diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index b3b3cc37..51693c7a 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -10,7 +10,7 @@ // 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. @@ -18,37 +18,67 @@ // Credit to Serfrost for preset values. // Original shader dumped using cemu 1.10.0f, BotW 1.3.1 +// Changelog v0.3 + +//########################################################## + +//Don't touch. -// 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 -//----------------------------------------------------------- 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; @@ -59,10 +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 @@ -80,14 +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); @@ -110,6 +139,56 @@ vec3 TonemapPass(vec3 inputColor) { 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); @@ -227,4 +306,4 @@ vec3 color = (passPixelColor0.xyz); color = TonemapPass(color); color = (color.xyz - floor) * scale; passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w); -} +} \ No newline at end of file