diff --git a/Enhancement/TwilightPrincessHD_contrasty/49865bd2e62efda1_0000000000000079_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/49865bd2e62efda1_0000000000000079_ps.txt new file mode 100644 index 00000000..8210ee69 --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/49865bd2e62efda1_0000000000000079_ps.txt @@ -0,0 +1,56 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 49865bd2e62efda1 +//dark world bloom + +const float bloom = 0.95; +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +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); +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; +R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom; +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z)); +PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y)); +PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x)); +PV0f.w = intBitsToFloat(uf_remappedPS[0].w); +// 1 +PV1f.x = max(PV0f.w, 0.0); +PV1f.y = max(PV0f.x, 0.0); +PV1f.z = max(PV0f.y, 0.0); +PV1f.w = max(PV0f.z, 0.0); +// 2 +R0f.x = min(PV1f.w, 1.0); +R0f.y = min(PV1f.z, 1.0); +R0f.z = min(PV1f.y, 1.0); +R0f.w = min(PV1f.x, 1.0); +// export +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancement/TwilightPrincessHD_contrasty/5f422bf63e25be7f_0000000000000079_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/5f422bf63e25be7f_0000000000000079_ps.txt new file mode 100644 index 00000000..a36f720e --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/5f422bf63e25be7f_0000000000000079_ps.txt @@ -0,0 +1,62 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 5f422bf63e25be7f // Bleach pass cutscene + +const float bleach = 0.1; + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x24dfb000 res 960x540x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) 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); +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 = passParameterSem1; +R0f.w = (texture(textureUnitPS0, R0f.xy).x); +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +R1f.w = intBitsToFloat(uf_remappedPS[0].w); +R1f.w = clamp(R1f.w, 0.0, 1.0); +PS0f = R1f.w; +// 1 +PV1f.x = fract(PV0f.w); +PV1f.y = fract(PV0f.x); +PV1f.w = fract(PV0f.z); +// 2 +PV0f.x = PV1f.w * intBitsToFloat(0x3f808081); +PV0f.y = PV1f.x * intBitsToFloat(0x3f808081); +PV0f.z = PV1f.y * intBitsToFloat(0x3f808081); +// 3 +R1f.x = mul_nonIEEE(R0f.w, PV0f.z); +R1f.x = clamp(R1f.x, 0.0, 1.0); +R1f.y = mul_nonIEEE(R0f.w, PV0f.y); +R1f.y = clamp(R1f.y, 0.0, 1.0); +R1f.z = mul_nonIEEE(R0f.w, PV0f.x); +R1f.z = clamp(R1f.z, 0.0, 1.0); +// export +passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w) * bleach; +} diff --git a/Enhancement/TwilightPrincessHD_contrasty/95a5a89d62998e0d_0000000000000079_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/95a5a89d62998e0d_0000000000000079_ps.txt new file mode 100644 index 00000000..b6c430c5 --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/95a5a89d62998e0d_0000000000000079_ps.txt @@ -0,0 +1,341 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 95a5a89d62998e0d + +// blur +const float bloom = 0.95; + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +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 R3f = vec4(0.0); +vec4 R4f = vec4(0.0); +vec4 R5f = vec4(0.0); +vec4 R6f = vec4(0.0); +vec4 R7f = vec4(0.0); +vec4 R123f = 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; +float scaler; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw); +scaler = uf_fragCoordScale.x; +// 0 +R7f.x = R0f.x * intBitsToFloat(0x3b088889); +PV0f.x = R7f.x; +R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6); +PV0f.y = R7f.y; +// 1 +R0f.x = PV0f.x; +R0f.y = PV0f.y + intBitsToFloat(0x3b72b9d6) * scaler; +R1f.z = PV0f.x; +R1f.y = PV0f.y + intBitsToFloat(0xbb72b9d6) * scaler; +PS1f = R1f.y; +// 2 +R2f.x = R7f.x; +R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6) * scaler; +R4f.z = R7f.x; +R4f.y = R7f.y + intBitsToFloat(0xbbf2b9d6) * scaler; +PS0f = R4f.y; +R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw); +R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); +R1f.xyzw = (textureLod(textureUnitPS0, R1f.zy,0.0).xyzw); +R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.w; +PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y); +PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z); +PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f); +PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f); +R0f.y = R7f.y + intBitsToFloat(0x3c360b60) * scaler; +PS0f = R0f.y; +// 1 +R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y); +PV1f.w = R123f.w; +R0f.x = R7f.x; +PS1f = R0f.x; +// 2 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w); +PV0f.w = R123f.w; +R1f.y = R7f.y + intBitsToFloat(0xbc360b60) * scaler; +PS0f = R1f.y; +// 3 +backupReg0f = R2f.z; +R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y); +R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x); +R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z); +R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w); +R1f.x = R7f.x; +PS1f = R1f.x; +// 4 +R2f.x = R7f.x; +R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6) * scaler; +R6f.z = R7f.x; +R6f.y = R7f.y + intBitsToFloat(0xbc72b9d6) * scaler; +PS0f = R6f.y; +R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw); +R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); +R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); +R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); +// 0 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y); +PV0f.w = R123f.w; +R3f.y = R7f.y + intBitsToFloat(0x3c97b426) * scaler; +PS0f = R3f.y; +// 1 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w); +PV1f.w = R123f.w; +R3f.x = R7f.x; +PS1f = R3f.x; +// 2 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.y); +PV0f.w = R123f.w; +R1f.y = R7f.y + intBitsToFloat(0xbc97b426) * scaler; +PS0f = R1f.y; +// 3 +R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y); +R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x); +R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z); +R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w); +R1f.x = R7f.x; +PS1f = R1f.x; +// 4 +R5f.x = R7f.x; +R5f.y = R7f.y + intBitsToFloat(0x3cb60b60) * scaler; +R4f.z = R7f.x; +R4f.y = R7f.y + intBitsToFloat(0xbcb60b60) * scaler; +PS0f = R4f.y; +R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw); +R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); +R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); +R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); +// 0 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y); +PV0f.w = R123f.w; +R0f.y = R7f.y + intBitsToFloat(0x3cd4629b) * scaler; +PS0f = R0f.y; +// 1 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x); +PV1f.w = R123f.w; +R0f.x = R7f.x; +PS1f = R0f.x; +// 2 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w); +PV0f.w = R123f.w; +R1f.y = R7f.y + intBitsToFloat(0xbcd4629b) * scaler; +PS0f = R1f.y; +// 3 +backupReg0f = R2f.z; +R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y); +R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x); +R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z); +R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w); +R1f.x = R7f.x; +PS1f = R1f.x; +// 4 +R2f.x = R7f.x; +R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6) * scaler; +R6f.z = R7f.x; +R6f.y = R7f.y + intBitsToFloat(0xbcf2b9d6) * scaler; +PS0f = R6f.y; +R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw); +R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); +R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); +R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw); +// 0 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y); +PV0f.w = R123f.w; +R3f.y = R7f.y + intBitsToFloat(0x3d088888) * scaler; +PS0f = R3f.y; +// 1 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w); +PV1f.w = R123f.w; +R3f.x = R7f.x; +PS1f = R3f.x; +// 2 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.y); +PV0f.w = R123f.w; +R1f.y = R7f.y + intBitsToFloat(0xbd088888) * scaler; +PS0f = R1f.y; +// 3 +R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y); +R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x); +R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z); +R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w); +R1f.x = R7f.x; +PS1f = R1f.x; +// 