diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index a9b1fca6..dae9c082 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -90,13 +90,13 @@ float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; retu vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; - color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog + color = (color - defog * FogColor * 2.55); 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); + float L = (10.0 * (lum - 0.45)); vec3 A2 = Bleach * color; vec3 result1 = 2.0f * color * lum; diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset deleted file mode 100644 index 615d67b8..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset +++ /dev/null @@ -1,346 +0,0 @@ -#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 diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.brighter b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.brighter deleted file mode 100644 index b4c0f52b..00000000 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.brighter +++ /dev/null @@ -1,404 +0,0 @@ -#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. - -// Credit to NAVras for merging to a better shader. -// Thank you NAVras for debugging and answering silly questions. -// Thank you to Kiri for everything. -// Credit to getdls for adding exposure & Original Contrasty. - -// Clarity GFX -// Credit to Jamie for main coding / Porting SweetFX/Reshade to Cemu. -// Credit to Kiri coding & logic. -// Credit to Serfrost for preset values. -// Credit to Sweet FX Reshade Team for there shaders which this is based on. -// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 -//v0.9 - -//########################################################## - -//ToneMapping -float bloomFactor = 0.30; //Default is 1.0 -float Bleach = 0.0002; //Default is 0.0 -float exposure = 1.20; //Default is 1.0 -float defog = 0.003; //Default is 0.0 -float vibrance = -0.165; //Default is 0.0 - -//Lift Gamma Gain -#define RGB_Lift vec3(1.00, 1.00, 1.00) //[0.0 to 2.0] Adjust shadows for Red, Green and Blue. -#define RGB_Gamma vec3(0.90, 0.90, 0.90) //[0.0 to 2.0] Adjust midtones for Red, Green and Blue -#define RGB_Gain vec3(1.00, 1.00, 1.00) //[0.0 to 2.0] Adjust highlights for Red, Green and Blue -//Note that a value of 1.0 is a neutral setting that leave the color unchanged. - -//Curves -float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want - -// Levels controls -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 - -//LumaSharpening -#define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.060 //[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 0.95 //Default is 1.0 -#define Technicolor2_Strength 0.40 //Default is 1.0 -#define Technicolor2_Saturation 0.75 //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. - -float sat = 0.0; - -const vec3 FogColor = vec3(0.0, 1.03, 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; -} - -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.rgb; - - // -- Lift -- - //color = color + (RGB_Lift / 2.0 - 0.5) * (1.0 - color); - color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; - color = clamp(color, 0.0, 1. ); //isn't strictly necessary, but doesn't cost performance. - - // -- Gain -- - color *= RGB_Gain; - - // -- Gamma -- - colorInput.rgb = pow(color, 1.0 / RGB_Gamma); //Gamma - - // -- Return output -- - //return (colorInput); - return clamp(color, 0.0, 1. ); -} - - -//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); -vec3 lightness = vec3((mn + mx)/2.0); -color = TonemapPass(color); -color = Technicolor2(color); -color = LevelsPass(color); -color = CurvesPass(color); -color = mix(color, mix(color, lightness, -vibrance), sat); -color = LiftGammaGainPass(color); -passPixelColor0 = vec4(color, R0f.w); -} \ No newline at end of file