From 2c5175e19db09034c03e7053b8deb265ff8c25d9 Mon Sep 17 00:00:00 2001 From: getdls Date: Wed, 31 Oct 2018 19:14:50 +0100 Subject: [PATCH] MK8, SM3DW 1.4.x Contrasty --- .../998a9f67e353657b_0000000000001e51_ps.txt | 174 +++++++++++ Enhancements/MarioKart8_Contrasty/rules.txt | 118 ++++++++ .../be99d80628d31127_00000000000003c9_ps.txt | 286 ++++++++++++++++++ .../SuperMario3dWorld_Contrasty/rules.txt | 116 +++++++ 4 files changed, 694 insertions(+) create mode 100644 Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt create mode 100644 Enhancements/MarioKart8_Contrasty/rules.txt create mode 100644 Enhancements/SuperMario3dWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt create mode 100644 Enhancements/SuperMario3dWorld_Contrasty/rules.txt diff --git a/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt b/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt new file mode 100644 index 00000000..3956d266 --- /dev/null +++ b/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt @@ -0,0 +1,174 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable + +uniform vec2 uf_fragCoordScale; + +const float hazeFactor = 0.1; + +const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = $exposure; // 1.0 is neutral +const float vibrance = $vibrance; // 0.0 is neutral +const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail +const float contrastCurve = $contrastCurve; + + +vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue +//lumasharpen +const float sharp_mix = $sharp_mix; +const float sharp_strength = 2.0; +const float sharp_clamp = 0.75; +const float offset_bias = 1.0; +float Sigmoid (float x) { + + return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5))); +} + + +#define px (1.0/1920.0*uf_fragCoordScale.x) +#define py (1.0/1080.0*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 ] + + 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 + + return sharp_luma; +} + +vec3 LiftGammaGainPass(vec3 colorInput) +{ //reshade BSD https://reshade.me , Alexkiri port + vec3 color = colorInput; + color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; + color = clamp(color, 0.0, 1.0); + color *= RGB_Gain; + color = pow(color, 1.0 / RGB_Gamma); + return clamp(color, 0.0, 1.0); +} + +vec3 contrasty(vec3 colour){ + vec3 fColour = (colour.xyz); + //fColour = LiftGammaGainPass(fColour); + + 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); + fColour = LiftGammaGainPass(fColour); + // vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + return fColour; +} + + +// shader 998a9f67e353657b +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x41a14000 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x8) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 1) in vec4 passParameterSem1; +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 R123f = 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 = passParameterSem1; +R2f.xyzw = (texture(textureUnitPS2, R1f.xy).xyzw); +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +// 0 +R127f.x = mul_nonIEEE(R0f.w, R2f.x); +PV0f.x = R127f.x; +R127f.y = mul_nonIEEE(R0f.w, R2f.y); +PV0f.y = R127f.y; +R127f.z = mul_nonIEEE(R0f.w, R2f.z); +PV0f.z = R127f.z; +R0f.w = R2f.w; +// 1 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0)); +tempf.x = clamp(tempf.x, 0.0, 1.0); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +// 2 +R123f.x = (mul_nonIEEE(R1f.x,-(PV1f.x)) + R1f.x); +PV0f.x = R123f.x; +R123f.z = (mul_nonIEEE(R1f.z,-(PV1f.x)) + R1f.z); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(R1f.y,-(PV1f.x)) + R1f.y); +PV0f.w = R123f.w; +// 3 +PV1f.x = R127f.y + PV0f.w; +PV1f.y = R127f.x + PV0f.x; +PV1f.w = R127f.z + PV0f.z; +// 