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Bayonettii 1.4.x Contrasty
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 93bde02ae446a30f//lens dirt
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const float lensDirt = $lensDirt;
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uniform ivec4 uf_remappedPS[1];
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uniform float uf_alphaTestRef;
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x37eec000 res 256x256x1 dim 1 tm: 4 format 0033 compSel: 0 1 2 3 mipView: 0x0 (num 0x9) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 0 border: 0
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layout(location = 0) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem133;
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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*lensDirt;
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// 0
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backupReg0f = R0f.x;
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backupReg1f = R0f.y;
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backupReg2f = R0f.z;
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backupReg3f = R0f.w;
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R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
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R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y));
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R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z));
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R0f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedPS[0].w));
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// export
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if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard;
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader e39a2a718bc419fe //ct
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uniform vec2 uf_fragCoordScale;
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const float hazeFactor = $hazeFactor;
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const float gamma = $gamma; // 1.0 is neutral
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const float exposure = $exposure; // 1.0 is neutral
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const float vibrance = $vibrance; // 0.0 is neutral
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const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float contrastCurve = $contrastCurve;
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vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//lumasharpen
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const float sharp_mix = $sharp_mix;
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const float sharp_strength = 2.0;
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const float sharp_clamp = 0.75;
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const float offset_bias = 1.0;
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float Sigmoid (float x) {
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return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
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}
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#define px (1.0/1920.0*uf_fragCoordScale.x)
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#define py (1.0/1080.0*uf_fragCoordScale.y)
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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float lumasharping(sampler2D tex, vec2 pos) {
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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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
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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return sharp_luma;
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}
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vec3 LiftGammaGainPass(vec3 colorInput)
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{ //reshade BSD https://reshade.me , Alexkiri port
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vec3 color = colorInput;
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0);
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color *= RGB_Gain;
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color = pow(color, 1.0 / RGB_Gamma);
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return clamp(color, 0.0, 1.0);
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}
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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//fColour = LiftGammaGainPass(fColour);
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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fColour = LiftGammaGainPass(fColour);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[5];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf451b000 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf532d000 res 320x176x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
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layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x4582a000 res 128x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
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layout(location = 0) in vec4 passParameterSem133;
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layout(location = 0) out vec4 passPixelColor0;
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//uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R4f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem133;
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R2f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);
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// 0
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R1f.x = R2f.z;
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R1f.y = 0.0;
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R3f.z = R2f.y;
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R2f.w = 0.0;
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R3f.y = 0.0;
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PS0f = R3f.y;
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R0f.z = (texture(textureUnitPS2, R1f.xy).x);
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R2f.x = (texture(textureUnitPS2, R2f.xw).x);
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R3f.y = (texture(textureUnitPS2, R3f.zy).x);
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// 0
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R127f.x = (mul_nonIEEE(-(R0f.y),intBitsToFloat(uf_remappedPS[0].w)) + 1.0);
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PV0f.x = R127f.x;
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R126f.y = 0.0;
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R127f.z = R0f.z;
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PV0f.z = R127f.z;
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// 1
