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[BotW] update contrasty, mainly add more tonemaps
Also move credits to rules.txt, they're too much Game original tone mapping is fine (also I can't understand it xD), but it partially causes what ppl might say "washed out". So added another two for toggling, one is simplified ACES Filmic, which over-saturates also gives a 'film look', another is from kiri, who ripped the one in SweetFX into Clarity pack.
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@ -2,9 +2,12 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader bd8bba59e2149449
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// shader bd8bba59e2149449
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// Contrasty + Adjustable Bloom
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// Contrasty + Adjustable Bloom
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// Credit to bestminr for vibrance logic, and getdls
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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#define tone_mapping 0
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//0 is game original, 1 is ACES Filmic, 2 is from SweetFX
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/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */
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/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */
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const float bloomFactor = 0.4; // 1.0 is neutral
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const float bloomFactor = 0.4; // 1.0 is neutral
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const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
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const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
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@ -18,6 +21,7 @@ const float floor = 16.0 / 255;
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const float scale = 255.0/(235.0-16.0);
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const float scale = 255.0/(235.0-16.0);
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*/
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*/
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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@ -69,7 +73,7 @@ vec3 fColour = vec3(R126f.x, R127f.y, R126f.z);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float luminance = fColour.r*intBitsToFloat(0x3e99096c) + fColour.g*intBitsToFloat(0x3f162b6b) + fColour.b*intBitsToFloat(0x3dea4a8c);
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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@ -78,12 +82,11 @@ vec3 lightness = vec3((mn + mx)/2.0);
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
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//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
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#if (tone_mapping == 0)
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R126f.x = fColour.x;
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R126f.x = fColour.x;
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R127f.y = fColour.y;
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R127f.y = fColour.y;
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R126f.z = fColour.z;
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R126f.z = fColour.z;
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PV0f.xyz = fColour;
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PV0f.xyz = fColour;
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// 1
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// 1
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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PV1f.x = tempf.x;
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PV1f.x = tempf.x;
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@ -167,6 +170,39 @@ PV1f.w = R123f.w;
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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#endif
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#if (tone_mapping == 1)
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R0f.xyz = fColour * intBitsToFloat(0x3f2aaaab);
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R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14);
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R0f.xyz = clamp(R0f.xyz,0.0,1.0);
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#endif
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#if (tone_mapping == 2)
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//dummy
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const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors
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const float Bleach = 0.0;
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vec3 color = fColour;
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color *= intBitsToFloat(0x3f2aaaab); // Exposure
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const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c));
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float lum = dot(coefLuma, color);
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float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0f * color * lum;
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vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
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vec3 newColor = mix(result1, result2, L);
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vec3 mixRGB = A2 * newColor;
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color += ((1.0f - A2) * mixRGB);
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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R0f.xyz = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
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#endif
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// export
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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@ -2,3 +2,12 @@
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - Color Tweak + Adjustable Bloom"
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name = "The Legend of Zelda: Breath of the Wild - Color Tweak + Adjustable Bloom"
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version = 2
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version = 2
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# Credit:
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# getdls for contrasty
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# bestminr for vibrance logic
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# kiri, navras for tone mapping
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# navras seperate contrasty from AARemoval
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# approximate ACES Filmic ~ https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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# SweetFX Tone mapping by Christian Cann Schuldt Jensen ~ CeeJay.dk
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