diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Alpha_jamie_wip_clarity_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Alpha_jamie_wip_clarity_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index 3512b559..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Alpha_jamie_wip_clarity_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -1,651 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 37040a485a29d54e - -// Possible problems -// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Cremtif for Help. -// Credit to Serfrost for preset values. -// Shader dumped from Cemu 1.11.2 from BotW 1.4.0 -// v 2.1 -// Add 1.4.0 support -//########################################################## -#define adjust_bloom 1 // 0: disable, 1: enable. -//BloomFactor -const float bloomFactor = 0.20; // Default is 0.020 (rough estimate based on Switch) - -#define HDRpassing 1 // 0: disable, 1: enable. -//Fake High Dynamic Range. -const float HDRPower = 1.10; // 0.0 to 8.0 Default 1.30. -const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793 -const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." - -#define lumapassing 1 // 0: disable, 1: enable. -//LumaShapening -const float sharp_strength = 2.50; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -const float sharp_clamp = 0.02; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 - -//Advanced sharpening settings -const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. - -#define Tone_map 8 // 0: disable, 1-8: enable. - // Reshade ToneMap Option 1 - // linearToneMapping Option 2 - // simpleReinhardToneMapping Option 3 - // lumaBasedReinhardToneMapping Option 4 - // whitePreservingLumaBasedReinhardToneMapping Option 5 - // RomBinDaHouseToneMapping Option 6 - // filmicToneMapping Option 7 - // Uncharted2ToneMapping Option 8 - // ACES Filmic Option 9 -// Reshade ToneMap Controls -const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure -const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -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." -const float defog = 0.000; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. -vec3 FogColor = vec3(1.0, 1.0, 1.0); // 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 = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 - -#define blacknwhitepass 1 // 0: disable, 1: enable. -// Levels Control -const int BlackPoint = 4; // [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(0.990, 0.990, 0.990); // [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 = 0.100; // 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 // 0: disable, 1: enable. -//Technicolor -const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 -vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); -float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 - -#define Techine 1 // 0: disable, 1: enable. -//Technicolor2 -const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2 -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 = 0.70; // [Default is 1.0] -const float Technicolor2_Saturation = 0.60; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." - -#define cmatrix 1 -//Color Matrix -vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000); -vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); -vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); -float CM_Strength = 1.0; - -//Curves Contrast -#define CurvesPss 1 // 0: disable, 1: enable. -const float Contrast = 0.40; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." - -#define Filmicpass 0 // 0: disable, 1: enable. -//Filmic Pass -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 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 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 - -#define dpxpass 1 -//DPX -vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); -vec3 RGB_C = vec3(0.36, 0.36, 0.34); - -float DPX_Contrast = 0.1; -float DPX_Saturation = 3.0; -float Colorfulness = 2.5; - -float DPX_Strength = 0.20; - -const mat3 RGB = mat3( - 2.6714711726599600, -1.2672360578624100, -0.4109956021722270, - -1.0251070293466400, 1.9840911624108900, 0.0439502493584124, - 0.0610009456429445, -0.2236707508128630, 1.1590210416706100 -); -const mat3 XYZ = mat3( - 0.5003033835433160, 0.3380975732227390, 0.1645897795458570, - 0.2579688942747580, 0.6761952591447060, 0.0658358459823868, - 0.0234517888692628, 0.1126992737203000, 0.8668396731242010 -); - -//########################################################### - -//Do not edit under this line. - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom -layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -//ToneMapping - -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 = pow(color, vec3(1. / Gamma)); - return color; -} - -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; -} - -vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) -{ - float white = 2.; - 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 = pow(color, vec3(1. / Gamma)); - return color; -} - -vec3 filmicToneMapping(vec3 color) -{ - color = max(vec3(0.), color - vec3(0.004)); - color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06); - return color; -} - -vec3 Uncharted2ToneMapping(vec3 color) -{ - float A = 0.15; - float B = 0.50; - float C = 0.10; - float D = 0.20; - float E = 0.02; - float F = 0.30; - float W = 11.2; - float exposure = 2.; - color *= exposure; - 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; - 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); - - float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0); - vec3 A2 = Bleach * color; - - vec3 result1 = 2.0f * color * lum; - vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color); - - vec3 newColor = mix(result1, result2, L); - vec3 mixRGB = A2 * newColor; - color += ((1.0f - A2) * mixRGB); - - vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); - vec3 diffcolor = color - middlegray; - - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - 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); - vec4 tm = vec4(color, Lumn); - tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap - vec3 cpre = tm.w / Lumn * color; - vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine - return colorldr; -} - -//Curves - -vec3 CurvesPass(vec3 inputColor) { - vec3 colorInput = inputColor; - float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves. - vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma - x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version - vec3 color = x; //if the curve should be applied to both Luma and Chroma - colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast - return colorInput; -} - -//TECHNICOLOR2 - -vec3 Technicolor2(vec3 inputColor) { - vec3 color = inputColor; - vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength); - vec3 source = color; - vec3 temp = 1.0 - source; - vec3 target = temp.grg; - vec3 target2 = temp.bbr; - vec3 temp2 = source * target; - temp2 *= target2; - - temp = temp2 * Color_Strength; - temp2 *= Technicolor2_Brightness; - - target = temp.grg; - target2 = temp.bbr; - - temp = source - target; - temp += temp2; - temp2 = temp - target2; - - color = mix(source, temp2, Technicolor2_Strength); - - color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation); - - return color; -} - -//Technicolor -vec3 TechnicolorPass(vec3 color) -{ - - 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); - const vec2 redorangefilter = vec2(1.05, 0.620); // RG_ - const vec2 greenfilter = vec2(0.30, 1.0); // RG_ - const vec2 magentafilter2 = magentafilter.rb; // R_B - - vec3 tcol = color.rgb; - - vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power)); - vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power)); - vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power)); - vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter; - vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter; - vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter; - - return mix(tcol, output_r * output_g * output_b, Strength); -} - -//ColorMatrix -vec3 ColorMatrixPass(vec3 inputColor) -{ - vec3 color = inputColor.rgb; - - const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue); - //color = mix(color, * (ColorMatrix, color), CM_Strength); - color *= mix(color, (ColorMatrix, color), CM_Strength); - return clamp(inputColor, 0.0, 1. ); -} - - - -// Levels - -vec3 LevelsPass(vec3 inputColor) { - float black_point_float = BlackPoint / 255.0; - float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same - - vec3 color = inputColor; - color = color * white_point_float - (black_point_float * white_point_float); - - return color; -} - -//FilmPass -vec3 FilmPass(vec3 inputColor) { - - vec3 B = inputColor.rgb; - vec3 G = B; - vec3 H = vec3(0.01); - - B = clamp(B, 0.0, 1.); - B = pow(vec3(B), vec3(Linearization)); - B = mix(H, B, Filmic_Contrast); - - 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; - float d = BaseCurve; - - float y = 1.0 / (1.0 + exp(a / 2.0)); - float z = 1.0 / (1.0 + exp(b / 2.0)); - float w = 1.0 / (1.0 + exp(c / 2.0)); - float v = 1.0 / (1.0 + exp(d / 2.0)); - - vec3 C = B; - - D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y); - D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z); - D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w); - - D = pow(D, 1.0 / vec3(EffectGamma)); - - vec3 Di = 1.0 - D; - - 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); - - if (D.r < 0.5) - C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r; - else - C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r; - - if (D.g < 0.5) - C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g; - else - C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g; - - if (D.b < 0.5) - C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b; - else - C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b; - - vec3 F = mix(B, C, Strength); - - F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v); - - float r2R = 1.0 - Saturation; - float g2R = 0.0 + Saturation; - float b2R = 0.0 + Saturation; - - float r2G = 0.0 + Saturation; - float g2G = (1.0 - Fade) - Saturation; - float b2G = (0.0 + Fade) + Saturation; - - float r2B = 0.0 + Saturation; - float g2B = (0.0 + Fade) + Saturation; - float b2B = (1.0 - Fade) - Saturation; - - vec3 iF = F; - - F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R); - F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G); - F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B); - - float N = dot(F.rgb, LumCoeff); - vec3 Cn = F; - - if (N < 0.5) - Cn = (2.0 * N - 1.0) * (F - F * F) + F; - else - Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F; - - Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization)); - - vec3 Fn = mix(B, Cn, Filmic_Strength); - return Fn; -} - -//DPX -vec3 DPXPass(vec3 inputColor) -{ - vec3 input = inputColor.rgb; - - vec3 B = input; - B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast); - vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0))); - B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0)); - - float value = max(max(B.r, B.g), B.b); - vec3 color = B / value; - color = pow(abs(color), 1. / vec3(Colorfulness)); - - vec3 c0 = color * value; - c0 *= (XYZ, c0); - float luma = dot(c0, vec3(0.30, 0.59, 0.11)); - c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0; - c0 *= (RGB, c0); - - return mix(input, c0, DPX_Strength); -} - -//Lift Gamma Gain - -vec3 LiftGammaGainPass(vec3 colorInput) -{ - // -- Get input -- - vec3 color = colorInput; - - // -- Lift -- - - color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; - color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. - - // -- Gain -- - color *= RGB_Gain; - - // -- Gamma -- - color = pow(color, 1.0 / RGB_Gamma); //Gamma - - // -- Return output -- - return clamp(color, 0.0, 1.0); -} - -//VibrancePass -vec3 VibrancePass(vec3 color) { - - const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); - float luma = dot(coefLuma, color); - - float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color - float min_color = min(color.r, min(color.g, color.b)); // Find the weakest 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 - vec3 coeffVibrance = VibranceRGBBalance * Vibrance; - - color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); - - return color; -} - -//LumaShapening - -#define px (1.0/1280.0*uf_fragCoordScale.x) -#define py (1.0/720.0*uf_fragCoordScale.y) -#define CoefLuma vec3(0.2126, 0.7152, 0.0722) - -float lumasharping(sampler2D tex, vec2 pos) { - vec4 colorInput = texture(tex, pos); - - vec3 ori = colorInput.rgb; - - // -- Combining the strength and luma multipliers -- - vec3 sharp_strength_luma = (CoefLuma * sharp_strength); - - // -- Gaussian filter -- - // [ .25, .50, .25] [ 1 , 2 , 1 ] - // [ .50, 1, .50] = [ 2 , 4 , 2 ] - // [ .25, .50, .25] [ 1 , 2 , 1 ] - - vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East - blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West - blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East - blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West - - blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches - - // -- Calculate the sharpening -- - vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image - - // -- Adjust strength of the sharpening and clamp it-- - vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot - - float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp - sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down - - return sharp_luma; -} - -//Fake High Dynamic Range. - -vec3 HDRPass(sampler2D tex, vec2 pos) { - vec3 color = texture(tex, pos).rgb; - - vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb; - - bloom_sum1 *= 0.005; - - vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb; - - bloom_sum2 *= 0.010; - - float dist = radius2 - radius1; - vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist; - - vec3 blend = HDR + color; - color = pow(abs(blend), vec3(abs(HDRPower))) + HDR; - - return color; -} - -void main() -{ - vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; -#if (adjust_bloom == 1) - bloom *= bloomFactor; -#endif -#if (HDRpassing == 1) - passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz; -#endif -#if (HDRpassing == 0) - passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz; -#endif -#if (lumapassing == 1) - float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); - passPixelColor0.xyz += vec3(smask); -#endif - vec3 color = (passPixelColor0.xyz); - color += bloom; -#if (blacknwhitepass == 1) - color = LevelsPass(color); -#endif -#if (Tone_map == 1) - color = ReshadeToneMap(color); -#endif -#if (Tone_map == 2) - color = linearToneMapping(color); -#endif -#if (Tone_map == 3) - color = simpleReinhardToneMapping(color); -#endif -#if (Tone_map == 4) - color = lumaBasedReinhardToneMapping(color); -#endif -#if (Tone_map == 5) - color = whitePreservingLumaBasedReinhardToneMapping(color); -#endif -#if (Tone_map == 6) - color = RomBinDaHouseToneMapping(color); -#endif -#if (Tone_map == 7) - color = filmicToneMapping(color); -#endif -#if (Tone_map == 8) - color = Uncharted2ToneMapping(color); -#endif -#if (tone_mapping == 9) - color = ACESFilm(color); -#endif -#if (Tech == 1) - color = TechnicolorPass(color); -#endif -#if (Techine == 1) - color = Technicolor2(color); -#endif -#if (cmatrix == 1) - color = ColorMatrixPass(color); -#endif -#if (dpxpass == 1) - color = DPXPass(color); -#endif -#if (Filmicpass == 1) - color = FilmPass(color); -#endif -#if (lggpass == 1) - color = LiftGammaGainPass(color); -#endif -#if (CurvesPss == 1) - color = CurvesPass(color); -#endif -#if (vibpass == 1) - color = VibrancePass(color); -#endif - passPixelColor0 = vec4(color, passParameterSem0.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Constrast_Clarity_Merge_preset_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Constrast_Clarity_Merge_preset_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index abcdcbfe..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Constrast_Clarity_Merge_preset_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -1,715 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -// shader 37040a485a29d54e - -// Possible problems -// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. -// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. -// Clarity GFX -// Credit to Jamie for main coding. -// Credit to Kiri coding & Reshade logic. -// Credit to Cremtif for Help. -// Credit to Serfrost for preset values. -// Shader dumped from Cemu 1.11.2 from BotW 1.4.0 -// v 2.1 -// Add 1.4.0 support -//########################################################## -#define adjust_bloom 1 // 0: disable, 1: enable. -//BloomFactor -const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch) - -#define HDRpassing 1 // 0: disable, 1: enable. -//Fake High Dynamic Range. -const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30. -const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793 -const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." - -#define lumapassing 1 // 0: disable, 1: enable. -//LumaShapening -const float sharp_strength = 2.50; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -const float sharp_clamp = 0.02; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 - -//Advanced sharpening settings -const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. - -#define Tone_map 