4 +R1f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y)); +R1f.y = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y)); +R1f.z = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y)); +R0f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); +// export + +R0f.xyz = contrasty(R0f.xyz); +R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve); +float smask = lumasharping(textureUnitPS2, passParameterSem1.xy); +vec3 temp3 = R0f.xyz; +R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix); + +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancements/MarioKart8_Contrasty/rules.txt b/Enhancements/MarioKart8_Contrasty/rules.txt new file mode 100644 index 00000000..49c32612 --- /dev/null +++ b/Enhancements/MarioKart8_Contrasty/rules.txt @@ -0,0 +1,118 @@ +[Definition] +titleIds = 000500001010ec00,000500001010ed00,000500001010eb00 +name = Contrasty +path = "Mario Kart 8/Contrasty" +description = Colour and contrast +version = 3 + +[Preset] +name = default +$redShadows = 1.0 +$greenShadows = 1.0 +$blueSadows = 1.0 +$redMid = 1.0 +$greenMid = 1.0 +$blueMid = 1.0 +$redHilight = 1.0 +$greenHilight =1.0 +$blueHilight = 1.0 + +$contrastCurve = 0.0 +$hazeFactor = 1.0 +$bloom = 1.0 +$gamma = 1.0 +$exposure = 1.0 +$vibrance = 0.0 +$crushContrast = 0.0 +$bleach = 1.0 +$sharp_mix = 0.0 + + +[Preset] +name = High Contrasty +$redShadows = 1.02 +$greenShadows = 1.0 +$blueSadows = 1.02 +$redMid = 0.99 +$greenMid = 0.98 +$blueMid = 0.99 +$redHilight = 1.0 +$greenHilight =1.0 +$blueHilight = 1.02 + +$contrastCurve = 0.55 +$hazeFactor = 0.25 +$bloom = 0.85 +$gamma = 1.01 +$exposure = 1.01 +$vibrance = -0.05 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.25 + +[Preset] +name = Colourfull +$redShadows = 1.01 +$greenShadows = 1.0 +$blueSadows = 1.01 +$redMid = 1.0 +$greenMid = 0.99 +$blueMid = 1.0 +$redHilight = 0.99 +$greenHilight =0.99 +$blueHilight = 0.99 + +$contrastCurve = 0.15 +$hazeFactor = 1.0 +$bloom = 0.85 +$gamma = 1.05 +$exposure = 1.01 +$vibrance = 0.4 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.15 + +[Preset] +name = Medium Contrast +$redShadows = 1.0 +$greenShadows = 1.0 +$blueSadows = 1.0 +$redMid = 1.0 +$greenMid = 0.99 +$blueMid = 1.0 +$redHilight = 1.0 +$greenHilight =1.0 +$blueHilight = 1.0 + + +$contrastCurve = 0.375 +$hazeFactor = 1.0 +$bloom = 0.85 +$gamma = 1.0 +$exposure = 1.0 +$vibrance = 0.05 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.15 + +[Preset] +name = Some Contrast +$redShadows = 1.0 +$greenShadows = 0.99 +$blueSadows = 1.0 +$redMid = 1.0 +$greenMid = 0.99 +$blueMid = 1.0 +$redHilight = 0.97 +$greenHilight =0.97 +$blueHilight = 0.97 + +$contrastCurve = 0.4 +$hazeFactor = 0.25 +$bloom = 0.85 +$gamma = 1.1 +$exposure = 0.975 +$vibrance = 0.05 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.1 \ No newline at end of file diff --git a/Enhancements/SuperMario3dWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt b/Enhancements/SuperMario3dWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt new file mode 100644 index 00000000..6c3c1a08 --- /dev/null +++ b/Enhancements/SuperMario3dWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt @@ -0,0 +1,286 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader be99d80628d31127 //AA PS +// Used for: Another vertical blur + +uniform vec2 uf_fragCoordScale; + +const float hazeFactor = 0.1; + +const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = $exposure; // 1.0 is neutral +const float vibrance = $vibrance; // 0.0 is neutral +const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail +const float contrastCurve = $contrastCurve; + + +vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue +//lumasharpen +const float sharp_mix = $sharp_mix; +const float sharp_strength = 2.0; +const float sharp_clamp = 0.75; +const float offset_bias = 1.0; +float Sigmoid (float x) { + + return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5))); +} + + +#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 ] + + 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 + + return sharp_luma; +} + +vec3 LiftGammaGainPass(vec3 colorInput) +{ //reshade BSD https://reshade.me , Alexkiri port + vec3 color = colorInput; + color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; + color = clamp(color, 0.0, 1.0); + color *= RGB_Gain; + color = pow(color, 1.0 / RGB_Gamma); + return clamp(color, 0.0, 1.0); +} + +vec3 contrasty(vec3 colour){ + vec3 fColour = (colour.xyz); + //fColour = LiftGammaGainPass(fColour); + + 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); + fColour = LiftGammaGainPass(fColour); + // vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + return fColour; +} + +uniform ivec4 uf_remappedPS[4]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 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 0xf4341000 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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = 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; +float scaler = uf_fragCoordScale.x; +R0f = passParameterSem2; +if( activeMaskStackC[1] == true ) { +R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +R2f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +PV0f.x = min(R2f.z, R2f.x); +PV0f.y = max(R2f.z, R2f.x); +PV0f.z = mul_nonIEEE(R4f.x, intBitsToFloat(uf_remappedPS[0].x)); +PV0f.w = min(R2f.w, R2f.y); +PS0f = max(R2f.w, R2f.y); +// 1 +PV1f.x = min(PV0f.x, PV0f.w); +R123f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z); +PV1f.y = R123f.y; +R127f.z = R2f.z + -(R2f.y); +PV1f.z = R127f.z; +PV1f.w = max(PV0f.y, PS0f); +R126f.z = R2f.w + -(R2f.x); +PS1f = R126f.z; +// 2 +PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].x)); +PV0f.y = max(PV1f.y, PV1f.w); +PV0f.z = min(PV1f.y, PV1f.x); +R3f.x = PV1f.z + PS1f; +PS0f = R3f.x; +// 3 +R1f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[1].y)); +R3f.y = -(PV0f.z) + PV0f.y; +R1f.y = R127f.z + -(R126f.z); +PS1f = R1f.y; +// 4 +predResult = (R3f.y > R1f.x); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0f = R2f.y; +R1f.x = max(R3f.x, -(R3f.x)); +PV0f.x = R1f.x; +R2f.y = backupReg0f + R2f.x; +PV0f.y = R2f.y; +R0f.z = intBitsToFloat(uf_remappedPS[2].z) * 0.25; +R0f.w = max(R1f.y, -(R1f.y)); +PV0f.w = R0f.w; +R2f.x = -(intBitsToFloat(uf_remappedPS[3].x)); +PS0f = R2f.x; +// 1 +R3f.y = R2f.z + PV0f.y; +PV1f.y = R3f.y; +R2f.y = min(PV0f.x, PV0f.w); +PS1f = R2f.y; +// 2 +R3f.y = R2f.w + PV1f.y; +PV0f.y = R3f.y; +R1f.z = intBitsToFloat(uf_remappedPS[3].x); +R0f.w = intBitsToFloat(uf_remappedPS[3].y); +R5f.y = -(intBitsToFloat(uf_remappedPS[3].y)); +PS0f = R5f.y; +// 3 +backupReg0f = R0f.z; +R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w)); +PV1f.z = R0f.z; +// 4 +backupReg0f = R2f.y; +R2f.y = max(PV1f.z, backupReg0f); +PV0f.y = R2f.y; +// 5 +R2f.y = 1.0 / PV0f.y; +PS1f = R2f.y; +// 6 +backupReg0f = R1f.y; +R1f.x = mul_nonIEEE(R3f.x, PS1f); +PV0f.x = R1f.x; +R1f.y = mul_nonIEEE(backupReg0f, PS1f); +PV0f.y = R1f.y; +// 7 +R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y))); +PV1f.x = R1f.x; +R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y))); +PV1f.y = R1f.y; +// 8 +R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y)); +PV0f.x = R1f.x; +R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y)); +PV0f.y = R1f.y; +// 9 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg0f = R0f.x; +backupReg2f = R0f.w; +backupReg1f = R0f.y; +R0f.x = (mul_nonIEEE(PV0f.x,R2f.x) *scaler + backupReg0f); +R0f.y = (mul_nonIEEE(PV0f.y,R5f.y) *scaler + backupReg1f); +R0f.z = (mul_nonIEEE(PV0f.x,R1f.z) *scaler + backupReg0f); +R0f.w = (mul_nonIEEE(PV0f.y,backupReg2f) *scaler + backupReg1f); +} +if( activeMaskStackC[2] == true ) { +R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = R0f.w + R1f.w; +PV0f.x /= 2.0; +PV0f.y = R0f.z + R1f.z; +PV0f.y /= 2.0; +PV0f.z = backupReg0f + R1f.y; +PV0f.z /= 2.0; +PV0f.w = backupReg1f + R1f.x; +PV0f.w /= 2.0; +// 1 +PV1f.x = -(R4f.w) + PV0f.x; +PV1f.y = -(R4f.z) + PV0f.y; +PV1f.z = -(R4f.y) + PV0f.z; +PV1f.w = -(R4f.x) + PV0f.w; +// 2 +backupReg0f = R4f.x; +backupReg1f = R4f.y; +backupReg2f = R4f.z; +backupReg3f = R4f.w; +R4f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f); +R4f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f); +R4f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f); +R4f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export +R4f.xyz = contrasty(R4f.xyz); +R4f.xyz = mix(R4f.xyz, smoothstep(0.0, 1.0, R4f.xyz), contrastCurve); +float smask = lumasharping(textureUnitPS0, passParameterSem2.xy); +vec3 temp3 = R4f.xyz; +R4f.xyz = mix(R4f.xyz, (temp3.xyz += (smask)), sharp_mix); + +passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} diff --git a/Enhancements/SuperMario3dWorld_Contrasty/rules.txt b/Enhancements/SuperMario3dWorld_Contrasty/rules.txt new file mode 100644 index 00000000..7dc80f50 --- /dev/null +++ b/Enhancements/SuperMario3dWorld_Contrasty/rules.txt @@ -0,0 +1,116 @@ +[Definition] +titleIds = 0005000010145D00,0005000010145C00,0005000010106100 +name = Contrasty +path = "Super Mario 3D World/Contrasty" +description = Colour and contrast - Note doesn't work with resolution in 1.4 +version = 3 + +[Preset] +name = default +$redShadows = 1.0 +$greenShadows = 1.0 +$blueSadows = 1.0 +$redMid = 1.0 +$greenMid = 1.0 +$blueMid = 1.0 +$redHilight = 1.0 +$greenHilight =1.0 +$blueHilight = 1.0 + +$contrastCurve = 0.0 +$hazeFactor = 1.0 +$bloom = 1.0 +$gamma = 1.0 +$exposure = 1.0 +$vibrance = 0.0 +$crushContrast = 0.0 +$bleach = 1.0 +$sharp_mix = 0.0 + +[Preset] +name = debug +$redShadows = 1.0 +$greenShadows = 1.0 +$blueSadows = 1.0 +$redMid = 0.5 +$greenMid = 0.5 +$blueMid = 1.0 +$redHilight = 0.5 +$greenHilight =1.0 +$blueHilight = 1.0 + +$contrastCurve = 0.0 +$hazeFactor = 1.0 +$bloom = 1.0 +$gamma = 1.0 +$exposure = 1.0 +$vibrance = 0.0 +$crushContrast = 0.0 +$bleach = 1.0 +$sharp_mix = 0.25 + +[Preset] +name = High Contrasty +$redShadows = 1.0 +$greenShadows = 1.0 +$blueSadows = 1.0 +$redMid = 0.98 +$greenMid = 0.98 +$blueMid = 0.9 +$redHilight = 1.0 +$greenHilight =1.0 +$blueHilight = 1.0 + +$contrastCurve = 0.6 +$hazeFactor = 0.25 +$bloom = 0.85 +$gamma = 1.1 +$exposure = 1.05 +$vibrance = 0.25 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.45 + +[Preset] +name = Colourfull +$redShadows = 0.999 +$greenShadows = 0.98 +$blueSadows = 0.98 +$redMid = 1.0 +$greenMid = 0.99 +$blueMid = 0.99 +$redHilight = 1.0 +$greenHilight =0.99 +$blueHilight = 0.99 + +$contrastCurve = 0.15 +$hazeFactor = 1.0 +$bloom = 0.85 +$gamma = 1.05 +$exposure = 1.01 +$vibrance = 0.4 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.15 + +[Preset] +name = Neutral Contrasty +$redShadows = 1.01 +$greenShadows = 1.01 +$blueSadows = 1.01 +$redMid = 1.0 +$greenMid = 1.0 +$blueMid = 1.0 +$redHilight = 0.99 +$greenHilight =0.99 +$blueHilight = 0.99 + +$contrastCurve = 0.30 +$hazeFactor = 1.0 +$bloom = 0.85 +$gamma = 1.075 +$exposure = 1.01 +$vibrance = 0.15 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.15 \ No newline at end of file