
@ -0,0 +1,4 @@
|
||||
[Definition]
|
||||
titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
|
||||
name = "The Legend of Zelda: Breath of the Wild - Clarity GFX UHD"
|
||||
version = 2
|
Loading…
Reference in New Issue
Block a user