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ClarityGFX
Stuff.
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@ -17,23 +17,23 @@
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//##########################################################
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#define adjust_bloom 1 // 0: disable, 1: enable.
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//BloomFactor
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const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch)
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const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch)
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#define HDRpassing 1 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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//Fake High Dynamic Range.
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const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define lumapassing 1 // 0: disable, 1: enable.
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//LumaShapening
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const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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#define Tone_map 8 // 0: disable, 1-8: enable.
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#define Tone_map 1 // 0: disable, 1-8: enable.
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// Reshade ToneMap Option 1
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// linearToneMapping Option 2
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// simpleReinhardToneMapping Option 3
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@ -43,35 +43,36 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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// Reshade ToneMap Controls
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const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
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const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
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const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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//Levels Control
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const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white
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#define blacknwhitepass 0 // 0: disable, 1: enable.
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// Levels Control
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const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
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#define lggpass 1 // 0: disable, 1: enable.
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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#define vibpass 1 // 0: disable, 1: enable.
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//VibrancePass
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const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
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#define Tech 0
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#define Tech 1
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//Technicolor
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
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#define Techine 0 // 0: disable, 1: enable.
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//Technicolor2
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@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and
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const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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const float Technicolor2_Strength = 1.0; // Default is 1.0
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const float Technicolor2_Saturation = 1.0; // Default is 1.0
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const float Technicolor2_Strength = 1.0; // [Default is 1.0]
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const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
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//Curves / Filmic Pass Contrast
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#define CurvesPss 0 // 0: disable, 1: enable.
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const float Contrast = 1.0; // Default 1.0
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// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
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//Curves Contrast
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#define CurvesPss 1 // 0: disable, 1: enable.
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const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
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#define Filmicpass 1 // 0: disable, 1: enable.
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#define Filmicpass 0 // 0: disable, 1: enable.
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//Filmic Pass
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const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
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const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
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const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
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const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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//###########################################################
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//Do not edit under this line.
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float getL601(vec3 rgb) {
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return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
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}
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float getL709(vec3 rgb) {
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return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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}
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
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layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
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@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color)
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{
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float exposure = 1.;
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color = clamp(exposure * color, 0., 1.);
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color = pow(color, vec3(1. / Gamma));
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return color;
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}
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vec3 simpleReinhardToneMapping(vec3 color)
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{
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float exposure = 1.5;
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color *= exposure / (1. + color / exposure);
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color *= exposure/(1. + color / exposure);
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color = pow(color, vec3(1. / Gamma));
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return color;
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}
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@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color)
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma / (1. + luma);
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color *= toneMappedLuma / luma;
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color = pow(color, vec3(1. / Gamma));
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return color;
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}
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@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
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color *= toneMappedLuma / luma;
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color = pow(color, vec3(1. / Gamma));
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return color;
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}
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vec3 RomBinDaHouseToneMapping(vec3 color)
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{
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color = exp(-1.0 / (2.72*color + 0.15));
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color = exp( -1.0 / ( 2.72*color + 0.15 ) );
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color = pow(color, vec3(1. / Gamma));
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return color;
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}
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@ -182,12 +177,15 @@ vec3 Uncharted2ToneMapping(vec3 color)
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color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
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float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
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color /= white;
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return color;
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color = pow(color, vec3(1. / Gamma));
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return color;
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}
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vec3 ReshadeToneMap(vec3 inputColor) {
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vec3 color = inputColor;
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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color *= Exposure / (1.0 + color / Exposure);
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color = pow(color, vec3(1. / Gamma)); // Gamma
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) {
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return color;
