[TP Contrasty] More neutral default, late game fixes

This commit is contained in:
getdls 2018-10-02 00:31:49 +02:00
parent 89dc3f8c51
commit 3afafd47c4
5 changed files with 27 additions and 20 deletions

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@ -4,7 +4,7 @@
// shader 49865bd2e62efda1 // shader 49865bd2e62efda1
//dark world bloom //dark world bloom
const float bloom = 0.975; const float bloom = 0.98;
uniform ivec4 uf_remappedPS[1]; 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(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) in vec4 passParameterSem0;

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@ -4,7 +4,7 @@
// shader 95a5a89d62998e0d // shader 95a5a89d62998e0d
// blur // blur
const float bloom = 0.975; const float bloom = 0.98;
uniform ivec4 uf_remappedPS[3]; 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(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

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@ -2,15 +2,15 @@
#extension GL_ARB_texture_gather : enable #extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader c14019840473ff86 //aa // shader c14019840473ff86 //aa
const float redScale = 0.95; const float redScale = 0.92;
const float greenScale = 1.06; const float greenScale = 1.02; //5
const float blueScale = 1.26; const float blueScale = 1.24;
const float hazeFactor = 0.1; const float hazeFactor = 0.1;
const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 0.99; // 1.0 is neutral const float exposure = 1.075; // 1.0 is neutral
const float vibrance = 0.75; // 0.0 is neutral const float vibrance = 0.37; // 0.0 is neutral
const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail
float Sigmoid (float x) { float Sigmoid (float x) {
@ -164,8 +164,10 @@ R0f.z = PV0f.y * 0.25;
R0f.w = PV0f.x * 0.25; R0f.w = PV0f.x * 0.25;
// export // export
//R0f.xyz = vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)); //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); //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); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
} }

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@ -3,15 +3,20 @@
#extension GL_ARB_separate_shader_objects : enable #extension GL_ARB_separate_shader_objects : enable
// shader f42bb0ed469dd804 //sun // shader f42bb0ed469dd804 //sun
const float redScale = 0.95; const float redScale = 0.92;
const float greenScale = 1.06; const float greenScale = 1.02; //5
const float blueScale = 1.26; const float blueScale = 1.24;
const float hazeFactor = 0.1; const float hazeFactor = 0.1;
const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 0.99; // 1.0 is neutral const float exposure = 1.075; // 1.0 is neutral
const float vibrance = 0.75; // 0.0 is neutral const float vibrance = 0.37; // 0.0 is neutral
const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail 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 contrasty(vec3 colour){
vec3 fColour = (colour.xyz); 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 = mul_nonIEEE(R1f.z, PV0f.y);
R0f.z = clamp(R0f.z, 0.0, 1.0); R0f.z = clamp(R0f.z, 0.0, 1.0);
// export // 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); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
} }

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@ -4,9 +4,9 @@ moduleMatches = 0x1A03E108
#rodata constants #rodata constants
###exp and haze settings ###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) " 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 0x100C3774 = .float 22.0 ### haze 21 = default 21++~ gradually less
#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float #0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float