mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-11 01:09:08 +01:00
ClarityGFX
Clarity With Tone Mapping and Luma Sharpen , Cleaned up some of the code to make it more readable to humans.
This commit is contained in:
parent
462a84e9d0
commit
2d1330d261
@ -1,43 +1,84 @@
|
||||
#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.
|
||||
// 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
|
||||
// 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 V0.2
|
||||
//-----------------------------------------------------------
|
||||
|
||||
// Changelog v0.3
|
||||
|
||||
//##########################################################
|
||||
|
||||
//Don't touch.
|
||||
|
||||
highp const float floor = 0.0 / 255;
|
||||
highp const float scale = 255.0/(255.0-0.0);
|
||||
//---DO NOT Touch
|
||||
precision highp float;
|
||||
lowp uniform float brightness = 1.15;
|
||||
lowp uniform float contrast;
|
||||
lowp uniform float saturation;
|
||||
lowp uniform float alpha = 1.0;
|
||||
//-----------------------------------------------------------
|
||||
// Adjustable values:
|
||||
lowp const float gamma = 1.50; // [1.0 Default] [2.0 Clarity]
|
||||
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."
|
||||
|
||||
//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);
|
||||
|
||||
//End of adjustable values
|
||||
|
||||
//###########################################################
|
||||
|
||||
//Do not edit below this line.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
|
||||
vec3 brtColor = color * brt;
|
||||
@ -48,10 +89,9 @@ vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
|
||||
color.rgb = conColor;
|
||||
return color;
|
||||
}
|
||||
|
||||
//End of adjustable values
|
||||
|
||||
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
|
||||
@ -69,14 +109,14 @@ 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; }
|
||||
|
||||
/*
|
||||
* Tonemap version 1.1
|
||||
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
|
||||
*/
|
||||
//-----------------------------------------------------------
|
||||
// Based on CeeJay.dk's original GLSL/HLSL.
|
||||
//-----------------------------------------------------------
|
||||
|
||||
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 = 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);
|
||||
@ -98,13 +138,6 @@ vec3 TonemapPass(vec3 inputColor) {
|
||||
|
||||
return color;
|
||||
}
|
||||
//-----------------------------------------------------------
|
||||
// LumaSharpen 1.4.1
|
||||
// original hlsl by Christian Cann Schuldt Jensen ~ CeeJay.dk
|
||||
// It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
|
||||
// It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.
|
||||
// This is similar to using Unsharp Mask in Photoshop.
|
||||
//-----------------------------------------------------------
|
||||
|
||||
// -- Sharpening --
|
||||
#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening
|
||||
@ -142,8 +175,6 @@ vec4 texel(sampler2D tex, vec2 pos, vec2 tex_size){
|
||||
|
||||
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
|
||||
|
||||
@ -153,7 +184,6 @@ vec4 texel(sampler2D tex, vec2 pos, vec2 tex_size){
|
||||
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.
|
||||
|
Loading…
x
Reference in New Issue
Block a user