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}
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float getL709(vec3 rgb) {
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return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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}
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vec3 ACESFilm(vec3 color) {
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color *= Exposure;
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float Lumn = getL709(color);
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@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) {
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//Technicolor
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vec3 TechnicolorPass(vec3 color)
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{
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float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
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const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
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const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
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const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
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@ -305,14 +306,17 @@ vec3 FilmPass(vec3 inputColor) {
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B = clamp(B, 0.0, 1.);
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B = pow(vec3(B), vec3(Linearization));
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B = mix(H, B, Contrast);
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B = mix(H, B, Filmic_Contrast);
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vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
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vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
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float A = dot(B.rgb, LumCoeff);
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vec3 D = vec3(A);
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B = pow(B, 1.0 / vec3(BaseGamma));
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float RedCurve = 1.0;
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float GreenCurve = 1.0;
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float BlueCurve = 1.0;
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float a = RedCurve;
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float b = GreenCurve;
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float c = BlueCurve;
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@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) {
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vec3 Di = 1.0 - D;
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D = mix(D, Di, Bleach);
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D = mix(D, Di, Filmic_Bleach);
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float EffectGammaR = 1.0;
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float EffectGammaG = 1.0;
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float EffectGammaB = 1.0;
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D.r = pow(abs(D.r), 1.0 / EffectGammaR);
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D.g = pow(abs(D.g), 1.0 / EffectGammaG);
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D.b = pow(abs(D.b), 1.0 / EffectGammaB);
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@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) {
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Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
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vec3 Fn = mix(B, Cn, Strength);
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vec3 Fn = mix(B, Cn, Filmic_Strength);
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return Fn;
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}
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@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) {
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float color_saturation = max_color - min_color; // The difference between the two is the saturation
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
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color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
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@ -523,6 +529,9 @@ void main()
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#endif
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vec3 color = (passPixelColor0.xyz);
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color += bloom;
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#if (blacknwhitepass == 1)
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color = LevelsPass(color);
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#endif
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#if (Tone_map == 1)
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color = ReshadeToneMap(color);
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#endif
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@ -550,24 +559,21 @@ void main()
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#if (tone_mapping == 9)
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color = ACESFilm(color);
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#endif
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#if (blacknwhitepass == 1)
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color = LevelsPass(color);
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#if (Tech == 1)
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color = TechnicolorPass(color);
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#endif
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#if (Techine == 1)
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color = Technicolor2(color);
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#endif
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#if (Tech == 1)
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color = TechnicolorPass(color);
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#endif
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#if (Filmicpass == 1)
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color = FilmPass(color);
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#endif
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#if (CurvesPss == 1)
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color = CurvesPass(color);
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#endif
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#if (lggpass == 1)
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color = LiftGammaGainPass(color);
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#endif
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#if (CurvesPss == 1)
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color = CurvesPass(color);
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#endif
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#if (vibpass == 1)
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color = VibrancePass(color);
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#endif
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//##########################################################
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#define adjust_bloom 1 // 0: disable, 1: enable.
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//BloomFactor
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const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch)
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const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch)
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#define HDRpassing 1 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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//Fake High Dynamic Range.
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const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius2 = .87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define lumapassing 1 // 0: disable, 1: enable.
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//LumaShapening
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const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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#define Tone_map 8 // 0: disable, 1-8: enable.
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#define Tone_map 1 // 0: disable, 1-8: enable.
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// Reshade ToneMap Option 1
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// linearToneMapping Option 2
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// simpleReinhardToneMapping Option 3
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@ -43,35 +43,36 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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// Reshade ToneMap Controls
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const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
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const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
|
||||
const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
|
||||
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
|
||||
|
||||
#define blacknwhitepass 1 // 0: disable, 1: enable.
|
||||
//Levels Control
|
||||
const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
|
||||
const int WhitePoint = 245; // [0, 255] The new white point. Everything brighter than this becomes completely white
|
||||
#define blacknwhitepass 0 // 0: disable, 1: enable.
|
||||
// Levels Control
|
||||
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
|
||||
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
|
||||
|
||||
#define lggpass 1 // 0: disable, 1: enable.
|
||||
//Lift Gamma Gain
|
||||
vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
vec3 RGB_Gain = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
|
||||
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
|
||||
|
||||
#define vibpass 1 // 0: disable, 1: enable.
