diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt b/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt deleted file mode 100644 index e3ea48f3..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt +++ /dev/null @@ -1,10 +0,0 @@ -There is currently 3 releases of Clarity in this pack, -The default is with No lumasharpening or HDR. -The second titled.lumasharpening is the same file as above but with lumashapening. -The third FakeHDR is the same but with Faked HDR - -You cannot Enable all 3 packs at once , so you need to rename the file by removing the ending extention .lumasharpening or FakeHDR . -The Origional File I would back upto its name.txt.origional case you want to revert for any reason. - -Please Note sword effect's are slightly off in Faked HDR .. Looking for a solution. -lumasharpening and FakeHDR were Brought over from SweetFX, Reshade to be used as a 1- pass shader .. They cannot be enabled or used at the same time.. \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index dcdad402..3a6fc795 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -10,7 +10,8 @@ // Changelog V0.1 // Changed from shader f14bb_ps.txt to bd8bb_ps.txt -// Credit to NAVras for merging to a better shader. +// 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 @@ -19,21 +20,34 @@ // Credit to Serfrost for preset values. // Original shader dumped using cemu 1.10.0f, BotW 1.3.1 -// Changelog v0.5 +// Changelog v0.7 //########################################################## -// Contrast, saturation, Gamma , Vibrance , Defog. +//ToneMapping +const float bloomFactor = 0.0; //Default is 1.0 +const float gamma = 1.00; //Default is 1.0 +const float Bleach = 0.2; //Default is 0.0 +const float vibrance = 0.015; // 0.0 is neutral -//Adjustable Values: - -const float con = 0.80; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work -const float sat = 0.00; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work -const float gamma = 1.43; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work -//Luma Values for changing color. Machinima tool mostly. -const float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -const float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -const 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. + +//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 1.0 //Default is 1.0 +#define Technicolor2_Strength 0.40 //Default is 1.0 +#define Technicolor2_Saturation 0.51 //Default is 1.0 + +//Fake High Dynamic Range. +#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter , Default 1.30." +#define radius1 0.50 // 0.0 to 8.0 "Default 0.793 , will affect FX." +#define radius2 0.50 // 0.0 to 8.0 "Default 0.87 , will affect FX." //----------------------------------------------------------- //End of adjustable values @@ -41,11 +55,8 @@ const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small incr //########################################################### //Do not edit under this line. - -const float exposure = 0.00; -const float Bleach = 0.0; -const float brt = 0.0; -const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; +const float sat = 0.0; + uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 @@ -63,16 +74,19 @@ 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. -//----------------------------------------------------------- +float exposure(vec3 eye, vec3 L, float low, float high) { + return mix( + low, + high, + pow((1.0 - dot(normalize(eye), L)) / 2.0, 10.0) + ); +} + +//ToneMapping vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; - //color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog - color *= pow(2.0f, exposure); // exposure - color = pow(color, vec3(gamma)); // Gamma - + const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); @@ -93,8 +107,116 @@ vec3 TonemapPass(vec3 inputColor) { return color; } -vec3 brightnessContrast(vec3 color, float brt, float con){ - return (color - 0.5) * con + 0.5 + brt; +//TECHNICOLOR2 + +vec3 Technicolor2(vec3 inputColor) { + vec3 color = inputColor; + vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength); + vec3 source = clamp(color, 0.0, 1.0); + 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 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){ + vec4 colorInput = texture(tex, pos); + vec3 color = colorInput.rgb; + + vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 1.5, 1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 0.0, -2.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 0.0, 2.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 2.5, 0.0) * radius1).rgb; + + bloom_sum1 *= 0.005; + + vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 1.5, 1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 0.0, -2.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 0.0, 2.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 2.5, 0.0) * radius2).rgb; + + bloom_sum2 *= 0.010; + + float dist = radius1 - radius2; + vec3 HDR = (colorInput.rgb + (bloom_sum2 - bloom_sum1)) * dist; + + vec3 blend = HDR + colorInput.rgb; + colorInput.rgb = pow(abs(blend), vec3(abs(HDRPower)) + HDR); + + return clamp(colorInput.rgb, 0.0,1.0); } void main() @@ -117,7 +239,10 @@ vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); +R1f.xyz *= 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; @@ -213,12 +338,14 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 color = (passPixelColor0.xyz); +float luminance = color.r*intBitsToFloat(0x3e99096c) + color.g*intBitsToFloat(0x3f162b6b) + color.b*intBitsToFloat(0x3dea4a8c); +float mn = min(min(color.r, color.g), color.b); +float mx = max(max(color.r, color.g), color.b); +float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; +vec3 lightness = vec3((mn + mx)/2.0); color = TonemapPass(color); -const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); -vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); -vec3 brtColor = color * brt; -vec3 intensity = vec3(dot(color, LumCoeff)); -vec3 satColor = mix(intensity, color, 1.); -vec3 conColor = mix(AvgLumin, satColor, con); -passPixelColor0 = vec4(conColor, R0f.w); +color = Technicolor2(color); +color = pow(color, vec3(1.0 / gamma)); +color = mix(color, mix(color, lightness, -vibrance), sat); +passPixelColor0 = vec4(color, R0f.w); } \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR deleted file mode 100644 index a6e5e8da..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR +++ /dev/null @@ -1,265 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// 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. - -// Changelog V0.1 -// Changed from shader f14bb_ps.txt to bd8bb_ps.txt - -// 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. