diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index 615d67b8..27253b56 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -3,15 +3,12 @@ // shader bd8bba59e2149449 -// Possible problems -// Being below 1.3.0 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. -// Changelog V0.1 -// Changed from shader f14bb_ps.txt to bd8bb_ps.txt - -// Credit to NAVras for merging to a better shader.(specal Note Thank you NAVras, For Helping Debug and answering silly questions.) +// Credit to NAVras for merging to a better shader. +// (Special thanks to NAVras for helping debug and answer silly questions.) // Could not have got this far without you. + // Credit to getdls for adding exposure & Original Contrasty. // Clarity GFX @@ -20,44 +17,51 @@ // Credit to Serfrost for preset values. // Original shader dumped using cemu 1.10.0f, BotW 1.3.1 -// Changelog v0.7 +// Changelog v0.8 //########################################################## //ToneMapping -const float bloomFactor = 0.0; //Default is 1.0 -const float gamma = 1.00; //Default is 1.0 -const float Bleach = 0.2; //Default is 0.0 -float exposure = 1.5; //Default is 1.0 -const float defog = 0.12; //Default is 0.0 How much of the far distance fog to "remove." -const float vibrance = 0.015; //Default is 0.0 +const float bloomFactor = 0.2; //Default is 1.0 +const float gamma = 0.80; //Default is 1.0 +const float Bleach = 0.0; //Default is 0.0 +float exposure = 1.1; //Default is 1.0 +const float defog = 0.12; //Default is 0.0 +const float vibrance = 0.0; //Default is 0.0 //LumaShapening -#define sharp_strength 0.25 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.085 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +#define sharp_strength 0.65 //[0.10 to 3.00] Default 0.65 , Strength of the sharpening. +#define sharp_clamp 0.085 //[0.000 to 1.000] Default 0.035 , Limits maximum amount of sharpening a pixel recieves. + //Advanced sharpening settings -#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. +#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. //Technicolor2 -#define Technicolor2_Red_Strength 0.0 //Default is 0.0 -#define Technicolor2_Green_Strength 0.0 //Default is 0.0 -#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 -#define Technicolor2_Brightness 1.0 //Default is 1.0 -#define Technicolor2_Strength 0.40 //Default is 1.0 -#define Technicolor2_Saturation 0.51 //Default is 1.0 +#define Technicolor2_Red_Strength 0.0 //Default is 0.0 +#define Technicolor2_Green_Strength -0.2 //Default is 0.0 +#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 +#define Technicolor2_Brightness 0.38 //Default is 1.0 +#define Technicolor2_Strength 1.0 //Default is 1.0 +#define Technicolor2_Saturation 0.52 //Default is 1.0 //Fake High Dynamic Range. -#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." -#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX." -#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX." -//----------------------------------------------------------- - -//End of adjustable values +#define HDRPower 1.75 //0.0 to 8.0 Default 1.30 , Raising this seems to make the effect stronger and also darker. +#define radius1 0.793 //0.0 to 8.0 Default 0.793 , will affect FX. +#define radius2 0.870 //0.0 to 8.0 Default 0.870 , will affect FX. //########################################################### + + + + //Do not edit under this line. -const float sat = 0.0; + + + + + +const float sat = 1.0; const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; uniform ivec4 uf_remappedPS[1]; diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset new file mode 100644 index 00000000..615d67b8 --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset @@ -0,0 +1,346 @@ +#version 420 +#extension GL_ARB_texture_gather : enable + +// shader bd8bba59e2149449 + +// Possible problems +// Being below 1.3.0 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. + +// Changelog V0.1 +// Changed from shader f14bb_ps.txt to bd8bb_ps.txt + +// Credit to NAVras for merging to a better shader.(specal Note Thank you NAVras, For Helping Debug and answering silly questions.) +// Could not have got this far without you. +// Credit to getdls for adding exposure & Original Contrasty. + +// Clarity GFX +// Credit to Jamie for main coding. +// Credit to Kiri coding & Reshade logic. +// Credit to Serfrost for preset values. +// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 + +// Changelog v0.7 + +//########################################################## + +//ToneMapping +const float bloomFactor = 0.0; //Default is 1.0 +const float gamma = 1.00; //Default is 1.0 +const float Bleach = 0.2; //Default is 0.0 +float exposure = 1.5; //Default is 1.0 +const float defog = 0.12; //Default is 0.0 How much of the far distance fog to "remove." +const float vibrance = 0.015; //Default is 0.0 + +//LumaShapening +#define sharp_strength 0.25 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +#define sharp_clamp 0.085 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +//Advanced sharpening settings +#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. + +//Technicolor2 +#define Technicolor2_Red_Strength 0.0 //Default is 0.0 +#define Technicolor2_Green_Strength 0.0 //Default is 0.0 +#define Technicolor2_Blue_Strength 0.0 //Default is 0.0 +#define Technicolor2_Brightness 1.0 //Default is 1.0 +#define