diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..2bf713ad --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,575 @@ +#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 2.0 +// Add 1.4.0 support + +//########################################################## +#define adjust_bloom 1 // 0: disable, 1: enable. +//BloomFactor +const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch) + +#define HDRpassing 1 // 0: disable, 1: enable. + //Fake High Dynamic Range. +uniform float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +uniform float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +uniform float radius2 = 0.87; // 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 +uniform float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +uniform float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 + + //Advanced sharpening settings +uniform 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. + // 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 +uniform float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +uniform float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +uniform 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." +uniform float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 + +#define blacknwhitepass 0 // 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 +const int WhitePoint = 255; // [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(1.0, 1.00, 1.00); // [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. + +#define vibpass 0 // 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."; + +#define Tech 0 +//Technicolor +uniform 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 + +#define Techine 1 // 0: disable, 1: enable. +//Technicolor2 +uniform float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +uniform float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +uniform float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +uniform float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +uniform float Technicolor2_Strength = 0.0; // Default is 1.0 +uniform float Technicolor2_Saturation = 0.660; // Default is 1.0 + +//Curves / Filmic Pass Contrast +#define CurvesPss 0 // 0: disable, 1: enable. +uniform float Contrast = 0.750; +// 1 To use curves Contrast, 0 off or to use with Filmic Pass. + +#define Filmicpass 1 // 0: disable, 1: enable. +//Filmic Pass +uniform float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +uniform float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +uniform float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 +uniform float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 + +uniform float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +uniform float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +uniform float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +uniform float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 + +uniform float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +uniform float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 +uniform float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 +uniform float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 +uniform float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 + +//########################################################### + +//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. +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.); + return color; +} + +vec3 simpleReinhardToneMapping(vec3 color) +{ + float exposure = 1.5; + color *= exposure / (1. + color / exposure); + 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; + 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; + return color; +} + +vec3 RomBinDaHouseToneMapping(vec3 color) +{ + color = exp(-1.0 / (2.72*color + 0.15)); + 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; + return color; +} + +vec3 ReshadeToneMap(vec3 inputColor) { + vec3 color = inputColor; + color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog + + 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; +} + +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) +{ + 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); + 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); +} + +// 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, Contrast); + + vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186); + float A = dot(B.rgb, LumCoeff); + vec3 D = vec3(A); + + B = pow(B, 1.0 / vec3(BaseGamma)); + + 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, Bleach); + + 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, Strength); + return Fn; +} + +//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 (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 (blacknwhitepass == 1) + color = LevelsPass(color); +#endif +#if (Techine == 1) + color = Technicolor2(color); +#endif +#if (Tech == 1) + color = TechnicolorPass(color); +#endif +#if (Filmicpass == 1) + color = FilmPass(color); +#endif +#if (CurvesPss == 1) + color = CurvesPass(color); +#endif +#if (lggpass == 1) + color = LiftGammaGainPass(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_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_(saturated)37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_(saturated)37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps .txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps .txt new file mode 100644 index 00000000..9dcd183f --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps .txt @@ -0,0 +1,625 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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 2.0 +// Add 1.4.0 support + +//########################################################## + +#define