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -// Changelog v0.5 - -//########################################################## - -// Contrast, saturation, Gamma. - -//Adjustable Values: -const float gamma = 1.00; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work -const float bloomFactor = 0.7; // 1.0 is neutral -const float brt = 1.0; -const float con = 0.75; -const float sat = 0.0; -//Luma Values for changing color. Machinima tool mostly. -const float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -const float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -//----------------------------------------------------------- - -//End of adjustable values - -//########################################################### - -//Do not edit under this line. - -const float exposure = 0.00; -const float Bleach = 0.0; - -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 TonemapPass(vec3 inputColor) { - vec3 color = inputColor; - color *= pow(2.0f, exposure); // exposure - color = pow(color, vec3(gamma)); // Gamma - - 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; -} - -vec3 brightnessContrast(vec3 color, float brt, float con){ - return (color - 0.5) * con + 0.5 + brt; -} - -//Fake High Dynamic Range. -#define HDRPower 1.30 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." -#define radius1 0.793 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." -#define radius2 0.87 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." - -vec3 HDRPass(sampler2D tex, vec2 pos){ - vec4 colorInput = texture(tex, pos); - vec3 color = colorInput.rgb; - - vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1).rgb; - bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1).rgb; - bloom_sum1 += texture(tex, pos + vec2( 1.5, 1.5) * radius1).rgb; - bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1).rgb; - bloom_sum1 += texture(tex, pos + vec2( 0.0, -2.5) * radius1).rgb; - bloom_sum1 += texture(tex, pos + vec2( 0.0, 2.5) * radius1).rgb; - bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1).rgb; - bloom_sum1 += texture(tex, pos + vec2( 2.5, 0.0) * radius1).rgb; - - bloom_sum1 *= 0.005; - - vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2).rgb; - bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2).rgb; - bloom_sum2 += texture(tex, pos + vec2( 1.5, 1.5) * radius2).rgb; - bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2).rgb; - bloom_sum2 += texture(tex, pos + vec2( 0.0, -2.5) * radius2).rgb; - bloom_sum2 += texture(tex, pos + vec2( 0.0, 2.5) * radius2).rgb; - bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2).rgb; - bloom_sum2 += texture(tex, pos + vec2( 2.5, 0.0) * radius2).rgb; - - bloom_sum2 *= 0.010; - - float dist = radius1 - radius2; - vec3 HDR = (colorInput.rgb + (bloom_sum2 - bloom_sum1)) * dist; - - vec3 blend = HDR + colorInput.rgb; - colorInput.rgb = pow(abs(blend), vec3(abs(HDRPower)) + HDR); - - return clamp(colorInput.rgb, 0.0,1.0); -} - -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, R0f.xy); -// 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 = TonemapPass(color); -const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); -vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); -vec3 brtColor = color * brt; -vec3 intensity = vec3(dot(color, LumCoeff)); -vec3 satColor = mix(intensity, color, 1.); -vec3 conColor = mix(AvgLumin, satColor, con); -passPixelColor0 = vec4(conColor, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.lumashapening b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.lumashapening deleted file mode 100644 index f4916430..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.lumashapening +++ /dev/null @@ -1,273 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable - -// shader bd8bba59e2149449 - -// 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. - -// Changelog V0.1 -// Changed from shader f14bb_ps.txt to bd8bb_ps.txt - -// 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. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 - -// Changelog v0.5 - -//########################################################## - -// Contrast, saturation, Gamma. - -//Adjustable Values: - -const float con = 0.80; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work -const float sat = 0.00; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work -const float gamma = 1.43; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work -//Luma Values for changing color. Machinima tool mostly. -const float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -const float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. -//----------------------------------------------------------- - -//End of adjustable values - -//########################################################### - -//Do not edit under this line. - -const float exposure = 0.00; -const float Bleach = 0.0; -uniform float brt; -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 TonemapPass(vec3 inputColor) { - vec3 color = inputColor; - color *= pow(2.0f, exposure); // exposure - color = pow(color, vec3(gamma)); // Gamma - - 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; -} - -vec3 brightnessContrast(vec3 color, float brt, float con){ - return (color - 0.5) * con + 0.5 + brt; -} - -// -- Sharpening -- -#define px (1.0/1280.0*uf_fragCoordScale.x) -#define py (1.0/720.0*uf_fragCoordScale.y) - -#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening -#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. -#define CoefLuma vec3(0.2126, 0.7152, 0.0722) - -vec3 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 clamp(colorInput.rgb, 0.0,1.0); -} - -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); -R0f.xyz = lumasharping(textureUnitPS1, R0f.xy); -// 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 = TonemapPass(color); -const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); -vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); -vec3 brtColor = color * brt; -vec3 intensity = vec3(dot(color, LumCoeff)); -vec3 satColor = mix(intensity, color, 1.); -vec3 conColor = mix(AvgLumin, satColor, con); -passPixelColor0 = vec4(conColor, R0f.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/rules.txt b/Enhancement/BreathOfTheWild_ClarityGFX/rules.txt index 38a9dd25..93eda7ef 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/rules.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/rules.txt @@ -1,4 +1,4 @@ [Definition] titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 -name = "The Legend of Zelda: Breath of the Wild - Clarity GFX" +name = "The Legend of Zelda: Breath of the Wild - Clarity GFX UHD" version = 2 \ No newline at end of file