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tempf.x = dot(vec4(R2f.x,R3f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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R127f.y = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].x));
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R127f.y = clamp(R127f.y, 0.0, 1.0);
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PS1f = R127f.y;
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// 2
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PV0f.x = R2f.x + -(PV1f.x);
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PV0f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[0].y));
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PV0f.y = clamp(PV0f.y, 0.0, 1.0);
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PV0f.z = R127f.z + -(PV1f.x);
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PV0f.w = R3f.y + -(PV1f.x);
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R127f.w = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[0].z));
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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PS0f = R127f.w;
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// 3
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R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[1].y)) + R3f.y);
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PV1f.x = R123f.x;
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R123f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].x)) + R2f.x);
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PV1f.y = R123f.y;
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PV1f.z = mul_nonIEEE(R127f.y, R127f.y);
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R126f.w = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[1].z)) + R127f.z);
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PS1f = mul_nonIEEE(PV0f.y, PV0f.y);
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// 4
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backupReg0f = R126f.y;
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PV0f.x = mul_nonIEEE(R127f.w, R127f.w);
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R126f.y = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[2].w)) + backupReg0f);
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R123f.z = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[3].y)) + PS1f);
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PV0f.z = R123f.z;
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R123f.w = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[3].x)) + PV1f.z);
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PV0f.w = R123f.w;
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// 5
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R123f.y = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.x);
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PV1f.y = R123f.y;
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R123f.z = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[2].y)) + PV0f.z);
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PV1f.z = R123f.z;
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R123f.w = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w);
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PV1f.w = R123f.w;
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// 6
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R4f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[4].x));
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R123f.y = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.y);
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PV0f.y = R123f.y;
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R4f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].y));
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PS0f = R4f.y;
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// 7
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R4f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[4].z));
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R4f.w = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedPS[4].w));
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// export
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R4f.xyz = contrasty(R4f.xyz);
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R4f.xyz = mix(R4f.xyz, smoothstep(0.0, 1.0, R4f.xyz), contrastCurve);
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float smask = lumasharping(textureUnitPS0, passParameterSem133.xy);
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vec3 temp3 = R4f.xyz;
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R4f.xyz = mix(R4f.xyz, (temp3.xyz += (smask)), sharp_mix);
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passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
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}
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Enhancements/Bayonetta2 _contrasty/rules.txt
Normal file
94
Enhancements/Bayonetta2 _contrasty/rules.txt
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[Definition]
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titleIds = 0005000010172600,0005000010172700,000500001011B900
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name = Resolution
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path = "Bayonetta 2/Graphics/Contrasty"
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description = Colours and contrast
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version = 3
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[Preset]
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name = default
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 1.0
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$greenHilight =1.0
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$blueHilight = 1.0
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$contrastCurve = 0.0
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$hazeFactor = 1.0
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$bloom = 1.0
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$gamma = 1.0
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$exposure = 1.0
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$vibrance = 0.0
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$crushContrast = 0.0
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$bleach = 1.0
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$sharp_mix = 0.0
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[Preset]
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name = High Contrasty
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$redShadows = 1.0
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$greenShadows = 1.0
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$blueSadows = 1.0
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$redMid = 0.98
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$greenMid = 0.98
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$blueMid = 0.9
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$redHilight = 1.0
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$greenHilight =1.0
