diff --git a/Enhancement/TwilightPrincessHD_contrasty/49865bd2e62efda1_0000000000000079_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/49865bd2e62efda1_0000000000000079_ps.txt index 54276366..3c6cb2f0 100644 --- a/Enhancement/TwilightPrincessHD_contrasty/49865bd2e62efda1_0000000000000079_ps.txt +++ b/Enhancement/TwilightPrincessHD_contrasty/49865bd2e62efda1_0000000000000079_ps.txt @@ -4,7 +4,7 @@ // shader 49865bd2e62efda1 //dark world bloom -const float bloom = 0.975; +const float bloom = 0.98; 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; diff --git a/Enhancement/TwilightPrincessHD_contrasty/95a5a89d62998e0d_0000000000000079_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/95a5a89d62998e0d_0000000000000079_ps.txt index 5676fe0e..a09a483c 100644 --- a/Enhancement/TwilightPrincessHD_contrasty/95a5a89d62998e0d_0000000000000079_ps.txt +++ b/Enhancement/TwilightPrincessHD_contrasty/95a5a89d62998e0d_0000000000000079_ps.txt @@ -4,7 +4,7 @@ // shader 95a5a89d62998e0d // blur -const float bloom = 0.975; +const float bloom = 0.98; 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 diff --git a/Enhancement/TwilightPrincessHD_contrasty/c14019840473ff86_00000000000003c9_ps.txt b/Enhancement/TwilightPrincessHD_contrasty/c14019840473ff86_00000000000003c9_ps.txt index 6c4a0c16..e2739cc7 100644 --- a/Enhancement/TwilightPrincessHD_contrasty/c14019840473ff86_00000000000003c9_ps.txt +++ b/Enhancement/TwilightPrincessHD_contrasty/c14019840473ff86_00000000000003c9_ps.txt @@ -2,15 +2,15 @@ #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 = 1.26; +const float redScale = 0.92; +const float greenScale = 1.02; //5 +const float blueScale = 1.24; const float hazeFactor = 0.1; -const float gamma = 1.015; // 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 +const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 1.075; // 1.0 is neutral +const float vibrance = 0.37; // 0.0 is neutral +const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail float Sigmoid (float x) { @@ -164,8 +164,10 @@ 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 = contrasty(R0f.xyz); //R0f.xyz = clamp(R0f.xyz,0,1); +//vec3 mix(vec3 x, vec3 y, float a) +R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25); 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 index 83eea2f7..fa662946 100644 --- a/Enhancement/TwilightPrincessHD_contrasty/f42bb0ed469dd804_0000000000001e49_ps.txt +++ b/Enhancement/TwilightPrincessHD_contrasty/f42bb0ed469dd804_0000000000001e49_ps.txt @@ -3,15 +3,20 @@ #extension GL_ARB_separate_shader_objects : enable // shader f42bb0ed469dd804 //sun -const float redScale = 0.95; -const float greenScale = 1.06; -const float blueScale = 1.26; +const float redScale = 0.92; +const float greenScale = 1.02; //5 +const float blueScale = 1.24; const float hazeFactor = 0.1; -const float gamma = 1.015; // 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 +const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 1.075; // 1.0 is neutral +const float vibrance = 0.37; // 0.0 is neutral +const float crushContrast = 0.00; // 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); @@ -176,7 +181,7 @@ 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); +R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); } diff --git a/Enhancement/TwilightPrincessHD_contrasty/patches.txt b/Enhancement/TwilightPrincessHD_contrasty/patches.txt index cb1ef704..54f293d9 100644 --- a/Enhancement/TwilightPrincessHD_contrasty/patches.txt +++ b/Enhancement/TwilightPrincessHD_contrasty/patches.txt @@ -4,9 +4,9 @@ moduleMatches = 0x1A03E108 #rodata constants ###exp and haze settings -0x100C3EB8 = .float 0.003 ## Near world (over)exposure +0x100C3EB8 = .float 0.0034 ## Near world (over)exposure 0x100C36C4 = .float 0.0035 ## Bloom npc/object (over) " -0x100C3780 = .float 0.003 ## Distant world (over)exposure +0x100C3780 = .float 0.0034 ## Distant world (over)exposure 0x100C3774 = .float 22.0 ### haze 21 = default 21++~ gradually less #0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float