diff --git a/Enhancement/BreathOfTheWild_Contrasty/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Contrasty/f14bb57cd5c9cb77_00000000000003c9_ps.txt new file mode 100644 index 00000000..5ba74ff2 --- /dev/null +++ b/Enhancement/BreathOfTheWild_Contrasty/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -0,0 +1,78 @@ +#version 420 //Credit to bestminr for vibrance logic +#extension GL_ARB_texture_gather : enable + +/*Gamma, exposure, vibrance and crushContrast can be modified */ +const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 1.17; // 1.0 is neutral +const float vibrance = 0.008; // 0.0 is neutral +const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail + +//Uncomment below and in body to scale 16-235 not recommended */ +/* +const float floor = 16.0 / 255; +const float scale = 255.0/(235.0-16.0); +*/ + +// shader f14bb57cd5c9cb77 // +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem2; +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); + vec4 R1f = vec4(0.0); + vec4 R2f = vec4(0.0); + vec4 R3f = vec4(0.0); + vec4 R123f = 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; + bool activeMaskStack[2]; + bool activeMaskStackC[3]; + activeMaskStack[0] = false; + activeMaskStackC[0] = false; + activeMaskStackC[1] = false; + activeMaskStack[0] = true; + activeMaskStackC[0] = true; + activeMaskStackC[1] = true; + vec3 cubeMapSTM; + int cubeMapFaceId; + R0f = passParameterSem2; + vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw); + vec3 fColour = (colour.xyz); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + fColour = clamp(exposure * fColour, 0.0, 1.0); + fColour = pow(fColour, vec3(1.0 / gamma)); + float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; + float mn = min(min(fColour.r, fColour.g), fColour.b); + float mx = max(max(fColour.r, fColour.g), fColour.b); + float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; + vec3 lightness = vec3((mn + mx)/2.0); + // vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + + //vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235.. + passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0); + + +} diff --git a/Enhancement/BreathOfTheWild_Contrasty/rules.txt b/Enhancement/BreathOfTheWild_Contrasty/rules.txt new file mode 100644 index 00000000..7289ce8a --- /dev/null +++ b/Enhancement/BreathOfTheWild_Contrasty/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 # ALZP01 +name = "The Legend of Zelda: BOTW - Contrasty" # Set preferred levels in shader, v3 Git +version = 2 \ No newline at end of file