1 // 0: disable, -1 to 9: enable. - // -1: disable, loss of bright detail/color but keep [0,1] intact - // 0: (Wii U) BotW original - // Reshade ToneMap Option 1 - // linearToneMapping Option 2 - // simpleReinhardToneMapping Option 3 - // lumaBasedReinhardToneMapping Option 4 - // whitePreservingLumaBasedReinhardToneMapping Option 5 - // RomBinDaHouseToneMapping Option 6 - // filmicToneMapping Option 7 - // Uncharted2ToneMapping Option 8 - // ACES Filmic Option 9 -// Reshade ToneMap Controls / "Contrasty" Parameters -const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure -const float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -const float Gamma = 0.810; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control." -const float defog = 0.00; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. -vec3 FogColor = vec3(1.0, 1.0, 1.0); // 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 = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail - -#define post_process 1 - //----------------"BotW original" vibrance adjust-------------// -const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation -//---------------------------------------------------------------// - -#define blacknwhitepass 0 // 0: disable, 1: enable. -// Levels Control -const int BlackPoint = 4; // [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(0.990, 0.990, 0.990); // [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 = 0.150; // 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 // 0: disable, 1: enable. -//Technicolor -const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 -vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); -float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 - -#define Techine 1 // 0: disable, 1: enable. - //Technicolor2 -const float Technicolor2_Red_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Green_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Blue_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Brightness = 1.15; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -const float Technicolor2_Strength = 0.90; // [Default is 1.0] -const float Technicolor2_Saturation = 0.60; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." - -#define cmatrix 1 -//Color Matrix -vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000); -vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); -vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); -float CM_Strength = 1.0; - -//Curves Contrast -#define CurvesPss 1 // 0: disable, 1: enable. -const float Contrast = 0.40; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." - -#define Filmicpass 0 // 0: disable, 1: enable. -//Filmic Pass -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 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 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 - -#define dpxpass 1 -//DPX -vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); -vec3 RGB_C = vec3(0.36, 0.36, 0.34); - -float DPX_Contrast = 0.1; -float DPX_Saturation = 3.0; -float Colorfulness = 2.5; - -float DPX_Strength = 0.20; - -const mat3 RGB = mat3( - 2.6714711726599600, -1.2672360578624100, -0.4109956021722270, - -1.0251070293466400, 1.9840911624108900, 0.0439502493584124, - 0.0610009456429445, -0.2236707508128630, 1.1590210416706100 -); -const mat3 XYZ = mat3( - 0.5003033835433160, 0.3380975732227390, 0.1645897795458570, - 0.2579688942747580, 0.6761952591447060, 0.0658358459823868, - 0.0234517888692628, 0.1126992737203000, 0.8668396731242010 -); - -//########################################################### - -//Do not edit under this line. - -uniform ivec4 uf_remappedPS[1]; -layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom -layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. -layout(location = 0) in vec4 passParameterSem0; -layout(location = 0) out vec4 passPixelColor0; -uniform vec2 uf_fragCoordScale; - -//ToneMapping - -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 = pow(color, vec3(1. / Gamma)); - return color; -} - -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; -} - -vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) -{ - float white = 2.; - 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 = pow(color, vec3(1. / Gamma)); - return color; -} - -vec3 filmicToneMapping(vec3 color) -{ - color = max(vec3(0.), color - vec3(0.004)); - color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06); - return color; -} - -vec3 Uncharted2ToneMapping(vec3 color) -{ - float A = 0.15; - float B = 0.50; - float C = 0.10; - float D = 0.20; - float E = 0.02; - float F = 0.30; - float W = 11.2; - float exposure = 2.; - color *= exposure; - 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; - 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); - - float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0); - vec3 A2 = Bleach * color; - - vec3 result1 = 2.0f * color * lum; - vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color); - - vec3 newColor = mix(result1, result2, L); - vec3 mixRGB = A2 * newColor; - color += ((1.0f - A2) * mixRGB); - - vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); - vec3 diffcolor = color - middlegray; - - color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation - - return color; -} - -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)); -} - -vec3 BotWToneMap(vec3 color) { - float Lumn = getL601(color); - vec4 exptm = 1.0 - exp(-vec4(color, Lumn)); - vec3 cpre = exptm.w / Lumn * color; - vec3 colorldr = mix(cpre, exptm.rgb, vec3(pow(exptm.w, 2.0)));//refine - return colorldr; -} -vec3 ACESFilm(vec3 color) { - color *= Exposure; - float Lumn = getL709(color); - vec4 tm = vec4(color, Lumn); - tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap - vec3 cpre = tm.w / Lumn * color; - vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine - return colorldr; -} - -//Curves - -vec3 CurvesPass(vec3 inputColor) { - vec3 colorInput = inputColor; - float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves. - vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma - x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version - vec3 color = x; //if the curve should be applied to both Luma and Chroma - colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast - return colorInput; -} - -//TECHNICOLOR2 - -vec3 Technicolor2(vec3 inputColor) { - vec3 color = inputColor; - vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength); - vec3 source = color; - vec3 temp = 1.0 - source; - vec3 target = temp.grg; - vec3 target2 = temp.bbr; - vec3 temp2 = source * target; - temp2 *= target2; - - temp = temp2 * Color_Strength; - temp2 *= Technicolor2_Brightness; - - target = temp.grg; - target2 = temp.bbr; - - temp = source - target; - temp += temp2; - temp2 = temp - target2; - - color = mix(source, temp2, Technicolor2_Strength); - - color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation); - - return color; -} - -//Technicolor -vec3 TechnicolorPass(vec3 color) -{ - - 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); - const vec2 redorangefilter = vec2(1.05, 0.620); // RG_ - const vec2 greenfilter = vec2(0.30, 1.0); // RG_ - const vec2 magentafilter2 = magentafilter.rb; // R_B - - vec3 tcol = color.rgb; - - vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power)); - vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power)); - vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power)); - vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter; - vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter; - vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter; - - return mix(tcol, output_r * output_g * output_b, Strength); -} - -//ColorMatrix -vec3 ColorMatrixPass(vec3 inputColor) -{ - vec3 color = inputColor; - - const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue); - //color = mix(color, * (ColorMatrix, color), CM_Strength); - color *= mix(color, (ColorMatrix, color), CM_Strength); - return clamp(inputColor, 0.0, 1. ); -} - -// Contrasty - -vec3 BotWVibrance(vec3 color) { - float avg = (color.r + color.g + color.b) / 3.0; - float maxc = max(color.r, max(color.g, color.b)); - float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0); - float weight = 1.0 + w * satFactor; - vec3 satcolor = mix(vec3(maxc), color, weight); - return satcolor; -} - -vec3 ReshadeVibrance(vec3 color) { - float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color - float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color - float luma = getL709(color); - float color_saturation = max_color - min_color; // The difference between the two is the saturation - vec3 coeffVibrance = VibranceRGBBalance * Vibrance; - color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); - return color; -} - -vec3 Contrasty(vec3 fColour) { - fColour = max(vec3(0.0), fColour - vec3(crushContrast)); - fColour = clamp(Exposure * fColour, 0.0, 1.0); - fColour = pow(fColour, vec3(1.0 / Gamma)); - fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting - return fColour; -} - -// Levels - -vec3 LevelsPass(vec3 inputColor) { - float black_point_float = BlackPoint / 255.0; - float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same - - vec3 color = inputColor; - color = color * white_point_float - (black_point_float * white_point_float); - - return color; -} - -//FilmPass -vec3 FilmPass(vec3 inputColor) { - - vec3 B = inputColor.rgb; - vec3 G = B; - vec3 H = vec3(0.01); - - B = clamp(B, 0.0, 1.); - B = pow(vec3(B), vec3(Linearization)); - B = mix(H, B, Filmic_Contrast); - - 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; - float d = BaseCurve; - - float y = 1.0 / (1.0 + exp(a / 2.0)); - float z = 1.0 / (1.0 + exp(b / 2.0)); - float w = 1.0 / (1.0 + exp(c / 2.0)); - float v = 1.0 / (1.0 + exp(d / 2.0)); - - vec3 C = B; - - D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y); - D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z); - D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w); - - D = pow(D, 1.0 / vec3(EffectGamma)); - - vec3 Di = 1.0 - D; - - 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); - - if (D.r < 0.5) - C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r; - else - C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r; - - if (D.g < 0.5) - C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g; - else - C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g; - - if (D.b < 0.5) - C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b; - else - C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b; - - vec3 F = mix(B, C, Strength); - - F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v); - - float r2R = 1.0 - Saturation; - float g2R = 0.0 + Saturation; - float b2R = 0.0 + Saturation; - - float r2G = 0.0 + Saturation; - float g2G = (1.0 - Fade) - Saturation; - float b2G = (0.0 + Fade) + Saturation; - - float r2B = 0.0 + Saturation; - float g2B = (0.0 + Fade) + Saturation; - float b2B = (1.0 - Fade) - Saturation; - - vec3 iF = F; - - F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R); - F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G); - F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B); - - float N = dot(F.rgb, LumCoeff); - vec3 Cn = F; - - if (N < 0.5) - Cn = (2.0 * N - 1.0) * (F - F * F) + F; - else - Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F; - - Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization)); - - vec3 Fn = mix(B, Cn, Filmic_Strength); - return Fn; -} - -//DPX -vec3 DPXPass(vec3 inputColor) -{ - vec3 input = inputColor.rgb; - - vec3 B = input; - B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast); - vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0))); - B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0)); - - float value = max(max(B.r, B.g), B.b); - vec3 color = B / value; - color = pow(abs(color), 1. / vec3(Colorfulness)); - - vec3 c0 = color * value; - c0 *= (XYZ, c0); - float luma = dot(c0, vec3(0.30, 0.59, 0.11)); - c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0; - c0 *= (RGB, c0); - - return mix(input, c0, DPX_Strength); -} - -//Lift Gamma Gain - -vec3 LiftGammaGainPass(vec3 colorInput) -{ - // -- Get input -- - vec3 color = colorInput; - - // -- Lift -- - - color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; - color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. - - // -- Gain -- - color *= RGB_Gain; - - // -- Gamma -- - color = pow(color, 1.0 / RGB_Gamma); //Gamma - - // -- Return output -- - return clamp(color, 0.0, 1.0); -} - -//VibrancePass -vec3 VibrancePass(vec3 color) { - - const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); - float luma = dot(coefLuma, color); - - float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color - float min_color = min(color.r, min(color.g, color.b)); // Find the weakest 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 - vec3 coeffVibrance = VibranceRGBBalance * Vibrance; - - color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); - - return color; -} - -//LumaShapening - -#define px (1.0/1280.0*uf_fragCoordScale.x) -#define py (1.0/720.0*uf_fragCoordScale.y) -#define CoefLuma vec3(0.2126, 0.7152, 0.0722) - -float lumasharping(sampler2D tex, vec2 pos) { - vec4 colorInput = texture(tex, pos); - - vec3 ori = colorInput.rgb; - - // -- Combining the strength and luma multipliers -- - vec3 sharp_strength_luma = (CoefLuma * sharp_strength); - - // -- Gaussian filter -- - // [ .25, .50, .25] [ 1 , 2 , 1 ] - // [ .50, 1, .50] = [ 2 , 4 , 2 ] - // [ .25, .50, .25] [ 1 , 2 , 1 ] - - vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East - blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West - blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East - blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West - - blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches - - // -- Calculate the sharpening -- - vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image - - // -- Adjust strength of the sharpening and clamp it-- - vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot - - float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp - sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down - - return sharp_luma; -} - -//Fake High Dynamic Range. - -vec3 HDRPass(sampler2D tex, vec2 pos) { - vec3 color = texture(tex, pos).rgb; - - vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb; - bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb; - - bloom_sum1 *= 0.005; - - vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb; - bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb; - - bloom_sum2 *= 0.010; - - float dist = radius2 - radius1; - vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist; - - vec3 blend = HDR + color; - color = pow(abs(blend), vec3(abs(HDRPower))) + HDR; - - return color; -} - -void main() -{ - //Bloom - vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; -#if (adjust_bloom == 1) - bloom *= bloomFactor; -#endif - -//HDR and LumaShapening -#if (HDRpassing == 1) - passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz; -#endif -#if (HDRpassing == 0) - passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz; -#endif -#if (lumapassing == 1) - float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); - passPixelColor0.xyz += vec3(smask); -#endif - - // Do not edit this - vec3 color = (passPixelColor0.xyz); - color += bloom; - //++++++++++++++++++++++++++++++++++ - - // Tonemapping -#if (Tone_map == -1) - color = clamp(color*Exposure, 0.0, 1.0); -#elif (Tone_map == 0) - color = BotWToneMap(color); -#elif (Tone_map == 1) - color = ReshadeToneMap(color); -#elif (Tone_map == 2) - color = linearToneMapping(color); -#elif (Tone_map == 3) - color = simpleReinhardToneMapping(color); -#elif (Tone_map == 4) - color = lumaBasedReinhardToneMapping(color); -#elif (Tone_map == 5) - color = whitePreservingLumaBasedReinhardToneMapping(color); -#elif (Tone_map == 6) - color = RomBinDaHouseToneMapping(color); -#elif (Tone_map == 7) - color = filmicToneMapping(color); -#elif (Tone_map == 8) - color = Uncharted2ToneMapping(color); -#elif (tone_mapping == 9) - color = ACESFilm(color); -#endif - -// Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range. -#if (blacknwhitepass == 1) - color = LevelsPass(color); -#endif - -// Color matrix -#if (cmatrix == 1) - color = ColorMatrixPass(color); -#endif - - -// Post Processing -#if (Tech == 1) - color = TechnicolorPass(color); -#endif -#if (Techine == 1) - color = Technicolor2(color); -#endif -#if (post_process == 0) - color = BotWVibrance(color); -#endif -#if (post_process == 1) - color = Contrasty(color); -#endif -#if (dpxpass == 1) - color = DPXPass(color); -#endif -#if (Filmicpass == 1) - color = FilmPass(color); -#endif -#if (lggpass == 1) - color = LiftGammaGainPass(color); -#endif -#if (CurvesPss == 1) - color = CurvesPass(color); -#endif -#if (vibpass == 1) - color = VibrancePass(color); -#endif - passPixelColor0 = vec4(color, passParameterSem0.w); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt index 9f475412..d851975b 100644 --- a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt @@ -11,29 +11,30 @@ // Credit to Cremtif for Help. // Credit to Serfrost for preset values. // Shader dumped from Cemu 1.11.2 from BotW 1.4.0 -// v 2.0 +// v 2.1 // Add 1.4.0 support - //########################################################## -#define adjust_bloom 1 // 0: disable, 1: enable. +#define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor -const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch) +const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch) -#define HDRpassing 1 // 0: disable, 1: enable. - //Fake High Dynamic Range. -const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. -const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +#define HDRpassing 1 // 0: disable, 1: enable. +//Fake High Dynamic Range. +const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30. +const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793 +const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." -#define lumapassing 1 // 0: disable, 1: enable. - //LumaShapening -const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +#define lumapassing 1 // 0: disable, 1: enable. +//LumaShapening +const float sharp_strength = 0.35; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 - //Advanced sharpening settings -const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. +//Advanced sharpening settings +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. -#define Tone_map 4 // 0: disable, 1-8: enable. +#define Tone_map 8 // 0: disable, -1 to 9: enable. + // -1: disable, loss of bright detail/color but keep [0,1] intact + // 0: (Wii U) BotW original // Reshade ToneMap Option 1 // linearToneMapping Option 2 // simpleReinhardToneMapping Option 3 @@ -43,78 +44,103 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias // filmicToneMapping Option 7 // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 - // Reshade ToneMap Controls -const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure -const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. -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 +// Reshade ToneMap Controls / "Contrasty" Parameters +const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure +const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Gamma = 1.00; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control." +const float defog = 0.00; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +vec3 FogColor = vec3(1.0, 1.0, 1.0); // 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 = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail -#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 +#define post_process 1 + //----------------"BotW original" vibrance adjust-------------// +const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation +//---------------------------------------------------------------// + +#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. +#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( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue -vec3 RGB_Gain = vec3( .899, 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(0.980, 0.980, 0.980); // [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 0 // 0: disable, 1: enable. +#define vibpass 1 // 0: disable, 1: enable. //VibrancePass -uniform float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; -vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; +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 0 // 0: disable, 1: enable. //Technicolor -const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 +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 1 // 0: disable, 1: enable. -//Technicolor2 -const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -const float Technicolor2_Strength = 0.0; // Default is 1.0 -const float Technicolor2_Saturation = 0.660; // Default is 1.0 +#define Techine 0 // 0: disable, 1: enable. + //Technicolor2 +const float Technicolor2_Red_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Green_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Blue_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Brightness = 1.00; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +const float Technicolor2_Strength = 1.00; // [Default is 1.0] +const float Technicolor2_Saturation = 1.00; // 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 = 0.750; -// 1 To use curves Contrast, 0 off or to use with Filmic Pass. +#define cmatrix 0 +//Color Matrix +vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000); +vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); +vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); +float CM_Strength = 1.0; -#define Filmicpass 1 // 0: disable, 1: enable. +//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 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 = 0.75; // min 0.5 max 2.0 Default 0.5 -const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Filmic_Contrast = 1.0; // 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 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 +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 + +#define dpxpass 1 +//DPX +vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); +vec3 RGB_C = vec3(0.36, 0.36, 0.34); + +float DPX_Contrast = 0.1; +float DPX_Saturation = 3.0; +float Colorfulness = 2.5; + +float DPX_Strength = 0.20; + +const mat3 RGB = mat3( + 2.6714711726599600, -1.2672360578624100, -0.4109956021722270, + -1.0251070293466400, 1.9840911624108900, 0.0439502493584124, + 0.0610009456429445, -0.2236707508128630, 1.1590210416706100 +); +const mat3 XYZ = mat3( + 0.5003033835433160, 0.3380975732227390, 0.1645897795458570, + 0.2579688942747580, 0.6761952591447060, 0.0658358459823868, + 0.0234517888692628, 0.1126992737203000, 0.8668396731242010 +); //########################################################### //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. @@ -128,6 +154,7 @@ vec3 linearToneMapping(vec3 color) { float exposure = 1.; color = clamp(exposure * color, 0., 1.); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -135,6 +162,7 @@ vec3 simpleReinhardToneMapping(vec3 color) { float exposure = 