Technicolor2_Strength 0.40 //Default is 1.0 +#define Technicolor2_Saturation 0.51 //Default is 1.0 + +//Fake High Dynamic Range. +#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." +#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX." +#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX." +//----------------------------------------------------------- + +//End of adjustable values + +//########################################################### + +//Do not edit under this line. +const float sat = 0.0; +const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; +int clampFI32(int v) +{ +if( v == 0x7FFFFFFF ) + return floatBitsToInt(1.0); +else if( v == 0xFFFFFFFF ) + return floatBitsToInt(0.0); +return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0)); +} +float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; } + +//ToneMapping + +vec3 TonemapPass(vec3 inputColor) { + vec3 color = inputColor; + color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog + color *= exposure/(1.0+ color / exposure); + + 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; +} + +//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; +} + +//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 ] + + + //float px = 1.0/tex_size[0]; + //float py = 1.0/tex_size[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 + + + // -- Combining the values to get the final sharpened pixel -- + + //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. + 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() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R123f = vec4(0.0); +vec4 R125f = vec4(0.0); +vec4 R126f = vec4(0.0); +vec4 R127f = vec4(0.0); +float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; +vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); +float PS0f = 0.0, PS1f = 0.0; +vec4 tempf = vec4(0.0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0f = passParameterSem0; +R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R1f.xyz *= bloomFactor; +R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); +float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); +R0f.xyz += vec3(smask); +// 0 +R126f.x = R1f.x + R0f.x; +PV0f.x = R126f.x; +R127f.y = R1f.y + R0f.y; +PV0f.y = R127f.y; +R126f.z = R1f.z + R0f.z; +PV0f.z = R126f.z; +R125f.w = 1.0; +// 1 +tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0)); +PV1f.x = tempf.x; +PV1f.y = tempf.x; +PV1f.z = tempf.x; +PV1f.w = tempf.x; +// 2 +R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); +PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); +R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); +R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); +R126f.w = 1.0 / PV1f.x; +PS0f = R126f.w; +// 3 +PS1f = exp2(PV0f.y); +// 4 +PV0f.x = -(PS1f) + 1.0; +PS0f = exp2(R127f.x); +// 5 +R127f.x = -(PS0f) + 1.0; +R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); +PV1f.z = PV0f.x * R126f.w; +PS1f = exp2(R127f.w); +// 6 +backupReg0f = R126f.x; +backupReg1f = R127f.z; +R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); +PV0f.y = -(PS1f) + 1.0; +R127f.z = mul_nonIEEE(R126f.z, PV1f.z); +PV0f.z = R127f.z; +R127f.w = mul_nonIEEE(R127f.y, PV1f.z); +PV0f.w = R127f.w; +PS0f = exp2(backupReg1f); +// 7 +PV1f.x = R127f.x + -(PV0f.w); +PV1f.y = PV0f.y + -(PV0f.z); +PV1f.w = -(PS0f) + 1.0; +// 8 +backupReg0f = R127f.z; +R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w); +R127f.x = clamp(R127f.x, 0.0, 1.0); +PV0f.x = R127f.x; +PV0f.y = PV1f.w + -(R126f.x); +R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f); +R127f.z = clamp(R127f.z, 0.0, 1.0); +PV0f.z = R127f.z; +// 9 +backupReg0f = R126f.x; +R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f); +R126f.x = clamp(R126f.x, 0.0, 1.0); +PV1f.x = R126f.x; +R126f.y = max(PV0f.x, PV0f.z); +PV1f.w = min(PV0f.x, PV0f.z); +// 10 +tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0))); +PV0f.x = tempf.x; +PV0f.y = tempf.x; +PV0f.z = tempf.x; +PV0f.w = tempf.x; +R126f.z = min(PV1f.x, PV1f.w); +PS0f = R126f.z; +// 11 +backupReg0f = R127f.x; +backupReg1f = R127f.z; +R127f.x = max(R126f.x, R126f.y); +PV1f.x = R127f.x; +R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); +PV1f.y = R123f.y; +R127f.z = backupReg0f + -(PS0f); +R125f.w = R126f.x + -(PS0f); +R126f.y = backupReg1f + -(PS0f); +PS1f = R126f.y; +// 12 +R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); +PV0f.x = R126f.x; +PV0f.y = -(R126f.z) + PV1f.x; +// 13 +R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x); +PV1f.w = R123f.w; +// 14 +R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w); +R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w); +R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); + +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); + +vec3 color = (passPixelColor0.xyz); +float luminance = color.r*intBitsToFloat(0x3e99096c) + color.g*intBitsToFloat(0x3f162b6b) + color.b*intBitsToFloat(0x3dea4a8c); +float mn = min(min(color.r, color.g), color.b); +float mx = max(max(color.r, color.g), color.b); +float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; +vec3 lightness = vec3((mn + mx)/2.0); +color = TonemapPass(color); +color = Technicolor2(color); +color = pow(color, vec3(1.0 / gamma)); +color = mix(color, mix(color, lightness, -vibrance), sat); +passPixelColor0 = vec4(color, R0f.w); +} \ No newline at end of file