|
||||
//VibrancePass
|
||||
const float Vibrance = 0.40; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
|
||||
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
|
||||
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
|
||||
|
||||
#define Tech 0
|
||||
#define Tech 1
|
||||
//Technicolor
|
||||
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
|
||||
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
|
||||
//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
|
||||
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
|
||||
|
||||
#define Techine 0 // 0: disable, 1: enable.
|
||||
//Technicolor2
|
||||
@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and
|
||||
const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
|
||||
const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
|
||||
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
|
||||
const float Technicolor2_Strength = 1.0; // Default is 1.0
|
||||
const float Technicolor2_Saturation = 1.0; // Default is 1.0
|
||||
const float Technicolor2_Strength = 1.0; // [Default is 1.0]
|
||||
const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
|
||||
|
||||
//Curves / Filmic Pass Contrast
|
||||
#define CurvesPss 0 // 0: disable, 1: enable.
|
||||
const float Contrast = 1.0; // Default 1.0
|
||||
// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
|
||||
//Curves Contrast
|
||||
#define CurvesPss 1 // 0: disable, 1: enable.
|
||||
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
|
||||
|
||||
#define Filmicpass 1 // 0: disable, 1: enable.
|
||||
#define Filmicpass 0 // 0: disable, 1: enable.
|
||||
//Filmic Pass
|
||||
const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
|
||||
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
|
||||
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
|
||||
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
|
||||
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
|
||||
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
|
||||
|
||||
const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
|
||||
const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
|
||||
const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
|
||||
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
|
||||
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
|
||||
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
|
||||
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
|
||||
|
||||
const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
|
||||
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
|
||||
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
|
||||
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
|
||||
const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
|
||||
const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
|
||||
const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
|
||||
|
||||
//###########################################################
|
||||
|
||||
//Do not edit under this line.
|
||||
float getL601(vec3 rgb) {
|
||||
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
|
||||
}
|
||||
|
||||
float getL709(vec3 rgb) {
|
||||
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
|
||||
@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color)
|
||||
{
|
||||
float exposure = 1.;
|
||||
color = clamp(exposure * color, 0., 1.);
|
||||
color = pow(color, vec3(1. / Gamma));
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 simpleReinhardToneMapping(vec3 color)
|
||||
{
|
||||
float exposure = 1.5;
|
||||
color *= exposure / (1. + color / exposure);
|
||||
color *= exposure/(1. + color / exposure);
|
||||
color = pow(color, vec3(1. / Gamma));
|
||||
return color;
|
||||
}
|
||||
|
||||
@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color)
|
||||
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
||||
float toneMappedLuma = luma / (1. + luma);
|
||||
color *= toneMappedLuma / luma;
|
||||
color = pow(color, vec3(1. / Gamma));
|
||||
return color;
|
||||
}
|
||||
|
||||
@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
|
||||
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
||||
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
|
||||
color *= toneMappedLuma / luma;
|
||||
color = pow(color, vec3(1. / Gamma));
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 RomBinDaHouseToneMapping(vec3 color)
|
||||
{
|
||||
color = exp(-1.0 / (2.72*color + 0.15));