1.5; color *= exposure / (1. + color / exposure); + color = pow(color, vec3(1. / Gamma)); return color; } @@ -143,6 +171,7 @@ 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 +181,14 @@ 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 = pow(color, vec3(1. / Gamma)); return color; } @@ -182,12 +213,15 @@ 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; + 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 +244,21 @@ vec3 ReshadeToneMap(vec3 inputColor) { return color; } +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)); +} + +vec3 BotWToneMap(vec3 color) { + float Lumn = getL601(color); + vec4 exptm = 1.0 - exp(-vec4(color, Lumn)); + vec3 cpre = exptm.w / Lumn * color; + vec3 colorldr = mix(cpre, exptm.rgb, vec3(pow(exptm.w, 2.0)));//refine + return colorldr; +} vec3 ACESFilm(vec3 color) { color *= Exposure; float Lumn = getL709(color); @@ -264,7 +313,7 @@ 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); @@ -284,6 +333,46 @@ vec3 TechnicolorPass(vec3 color) return mix(tcol, output_r * output_g * output_b, Strength); } +//ColorMatrix +vec3 ColorMatrixPass(vec3 inputColor) +{ + vec3 color = inputColor; + + const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue); + //color = mix(color, * (ColorMatrix, color), CM_Strength); + color *= mix(color, (ColorMatrix, color), CM_Strength); + return clamp(color, 0.0, 1. ); +} + +// Contrasty + +vec3 BotWVibrance(vec3 color) { + float avg = (color.r + color.g + color.b) / 3.0; + float maxc = max(color.r, max(color.g, color.b)); + float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0); + float weight = 1.0 + w * satFactor; + vec3 satcolor = mix(vec3(maxc), color, weight); + return satcolor; +} + +vec3 ReshadeVibrance(vec3 color) { + float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color + float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color + float luma = getL709(color); + float color_saturation = max_color - min_color; // The difference between the two is the saturation + vec3 coeffVibrance = VibranceRGBBalance * Vibrance; + color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); + return color; +} + +vec3 Contrasty(vec3 fColour) { + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + fColour = clamp(Exposure * fColour, 0.0, 1.0); + fColour = pow(fColour, vec3(1.0 / Gamma)); + fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting + return fColour; +} + // Levels vec3 LevelsPass(vec3 inputColor) { @@ -305,14 +394,17 @@ 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 +425,10 @@ 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); @@ -386,10 +480,33 @@ 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; } +//DPX +vec3 DPXPass(vec3 inputColor) +{ + vec3 input = inputColor.rgb; + + vec3 B = input; + B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast); + vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0))); + B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0)); + + float value = max(max(B.r, B.g), B.b); + vec3 color = B / value; + color = pow(abs(color), 1. / vec3(Colorfulness)); + + vec3 c0 = color * value; + c0 *= (XYZ, c0); + float luma = dot(c0, vec3(0.30, 0.59, 0.11)); + c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0; + c0 *= (RGB, c0); + + return mix(input, c0, DPX_Strength); +} + //Lift Gamma Gain vec3 LiftGammaGainPass(vec3 colorInput) @@ -460,7 +577,7 @@ float lumasharping(sampler2D tex, vec2 pos) { // -- Calculate the sharpening -- vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image - // -- Adjust strength of the sharpening and clamp it-- + // -- Adjust strength of the sharpening and clamp it-- vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp @@ -507,10 +624,13 @@ vec3 HDRPass(sampler2D tex, vec2 pos) { void main() { + //Bloom vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; #if (adjust_bloom == 1) bloom *= bloomFactor; #endif + +//HDR and LumaShapening #if (HDRpassing == 1) passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz; #endif @@ -521,53 +641,73 @@ void main() float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); passPixelColor0.xyz += vec3(smask); #endif + + // Do not edit this vec3 color = (passPixelColor0.xyz); color += bloom; -#if (Tone_map == 1) + //++++++++++++++++++++++++++++++++++ + + // Tonemapping +#if (Tone_map == -1) + color = clamp(color*Exposure, 0.0, 1.0); +#elif (Tone_map == 0) + color = BotWToneMap(color); +#elif (Tone_map == 1) color = ReshadeToneMap(color); -#endif -#if (Tone_map == 2) +#elif (Tone_map == 2) color = linearToneMapping(color); -#endif -#if (Tone_map == 3) +#elif (Tone_map == 3) color = simpleReinhardToneMapping(color); -#endif -#if (Tone_map == 4) +#elif (Tone_map == 4) color = lumaBasedReinhardToneMapping(color); -#endif -#if (Tone_map == 5) +#elif (Tone_map == 5) color = whitePreservingLumaBasedReinhardToneMapping(color); -#endif -#if (Tone_map == 6) +#elif (Tone_map == 6) color = RomBinDaHouseToneMapping(color); -#endif -#if (Tone_map == 7) +#elif (Tone_map == 7) color = filmicToneMapping(color); -#endif -#if (Tone_map == 8) +#elif (Tone_map == 8) color = Uncharted2ToneMapping(color); -#endif -#if (tone_mapping == 9) +#elif (tone_mapping == 9) color = ACESFilm(color); #endif + +// Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range. #if (blacknwhitepass == 1) color = LevelsPass(color); #endif + +// Color matrix +#if (cmatrix == 1) + color = ColorMatrixPass(color); +#endif + + +// Post Processing +#if (Tech == 1) + color = TechnicolorPass(color); +#endif #if (Techine == 1) color = Technicolor2(color); #endif -#if (Tech == 1) - color = TechnicolorPass(color); +#if (post_process == 0) + color = BotWVibrance(color); +#endif +#if (post_process == 1) + color = Contrasty(color); +#endif +#if (dpxpass == 1) + color = DPXPass(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