4 +R5f.x = R7f.x; +R5f.y = R7f.y + intBitsToFloat(0x3d17b426) * scaler; +R4f.z = R7f.x; +R4f.y = R7f.y + intBitsToFloat(0xbd17b426) * scaler; +PS0f = R4f.y; +R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw); +R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw); +R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw); +R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw); +// 0 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y); +PV0f.w = R123f.w; +R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3) * scaler; +PS0f = R0f.y; +// 1 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x); +PV1f.w = R123f.w; +R0f.x = R7f.x; +PS1f = R0f.x; +// 2 +backupReg0f = R7f.y; +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.y); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w); +PV0f.w = R123f.w; +R7f.y = backupReg0f + intBitsToFloat(0xbd26dfc3) * scaler; +PS0f = R7f.y; +// 3 +backupReg0f = R2f.x; +backupReg1f = R2f.y; +backupReg2f = R2f.z; +R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.y); +R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg1f) + PV0f.x); +R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z); +R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg2f) + PV0f.w); +R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw); +R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw); +R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw); +// 0 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R2f.x); +PV0f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R2f.z); +PV0f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.w); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.y); +PV0f.w = R123f.w; +// 1 +R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w); +PV1f.w = R123f.w; +// 2 +backupReg0f = R7f.x; +backupReg1f = R7f.y; +backupReg2f = R7f.z; +backupReg3f = R7f.w; +R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg0f) + PV1f.y); +R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg1f) + PV1f.w); +R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg2f) + PV1f.z); +R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg3f) + PV1f.x); +// export +passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w)* bloom; +} diff --git a/Enhancement/TwilightPrincessHD_contrasty/_S_6437bc3fbba05d3a_000000000000000f_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/_S_6437bc3fbba05d3a_000000000000000f_ps.txt new file mode 100644 index 00000000..92e25b3f --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/_S_6437bc3fbba05d3a_000000000000000f_ps.txt @@ -0,0 +1,87 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 6437bc3fbba05d3a //skyline +const float redScale = 0.95; +const float greenScale = 1.06; +const float blueScale = 1.28; +const float hazeFactor = 0.1; + + +//old contrasty, or just copy paste clarity +const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 0.99; // 1.0 is neutral +const float vibrance = 0.75; // 0.0 is neutral +const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail + +vec3 contrasty(vec3 colour){ + vec3 fColour = (colour.xyz); +fColour.x = fColour.x *redScale; +fColour.y = fColour.y *greenScale; +fColour.z = fColour.z *blueScale; + + 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); +// vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + return fColour; +} + +uniform ivec4 uf_remappedPS[1]; +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); +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; +// 0 +PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +// 1 +PV1f.x = fract(PV0f.w); +PV1f.y = fract(PV0f.x); +PV1f.z = fract(PV0f.y); +PV1f.w = fract(PV0f.z); +// 2 +R0f.x = PV1f.x * intBitsToFloat(0x3f808081); +R0f.x = clamp(R0f.x, 0.0, 1.0); +R0f.y = PV1f.w * intBitsToFloat(0x3f808081); +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = PV1f.z * intBitsToFloat(0x3f808081); +R0f.z = clamp(R0f.z, 0.0, 1.0); +R0f.w = PV1f.y * intBitsToFloat(0x3f808081); +R0f.w = clamp(R0f.w, 0.0, 1.0); +// export + +R0f.xyz = contrasty(R0f.xyz); +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); + + +//passPixelColor0 = vec4(R0f.x*redScale, R0f.y*greenScale, R0f.z*blueScale, R0f.w); +} diff --git a/Enhancement/TwilightPrincessHD_contrasty/_s_afa7dc4b804ad02f_0000000000000079_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/_s_afa7dc4b804ad02f_0000000000000079_ps.txt new file mode 100644 index 00000000..059f943a --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/_s_afa7dc4b804ad02f_0000000000000079_ps.txt @@ -0,0 +1,100 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader afa7dc4b804ad02f // sky +const float redScale = 0.95; +const float greenScale = 1.06; +const float blueScale = 1.28; +const float hazeFactor = 0.1; + + +//old contrasty, or just copy paste clarity +const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 0.99; // 1.0 is neutral +const float vibrance = 0.75; // 0.0 is neutral +const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail + +vec3 contrasty(vec3 colour){ + vec3 fColour = (colour.xyz); +fColour.x = fColour.x *redScale; +fColour.y = fColour.y *greenScale; +fColour.z = fColour.z *blueScale; + + 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); +// vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + return fColour; +} + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f74d800 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 +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 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; +R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); +// 0 +backupReg0f = R0f.w; +PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); +PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); +PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); +PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); +R127f.x = backupReg0f * intBitsToFloat(0x3f808081); +PS0f = R127f.x; +// 1 +PV1f.x = fract(PV0f.w); +PV1f.y = fract(PV0f.x); +PV1f.z = fract(PV0f.y); +PV1f.w = fract(PV0f.z); +// 2 +PV0f.y = PV1f.x * intBitsToFloat(0x3f808081); +PV0f.z = PV1f.y * intBitsToFloat(0x3f808081); +PV0f.w = PV1f.w * intBitsToFloat(0x3f808081); +R0f.w = mul_nonIEEE(PV1f.z, R127f.x); +R0f.w = clamp(R0f.w, 0.0, 1.0); +PS0f = R0f.w; +// 3 +R0f.x = mul_nonIEEE(R1f.x, PV0f.z); +R0f.x = clamp(R0f.x, 0.0, 1.0); +R0f.y = mul_nonIEEE(R1f.y, PV0f.y); +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = mul_nonIEEE(R1f.z, PV0f.w); +R0f.z = clamp(R0f.z, 0.0, 1.0); +// export + +R0f.xyz = contrasty(R0f.xyz); +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancement/TwilightPrincessHD_contrasty/c14019840473ff86_00000000000003c9_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/c14019840473ff86_00000000000003c9_ps.txt new file mode 100644 index 00000000..51e8c558 --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/c14019840473ff86_00000000000003c9_ps.txt @@ -0,0 +1,171 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader c14019840473ff86 //aa +const float redScale = 0.95; +const float greenScale = 1.06; +const float blueScale = 1.28; +const float hazeFactor = 0.1; + +const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 0.99; // 1.0 is neutral +const float vibrance = 0.75; // 0.0 is neutral +const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail + +float Sigmoid (float x) { + + return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5))); +} + + +vec3 contrasty(vec3 colour){ + vec3 fColour = (colour.xyz); +fColour.x = fColour.x *redScale; +fColour.y = fColour.y *greenScale; +fColour.z = fColour.z *blueScale; + + 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); +// vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + return fColour; +} + + +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem0; +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 R3f = 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; +R0f.w = (textureGather(textureUnitPS1, R0f.xy).y); +// 0 +R1f.x = R0f.x + intBitsToFloat(0xba088889); +R1f.y = R0f.y + intBitsToFloat(0xba72b9d6); +R2f.z = R0f.x; +R2f.y = R0f.y + intBitsToFloat(0xba72b9d6); +PS0f = R2f.y; +// 1 +R3f.x = R0f.x + intBitsToFloat(0xba088889); +R3f.y = R0f.y; +R1f.xyzw = (textureGather(textureUnitPS1, R1f.xy).xyzw); +R2f.yz = (textureGather(textureUnitPS1, R2f.zy).yz); +R3f.xy = (textureGather(textureUnitPS1, R3f.xy).xy); +// 0 +PV0f.x = R2f.z + R3f.x; +PV0f.y = R1f.w + R0f.w; +PV0f.z = R1f.z + R3f.y; +PV0f.w = R1f.x + R2f.y; +// 1 +R123f.x = (R1f.y * 2.0 + -(PV0f.x)); +PV1f.x = R123f.x; +R123f.y = (R1f.y * 2.0 + -(PV0f.y)); +PV1f.y = R123f.y; +R123f.z = (R1f.y * 2.0 + -(PV0f.z)); +PV1f.z = R123f.z; +R123f.w = (R1f.y * 2.0 + -(PV0f.w)); +PV1f.w = R123f.w; +// 2 +PV0f.x = max(PV1f.x, -(PV1f.x)); +PV0f.y = max(PV1f.y, -(PV1f.y)); +PV0f.z = max(PV1f.z, -(PV1f.z)); +PV0f.w = max(PV1f.w, -(PV1f.w)); +// 3 +PV1f.x = PV0f.x + intBitsToFloat(0xb400d959); +PV1f.y = PV0f.y + intBitsToFloat(0xb400d959); +PV1f.z = PV0f.z + intBitsToFloat(0xb400d959); +PV1f.w = PV0f.w + intBitsToFloat(0xb400d959); +// 4 +R123f.x = intBitsToFloat(((PV1f.w >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.x = R123f.x; +R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.y = R123f.y; +R123f.z = intBitsToFloat(((PV1f.y >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.z = R123f.z; +R123f.w = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0))); +PV0f.w = R123f.w; +// 5 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(0.25,0.25,0.25,0.25)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +// 6 +R127f.z = PV1f.x * intBitsToFloat(0x3f400000)*0.5; +PV0f.z = R127f.z; +// 7 +R1f.x = (PV0f.z * intBitsToFloat(0xba088889)*0.5 + R0f.x); +R1f.y = R0f.y; +R2f.z = R0f.x; +R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6)*0.5 + R0f.y); +PS1f = R2f.y; +// 8 +R3f.x = (R127f.z * intBitsToFloat(0x3a088889)*0.5 + R0f.x); +R3f.y = R0f.y; +R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) + R0f.y); +R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw); +R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw); +R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw); +R0f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw); +// 0 +PV0f.x = R1f.w + R2f.w; +PV0f.y = R1f.z + R2f.z; +PV0f.z = R1f.y + R2f.y; +PV0f.w = R1f.x + R2f.x; +// 1 +PV1f.x = R3f.w + PV0f.x; +PV1f.y = R3f.z + PV0f.y; +PV1f.z = R3f.y + PV0f.z; +PV1f.w = R3f.x + PV0f.w; +// 2 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = R0f.w + PV1f.x; +PV0f.y = R0f.z + PV1f.y; +PV0f.z = backupReg0f + PV1f.z; +PV0f.w = backupReg1f + PV1f.w; +// 3 +R0f.x = PV0f.w * 0.25; +R0f.y = PV0f.z * 0.25; +R0f.z = PV0f.y * 0.25; +R0f.w = PV0f.x * 0.25; +// export +//R0f.xyz = vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)); +R0f.xyz = contrasty(R0f.xyz); +//R0f.xyz = clamp(R0f.xyz,0,1); + +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancement/TwilightPrincessHD_contrasty/f42bb0ed469dd804_0000000000001e49_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/f42bb0ed469dd804_0000000000001e49_ps.txt new file mode 100644 index 00000000..182bb79d --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/f42bb0ed469dd804_0000000000001e49_ps.txt @@ -0,0 +1,182 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader f42bb0ed469dd804 //sun + +const float redScale = 0.95; +const float greenScale = 1.06; +const float blueScale = 1.28; +const float hazeFactor = 0.1; + +const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 0.99; // 1.0 is neutral +const float vibrance = 0.75; // 0.0 is neutral +const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail + +vec3 contrasty(vec3 colour){ + vec3 fColour = (colour.xyz); +fColour.x = fColour.x *redScale; +fColour.y = fColour.y *greenScale; +fColour.z = fColour.z *blueScale; + + 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); +// vibrance + fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + return fColour; +} + +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f478000 res 32x32x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2f3e2800 res 32x32x1 dim 1 tm: 4 format 0002 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x24dfb000 res 960x540x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem1; +layout(location = 1) in vec4 passParameterSem2; +layout(location = 2) in vec4 passParameterSem3; +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 R124f = vec4(0.0); +vec4 R125f = 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; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem1; +R1f = passParameterSem2; +R2f = passParameterSem3; +R0f.xyz = (texture(textureUnitPS0, R0f.xy).wzy); +R1f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw); +// 0 +backupReg0f = R0f.y; +R125f.x = intBitsToFloat(uf_remappedPS[0].w); +PV0f.x = R125f.x; +PV0f.y = R0f.z * intBitsToFloat(0x437f0000); +PV0f.z = backupReg0f * intBitsToFloat(0x437f0000); +PV0f.w = R0f.x * intBitsToFloat(0x437f0000); +R127f.w = 1.0 / R2f.z; +PS0f = R127f.w; +// 1 +PV1f.x = floor(PV0f.w); +R125f.y = intBitsToFloat(uf_remappedPS[1].w); +PV1f.y = R125f.y; +PV1f.z = floor(PV0f.y); +PV1f.w = floor(PV0f.z); +R124f.w = 1.0 / PV0f.x; +PS1f = R124f.w; +// 2 +R127f.xyz = vec3(PV1f.x,PV1f.w,PV1f.z) + vec3(intBitsToFloat(0xc3000000),intBitsToFloat(0xc3000000),intBitsToFloat(0xc3000000)); +PV0f.x = R127f.x; +PV0f.y = R127f.y; +PV0f.z = R127f.z; +R125f.w = mul_nonIEEE(R2f.x, R127f.w); +R126f.x = 1.0 / PV1f.y; +PS0f = R126f.x; +// 3 +tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +R126f.z = tempf.x; +R126f.y = mul_nonIEEE(R2f.y, R127f.w); +PS1f = R126f.y; +// 4 +tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0)); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R127f.w = tempf.x; +R127f.y = max(PV1f.x, -(PV1f.x)); +PS0f = R127f.y; +// 5 +R127f.x = max(PV0f.x, -(PV0f.x)); +PV1f.x = R127f.x; +PV1f.y = (R126f.z > 0.0)?1.0:0.0; +PV1f.z = PS0f + intBitsToFloat(0xc4800000); +R126f.w = (PV0f.x > 0.0)?1.0:0.0; +PS1f = (0.0 > R126f.z)?1.0:0.0; +// 6 +PV0f.x = (0.0 > R127f.w)?1.0:0.0; +R123f.y = (PV1f.z * intBitsToFloat(0x3a800000) + 1.0); +PV0f.y = R123f.y; +R126f.z = PV1f.y + -(PS1f); +PV0f.w = PV1f.x + intBitsToFloat(0xc4800000); +PS0f = intBitsToFloat(uf_remappedPS[2].w); +PS0f = clamp(PS0f, 0.0, 1.0); +// 7 +backupReg0f = R126f.w; +R123f.x = (PV0f.w * intBitsToFloat(0x3a800000) + 1.0); +PV1f.x = R123f.x; +PV1f.z = floor(PV0f.y); +R126f.w = backupReg0f + -(PV0f.x); +R0f.w = mul_nonIEEE(R1f.w, PS0f); +R0f.w = clamp(R0f.w, 0.0, 1.0); +PS1f = R0f.w; +// 8 +R123f.y = (-(PV1f.z) * intBitsToFloat(0x44800000) + R127f.y); +PV0f.y = R123f.y; +PV0f.w = floor(PV1f.x); +// 9 +R123f.x = (-(PV0f.w) * intBitsToFloat(0x44800000) + R127f.x); +PV1f.x = R123f.x; +PV1f.y = mul_nonIEEE(PV0f.y, R126f.z); +// 10 +PV0f.x = mul_nonIEEE(PV1f.x, R126f.w); +R123f.z = (mul_nonIEEE(R125f.w,R126f.x) + PV1f.y); +PV0f.z = R123f.z; +// 11 +R2f.x = mul_nonIEEE(R125f.y, PV0f.z); +R123f.w = (mul_nonIEEE(R126f.y,R124f.w) + PV0f.x); +PV1f.w = R123f.w; +// 12 +R2f.y = mul_nonIEEE(R125f.x, PV1f.w); +R2f.xyz = (texture(textureUnitPS2, R2f.xy).xyz); +// 0 +PV0f.y = R2f.z; +PV0f.y = clamp(PV0f.y, 0.0, 1.0); +PV0f.z = R2f.y; +PV0f.z = clamp(PV0f.z, 0.0, 1.0); +PV0f.w = R2f.x; +PV0f.w = clamp(PV0f.w, 0.0, 1.0); +// 1 +R0f.x = mul_nonIEEE(R1f.x, PV0f.w); +R0f.x = clamp(R0f.x, 0.0, 1.0); +R0f.y = mul_nonIEEE(R1f.y, PV0f.z); +R0f.y = clamp(R0f.y, 0.0, 1.0); +R0f.z = mul_nonIEEE(R1f.z, PV0f.y); +R0f.z = clamp(R0f.z, 0.0, 1.0); +// export +R0f.xyz = contrasty(R0f.xyz); + +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancement/TwilightPrincessHD_contrasty/patches.txt b/Enhancement/TwilightPrincessHD_contrasty/patches.txt new file mode 100644 index 00000000..cb1ef704 --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/patches.txt @@ -0,0 +1,12 @@ +[TPHDv81] +moduleMatches = 0x1A03E108 +#Move some look tweaks to patches instead of shaders + +#rodata constants +###exp and haze settings +0x100C3EB8 = .float 0.003 ## Near world (over)exposure +0x100C36C4 = .float 0.0035 ## Bloom npc/object (over) " +0x100C3780 = .float 0.003 ## Distant world (over)exposure +0x100C3774 = .float 22.0 ### haze 21 = default 21++~ gradually less + +#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float diff --git a/Enhancement/TwilightPrincessHD_contrasty/rules.txt b/Enhancement/TwilightPrincessHD_contrasty/rules.txt new file mode 100644 index 00000000..259edbf6 --- /dev/null +++ b/Enhancement/TwilightPrincessHD_contrasty/rules.txt @@ -0,0 +1,8 @@ +[Definition] +titleIds = 000500001019C800,000500001019E600,000500001019E500 +name = "The Legend of Zelda: Twilight Princess HD - Contrasty patch" +version = 2 + +#v0.0 Lets see of this works +#v0.1 "Baked" overexposure +#v0.2 haze world exposure \ No newline at end of file