|
||||
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
|
||||
color = pow(color, vec3(1. / Gamma));
|
||||
return color;
|
||||
}
|
||||
|
||||
@ -182,12 +177,15 @@ vec3 Uncharted2ToneMapping(vec3 color)
|
||||
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
||||
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
|
||||
color /= white;
|
||||
return color;
|
||||
color = pow(color, vec3(1. / Gamma));
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 ReshadeToneMap(vec3 inputColor) {
|
||||
vec3 color = inputColor;
|
||||
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
|
||||
color *= Exposure / (1.0 + color / Exposure);
|
||||
color = pow(color, vec3(1. / Gamma)); // Gamma
|
||||
|
||||
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
|
||||
float lum = dot(coefLuma, color);
|
||||
@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) {
|
||||
return color;
|
||||
}
|
||||
|
||||
float getL709(vec3 rgb) {
|
||||
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
vec3 ACESFilm(vec3 color) {
|
||||
color *= Exposure;
|
||||
float Lumn = getL709(color);
|
||||
@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) {
|
||||
//Technicolor
|
||||
vec3 TechnicolorPass(vec3 color)
|
||||
{
|
||||
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
|
||||
|
||||
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
|
||||
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
|
||||
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
|
||||
@ -305,14 +306,17 @@ vec3 FilmPass(vec3 inputColor) {
|
||||
|
||||
B = clamp(B, 0.0, 1.);
|
||||
B = pow(vec3(B), vec3(Linearization));
|
||||
B = mix(H, B, Contrast);
|
||||
B = mix(H, B, Filmic_Contrast);
|
||||
|
||||
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
|
||||
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
|
||||
float A = dot(B.rgb, LumCoeff);
|
||||
vec3 D = vec3(A);
|
||||
|
||||
B = pow(B, 1.0 / vec3(BaseGamma));
|
||||
|
||||
float RedCurve = 1.0;
|
||||
float GreenCurve = 1.0;
|
||||
float BlueCurve = 1.0;
|
||||
float a = RedCurve;
|
||||
float b = GreenCurve;
|
||||
float c = BlueCurve;
|
||||
@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) {
|
||||
|
||||
vec3 Di = 1.0 - D;
|
||||
|
||||
D = mix(D, Di, Bleach);
|
||||
|
||||
D = mix(D, Di, Filmic_Bleach);
|
||||
float EffectGammaR = 1.0;
|
||||
float EffectGammaG = 1.0;
|
||||
float EffectGammaB = 1.0;
|
||||
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
|
||||
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
|
||||
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
|
||||
@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) {
|
||||
|
||||
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
|
||||
|
||||
vec3 Fn = mix(B, Cn, Strength);
|
||||
vec3 Fn = mix(B, Cn, Filmic_Strength);
|
||||
return Fn;
|
||||
}
|
||||
|
||||
@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) {
|
||||
|
||||
float color_saturation = max_color - min_color; // The difference between the two is the saturation
|
||||
|
||||
// Extrapolate between luma and original by 1 + (1-saturation) - current
|
||||
// Extrapolate between luma and original by 1 + (1-saturation) - current
|
||||
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
|
||||
|
||||
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
|
||||
@ -523,6 +529,9 @@ void main()
|
||||
#endif
|
||||
vec3 color = (passPixelColor0.xyz);
|
||||
color += bloom;
|
||||
#if (blacknwhitepass == 1)
|
||||
color = LevelsPass(color);
|
||||
#endif
|
||||
#if (Tone_map == 1)
|
||||
color = ReshadeToneMap(color);
|
||||
#endif
|
||||
@ -550,24 +559,21 @@ void main()
|
||||
#if (tone_mapping == 9)
|
||||
color = ACESFilm(color);
|
||||
#endif
|
||||
#if (blacknwhitepass == 1)
|
||||
color = LevelsPass(color);
|
||||
#if (Tech == 1)
|
||||
color = TechnicolorPass(color);
|
||||
#endif
|
||||
#if (Techine == 1)
|
||||
color = Technicolor2(color);
|
||||
#endif
|
||||
#if (Tech == 1)
|
||||
color = TechnicolorPass(color);
|
||||
#endif
|
||||
#if (Filmicpass == 1)
|
||||
color = FilmPass(color);
|
||||
#endif
|
||||
#if (CurvesPss == 1)
|
||||
color = CurvesPass(color);
|
||||
#endif
|
||||
#if (lggpass == 1)
|
||||
color = LiftGammaGainPass(color);
|
||||
#endif
|
||||
#if (CurvesPss == 1)
|
||||
color = CurvesPass(color);
|
||||
#endif
|
||||
#if (vibpass == 1)
|
||||
color = VibrancePass(color);
|
||||
#endif
|
||||
|
Loading…
x
Reference in New Issue
Block a user