From 78a3c695bb502eb6c0fcb0c5b1e3cbe15ed0e3bc Mon Sep 17 00:00:00 2001 From: Jamie Date: Fri, 24 Nov 2017 02:05:54 -0800 Subject: [PATCH] ClarityGFX Added a Beta Profile , Removed Fogfactor as it is just adjustable bloom renamed, and Clarity does Bloom by Default. --- .../38d70ed9280bb3bc_0000000000000079_ps.txt | 44 -- ...A_37040a485a29d54e_00000000000003c9_ps.txt | 409 ++++++++++++++++++ 2 files changed, 409 insertions(+), 44 deletions(-) delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt deleted file mode 100644 index b8d9c07a..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFXv133/38d70ed9280bb3bc_0000000000000079_ps.txt +++ /dev/null @@ -1,44 +0,0 @@ -#version 420 -#extension GL_ARB_texture_gather : enable -float fogFactor = 0.2; -// shader 38d70ed9280bb3bc -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(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; } -void main() -{ -vec4 R0f = 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; -R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -// 0 -backupReg0f = R0f.x; -backupReg1f = R0f.y; -backupReg2f = R0f.z; -R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x) * fogFactor); -R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y) * fogFactor); -R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z) * fogFactor); -R0f.w = 0.0; -// export -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -} diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..dffd2ae6 --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv133/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,409 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// 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. + +// Credit to NAVras for merging to a better shader. +//(Thank you NAVras for debugging and answering silly questions.) +// Couldn't 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. +// Shader dumped from Cemu 1.11.0 from BotW 1.3.3 + +// v0.10 +// Add 1.3.3 support + +//########################################################## +//ToneMapping +#define bloomFactor 0.2 //Default is 1.0 +#define Bleach 0.3 //Default is 0.0 +#define exposure 1.13 //Default is 1.0 +#define defog 0.004 //Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +#define FogColor vec3(1.0, 1.5, 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." + +//VibrancePass +#define Vibrance 0.15 //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; +#define 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."; + +//Lift Gamma Gain +#define RGB_Lift vec3(1.05, 1.05, 1.05) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. +#define RGB_Gamma vec3(0.70, 0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue +#define RGB_Gain vec3(1.05, 1.05, 1.05) //[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. + +//Curves +#define Contrast 0.50 //[-1.0, 1.0] The amount of contrast you want + +//Levels Control +const int BlackPoint = 0; //[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 + +//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 1.00 //Default is 1.0 +#define Technicolor2_Strength 0.40 //Default is 1.0 +#define Technicolor2_Saturation 0.70 //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." + +//########################################################### + +//Do not edit under this line. + +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; + + float sat = 0.0; + color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation + + return color; +} + +// 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; +} + +//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; +} + +//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() +{ + 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); + vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; + bloom *= bloomFactor; + R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); + float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); + R0f.xyz += vec3(smask); + // -- Original shader code + // 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; + PV1f.w = max(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 = max(PV1f.x, PV1f.w); + PS0f = R126f.z; + // 11 + backupReg0f = R127f.x; + backupReg1f = R127f.z; + R127f.x = R126f.x + -(PS0f); + R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); + PV1f.y = R123f.y; + R127f.z = backupReg0f + -(PS0f); + R125f.w = backupReg1f + -(PS0f); + // 12 + R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); + PV0f.x = R123f.x; + // 13 + R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z); + R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z); + R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z); + + // -- End original shader code + + passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); + + vec3 color = (passPixelColor0.xyz); + color += bloom; + color = TonemapPass(color); + color = Technicolor2(color); + color = LevelsPass(color); + color = CurvesPass(color); + color = LiftGammaGainPass(color); + color = VibrancePass(color); + passPixelColor0 = vec4(color, R0f.w); +} \ No newline at end of file