From 2591dfd3ef81fa34f65fb55e3d9116c1dc883db8 Mon Sep 17 00:00:00 2001 From: Jamie Date: Sun, 22 Oct 2017 12:45:32 -0700 Subject: [PATCH] ClarityGFX Reversion tell I can fix a few bugs that break the shader. --- .../bd8bba59e2149449_00000000000003c9_ps.txt | 165 +++++------------- 1 file changed, 40 insertions(+), 125 deletions(-) diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index 51693c7a..574d6699 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -22,76 +22,25 @@ //########################################################## -//Don't touch. - -highp const float floor = 0.0 / 255; -highp const float scale = 255.0/(255.0-0.0); -precision highp float; - -//Don't touch. - //----------------------------------------------------------- -//Adjustable Values: - -lowp uniform float brightness = 1.15; // [0.0 ~ 2.0] [1.0 Default] [1.15 Clarity] -lowp uniform float contrast; // Blank=Neutral [0.1 ~ 2.0] Contrast Adjustment - -lowp uniform float saturation; // Blank=Neutral [-1.0 ~ 1.0] Color Saturation Adjustment. -lowp uniform float alpha = 1.0; // [Don't touch this.] - -lowp const float gamma = 1.50; // [1.0 Default] [1.43 Serfrost] [1.50 Jamie] -const float exposure = 0.00; // [-1.0 ~ 1.0] Light exposure Adjustment. - -const float defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove." - -//----------------------------------------------------------- - -// Contrast, saturation, brightness -// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% - -#define GammaCorrection(color, gamma) pow(color, 1.0 / gamma) -vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) -{ - -//----------------------------------------------------------- - -// Increase or decrease theese values to adjust r, g and b color channels seperately -// Coeff requires Photoshop values. - -const float AvgLumR = 0.5; -const float AvgLumG = 0.5; -const float AvgLumB = 0.5; - -const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); +// Adjustable values: +precision lowp float; +const float fogfactor = 0.4; // [1.0 Default] Changes amount of fog +const float brightness = 1.2; // [1.0 Default] Lighten or Darken Shadows +const float Gamma = 1.5; // [1.0 Default] [2.0 Clarity] +const float contrast = 1.5; +const float Saturation = 0.10; // [-1.0, 1.0] Saturates Colors +const float Exposure = 0.00; // [-1.0, 1.0] Exposure Adjustment +const float Defog = 0.12; // [0.0, 1.0] How much of the far distance fog to "remove." //End of adjustable values -//########################################################### - -//Do not edit below this line. - - - - - - - - - - -vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); - vec3 brtColor = color * brt; - float intensityf = dot(brtColor, LumCoeff); - vec3 intensity = vec3(intensityf, intensityf, intensityf); - vec3 satColor = mix(intensity, brtColor, sat); - vec3 conColor = mix(AvgLumin, satColor, con); - color.rgb = conColor; - return color; -} +const float floor = 0.0 / 255; +const float scale = 255.0/(255.0-0.0); const float Bleach = 0.0; -const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; +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 @@ -109,15 +58,15 @@ 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. -//----------------------------------------------------------- - +/* + * Tonemap version 1.1 + * + */ 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 + 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); @@ -134,61 +83,11 @@ vec3 TonemapPass(vec3 inputColor) { vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); vec3 diffcolor = color - middlegray; - color = (color + diffcolor * saturation) / (1 + (diffcolor * saturation)); // saturation + color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation return color; } -// -- Sharpening -- -#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. - //I designed the pattern for offset_bias 1.0, but feel free to experiment. - -#define CoefLuma vec3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television) - -vec4 texel(sampler2D tex, vec2 pos, vec2 tex_size){ - vec4 colorInput = texture(tex, pos); - - vec3 ori = colorInput.rgb; - - // -- Combining the strength and luma multipliers -- - vec3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on - - // -- 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, 0.0,1.0); -} void main() { vec4 R0f = vec4(0.0); @@ -209,6 +108,7 @@ vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R1f *= fogfactor; R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); // 0 R126f.x = R1f.x + R0f.x; @@ -301,9 +201,24 @@ PV1f.w = R123f.w; 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); +// export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -vec3 color = (passPixelColor0.xyz); -color = TonemapPass(color); -color = (color.xyz - floor) * scale; -passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w); + +//Color +vec3 fColour = (passPixelColor0.xyz); +fColour = TonemapPass(fColour); +vec3 gamma = vec3(1.0/2.2f, 1.0/2.2f, 1.0/2.2f); +gamma = pow(fColour, gamma); +float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; +vec3 bright = fColour + vec3(brightness,brightness,brightness); +vec3 contrasted = (fColour - 0.5) * contrast + 0.5; +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); +const vec3 lightPos = vec3(0.5, 0.5, 5.0); +const vec3 diffColour = vec3(1.0, 1.0, 1.0); +const vec3 ambColour = vec3(0.2, 0.2, 0.2); +fColour = (fColour.xyz - floor) * scale; +passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w); } \ No newline at end of file