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https://github.com/cemu-project/cemu_graphic_packs.git
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Merge branch 'master' of https://github.com/slashiee/cemu_graphic_packs
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commit
57c9e815d7
@ -19,26 +19,48 @@
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// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
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// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
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// Changelog V0.2
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//-----------------------------------------------------------
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highp const float floor = 0.0 / 255;
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highp const float scale = 255.0/(255.0-0.0);
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//---DO NOT Touch
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precision highp float;
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lowp uniform float brightness = 1.15;
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lowp uniform float contrast;
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lowp uniform float saturation;
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lowp uniform float alpha = 1.0;
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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// Adjustable values:
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// Adjustable values:
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lowp const float gamma = 1.50; // [1.0 Default] [2.0 Clarity]
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const float Brightness = 1.35; // [1.0 Default] Lighten or Darken Shadows
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const float Gamma = 2.00; // [1.0 Default] [2.0 Clarity]
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const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors
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const float Exposure = 0.00; // [-1.0 ~ 1.0] Exposure Adjustment
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const float Exposure = 0.00; // [-1.0 ~ 1.0] Exposure Adjustment
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const float Defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove."
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const float Defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove."
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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// Contrast, saturation, brightness
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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#define GammaCorrection(color, gamma) pow(color, 1.0 / gamma)
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vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
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{
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// Increase or decrease theese values to adjust r, g and b color channels seperately
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color * brt;
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float intensityf = dot(brtColor, LumCoeff);
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vec3 intensity = vec3(intensityf, intensityf, intensityf);
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vec3 satColor = mix(intensity, brtColor, sat);
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vec3 conColor = mix(AvgLumin, satColor, con);
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color.rgb = conColor;
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return color;
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}
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//End of adjustable values
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//End of adjustable values
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const float floor = 0.0 / 255;
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const float scale = 255.0/(255.0-0.0);
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uniform float contrast;
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const float Bleach = 0.0;
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const float Bleach = 0.0;
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //Defog Color";
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //Defog Color";
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@ -66,7 +88,7 @@ vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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vec3 color = inputColor;
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color = clamp(color - Defog * FogColor * 2.55, 0.0, 1.0); // Defog
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color = clamp(color - Defog * FogColor * 2.55, 0.0, 1.0); // Defog
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color *= pow(2.0f, Exposure); // Exposure
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color *= pow(2.0f, Exposure); // Exposure
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color = pow(color, vec3(Gamma)); // Gamma
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color = pow(color, vec3(gamma)); // Gamma
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float lum = dot(coefLuma, color);
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@ -83,7 +105,7 @@ vec3 TonemapPass(vec3 inputColor) {
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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vec3 diffcolor = color - middlegray;
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color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
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color = (color + diffcolor * saturation) / (1 + (diffcolor * saturation)); // saturation
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return color;
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return color;
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}
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}
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@ -200,25 +222,9 @@ PV1f.w = R123f.w;
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 color = (passPixelColor0.xyz);
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//Color Tweak
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color = TonemapPass(color);
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vec3 fColour = (passPixelColor0.xyz);
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color = (color.xyz - floor) * scale;
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fColour = TonemapPass(fColour);
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passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
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fColour = pow(fColour, vec3(2.0 / Brightness));
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vec3 gamma = vec3(1.0/2.2f, 1.0/2.2f, 1.0/2.2f);
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fColour = pow(fColour, gamma);
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; //default g*0.587
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vec3 colorContrasted = (fColour) * contrast;
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vec3 bright = colorContrasted + vec3(Brightness,Brightness,Brightness);
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx)/2.0);
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const vec3 lightPos = vec3(0.5, 0.5, 5.0);
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const vec3 diffColour = vec3(1.0, 1.0, 1.0);
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const vec3 ambColour = vec3(0.2, 0.2, 0.2);
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fColour = (fColour.xyz - floor) * scale;
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passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w);
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}
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}
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