diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index cda4cfb7..6be21951 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -98,67 +98,7 @@ vec3 TonemapPass(vec3 inputColor) { return color; } -//----------------------------------------------------------- -// LumaSharpen 1.4.1 -// original hlsl by Christian Cann Schuldt Jensen ~ CeeJay.dk -// It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image. -// It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts. -// This is similar to using Unsharp Mask in Photoshop. -//----------------------------------------------------------- -// -- Sharpening -- -#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening - -#define sharp_clamp 0.035 //[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. - //I designed the pattern for offset_bias 1.0, but feel free to experiment. - -#define CoefLuma vec3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television) - -vec4 texel(sampler2D tex, vec2 pos, vec2 tex_size){ - vec4 colorInput = texture(tex, pos); - - vec3 ori = colorInput.rgb; - - // -- Combining the strength and luma multipliers -- - vec3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on - - // -- 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 clamp(colorInput, 0.0,1.0); -} void main() { vec4 R0f = vec4(0.0); @@ -276,4 +216,4 @@ vec3 color = (passPixelColor0.xyz); color = TonemapPass(color); color = (color.xyz - floor) * scale; passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w); -} \ No newline at end of file +}