adjust_bloom 1 // 0: disable, 1: enable. + +//BloomFactor +float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch) + +#define HDRpassing 0 // 0: disable, 1: enable. + +//Fake High Dynamic Range +float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +float radius2 = 0.87; // 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 +float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 + +//Advanced sharpening settings +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 - Reshade ToneMap +// 2 - Linear ToneMap +// 3 - Simple Reinhard ToneMap +// 4 - Luma-Based Reinhard ToneMap +// 5 - White-Preserving Luma-Based Reinhard ToneMap +// 6 - RomBinDaHouse ToneMap +// 7 - Filmic ToneMap +// 8 - Uncharted 2 ToneMap +// 9 - ACES Filmic + +//########################################################## + +//Reshade ToneMap Controls +float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure + +float Bleach = 0.5; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image + +float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor. + +// 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. +vec3 FogColor = vec3(1.0, 1.5, 1.7); + +float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation + +//########################################################## + +#define blacknwhitepass 1 // 0: disable, 1: enable. + +//Levels Control +const int BlackPoint = 6; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. +const int WhitePoint = 200; //[0 to 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(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(0.80, 0.80, 0.80); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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 +float Vibrance = 0.5; // 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 1 // 0: disable, 1: enable. + +//Technicolor +//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic + +float Power = 5.0; // Min 0.0 Max 8.0 Default 4.0 +vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); + +//########################################################## + +#define Techine 1 // 0: disable, 1: enable. + +//Technicolor2 +float Technicolor2_Red_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Green_Strength = 1.8; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Blue_Strength = 1.4; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 +float Technicolor2_Brightness = 5.5; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +float Technicolor2_Strength = 0.20; //[Default is 1.0] +float Technicolor2_Saturation = 0.40; //[Default is 1.0] + +//########################################################## + +// Contrast - Curves /or/ Filmic Pass + +#define CurvesPss 0 // 1 for Curves Style, 0 for Filmic Pass Style + +float Contrast = 1.0; + +//########################################################## + +#define Filmicpass 1 // 0: disable, 1: enable. + +//Filmic Pass +float Strength = 0.60; // [0.0 to 1.5] [Default 0.85] Strength of the color curve altering +float Fade = 0.0; // [0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image +float Linearization = 1.0; // [0.5 to 2.0] [Default 0.5] +float Saturation = -0.4; // [-1.0 to 1.0][Default -0.15] + +float RedCurve = 1.0; // [0.0 to 2.0] [Default 1.0] +float GreenCurve = 1.0; // [0.0 to 2.0] [Default 1.0] +float BlueCurve = 1.0; // [0.0 to 2.0] [Default 1.0] +float BaseCurve = 1.5; // [0.0 to 2.0] [Default 1.5] + +float BaseGamma = 1.0; // [0.7 to 2.0] [Default 1.0] +float EffectGamma = 0.1; // [0.0 to 2.0] [Default 0.68] +float EffectGammaR = 1.0; // [0.0 to 2.0] [Default 1.0] +float EffectGammaG = 1.0; // [0.0 to 2.0] [Default 1.0] +float EffectGammaB = 1.0; // [0.0 to 2.0] [Default 1.0] + +//########################################################### + +//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. +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.); + return color; +} + +vec3 simpleReinhardToneMapping(vec3 color) +{ + float exposure = 1.5; + color *= exposure / (1. + color / exposure); + 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; + 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; + return color; +} + +vec3 RomBinDaHouseToneMapping(vec3 color) +{ + color = exp(-1.0 / (2.72*color + 0.15)); + 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; + return color; +} + +vec3 ReshadeToneMap(vec3 inputColor) { + vec3 color = inputColor; + color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog + + 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; +} + +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) +{ + 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); + 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); +} + +// 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, Contrast); + + vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186); + float A = dot(B.rgb, LumCoeff); + vec3 D = vec3(A); + + B = pow(B, 1.0 / vec3(BaseGamma)); + + 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, Bleach); + + 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, Strength); + return Fn; +} + +//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 (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 (blacknwhitepass == 1) + color = LevelsPass(color); +#endif +#if (Techine == 1) + color = Technicolor2(color); +#endif +#if (Tech == 1) + color = TechnicolorPass(color); +#endif +#if (Filmicpass == 1) + color = FilmPass(color); +#endif +#if (CurvesPss == 1) + color = CurvesPass(color); +#endif +#if (lggpass == 1) + color = LiftGammaGainPass(color); +#endif +#if (vibpass == 1) + color = VibrancePass(color); +#endif + passPixelColor0 = vec4(color, passParameterSem0.w); +} \ No newline at end of file