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Michael 2017-10-21 15:24:44 -07:00
commit 2e92c81461

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@ -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.
@ -18,38 +18,68 @@
// 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;
float intensityf = dot(brtColor, LumCoeff);
@ -60,9 +90,8 @@ vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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);