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$blueHilight = 1.0
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$contrastCurve = 0.6
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$hazeFactor = 0.25
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$bloom = 0.85
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$gamma = 1.1
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$exposure = 1.05
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$vibrance = 0.25
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.25
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[Preset]
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name = Colourfull
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$redShadows = 0.999
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$greenShadows = 0.98
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$blueSadows = 0.98
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$redMid = 1.0
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$greenMid = 0.99
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$blueMid = 0.99
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$redHilight = 1.0
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$greenHilight =0.99
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$blueHilight = 0.99
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$contrastCurve = 0.15
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$hazeFactor = 1.0
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$bloom = 0.85
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$gamma = 1.05
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$exposure = 1.01
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$vibrance = 0.4
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.15
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[Preset]
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name = Neutral Contrasty
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$redShadows = 1.01
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$greenShadows = 1.01
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$blueSadows = 1.01
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$redMid = 1.0
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$greenMid = 1.0
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$blueMid = 1.0
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$redHilight = 0.99
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$greenHilight =0.99
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$blueHilight = 0.99
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$contrastCurve = 0.30
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$hazeFactor = 1.0
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$bloom = 0.85
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$gamma = 1.075
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$exposure = 1.01
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$vibrance = 0.15
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$crushContrast = 0.00
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$bleach = 0.85
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$sharp_mix = 0.15
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#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader 21e6bc9b0cdbe8d7
|
||||
|
||||
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
|
||||
const float hazeFactor = $hazeFactor;
|
||||
|
||||
const float gamma = $gamma; // 1.0 is neutral
|
||||
const float exposure = $exposure; // 1.0 is neutral
|
||||
const float vibrance = $vibrance; // 0.0 is neutral
|
||||
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float contrastCurve = $contrastCurve;
|
||||
|
||||
|
||||
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
||||
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
||||
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
||||
//lumasharpen
|
||||
const float sharp_mix = $sharp_mix;
|
||||
const float sharp_strength = 2.0;
|
||||
const float sharp_clamp = 0.75;
|
||||
const float offset_bias = 1.0;
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
|
||||
#define px (1.0/1920.0*uf_fragCoordScale.x)
|
||||
#define py (1.0/1080.0*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;
|
||||
}
|
||||
|
||||
vec3 LiftGammaGainPass(vec3 colorInput)
|
||||
{ //reshade BSD https://reshade.me , Alexkiri port
|
||||
vec3 color = colorInput;
|
||||
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
color *= RGB_Gain;
|
||||
color = pow(color, 1.0 / RGB_Gamma);
|
||||
return clamp(color, 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
//fColour = LiftGammaGainPass(fColour);
|
||||
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / gamma));
|
||||
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
|
||||
float mn = min(min(fColour.r, fColour.g), fColour.b);
|
||||
float mx = max(max(fColour.r, fColour.g), fColour.b);
|
||||
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
|
||||
vec3 lightness = vec3((mn + mx) / 2.0);
|
||||
fColour = LiftGammaGainPass(fColour);
|
||||
// vibrance
|
||||
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
return fColour;
|
||||
}
|
||||
|
||||
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0xf5195800 res 1280x720x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 0 0 0 border: 0
|
||||
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0xf5d81800 res 256x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 0 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem128;
|
||||
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);
|
||||
vec4 R1f = vec4(0.0);
|
||||
vec4 R2f = vec4(0.0);
|
||||
vec4 R3f = vec4(0.0);
|
||||
vec4 R4f = vec4(0.0);
|
||||
vec4 R123f = 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 = passParameterSem128;
|
||||
R3f.xyzw = (texture(textureUnitPS3, R0f.xy).xyzw);
|
||||
// 0
|
||||
R1f.x = R3f.y;
|
||||
R1f.y = 0.0;
|
||||
PV0f.y = R1f.y;
|
||||
R123f.z = (mul_nonIEEE(-(R0f.y),intBitsToFloat(uf_remappedPS[0].w)) + 1.0)*hazeFactor;
|
||||
PV0f.z = R123f.z;
|
||||
// 1
|
||||
R4f.x = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].y));
|
||||
R4f.x = clamp(R4f.x, 0.0, 1.0);
|
||||
R0f.y = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].x));
|
||||
R0f.y = clamp(R0f.y, 0.0, 1.0);
|
||||
R0f.z = PV0f.y;
|
||||
R0f.w = mul_nonIEEE(PV0f.z, intBitsToFloat(uf_remappedPS[0].z));
|
||||
R0f.w = clamp(R0f.w, 0.0, 1.0);
|
||||
R0f.x = R3f.z;
|
||||
PS1f = R0f.x;
|
||||
// 2
|
||||
R2f.x = R3f.x;
|
||||
R2f.y = R1f.y;
|
||||
R0f.z = (texture(textureUnitPS4, R0f.xz).x);
|
||||
R1f.y = (texture(textureUnitPS4, R1f.xy).x);
|
||||
R2f.x = (texture(textureUnitPS4, R2f.xy).x);
|
||||
// 0
|
||||
R127f.y = R1f.y;
|
||||
PV0f.y = R127f.y;
|
||||
R127f.z = R0f.z;
|
||||
PV0f.z = R127f.z;
|
||||
// 1
|
||||
tempf.x = dot(vec4(R2f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0));
|
||||
PV1f.x = tempf.x;
|
||||
PV1f.y = tempf.x;
|
||||
PV1f.z = tempf.x;
|
||||
PV1f.w = tempf.x;
|
||||
// 2
|
||||
PV0f.x = R127f.z + -(PV1f.x);
|
||||
PV0f.y = R127f.y + -(PV1f.x);
|
||||
PV0f.z = R2f.x + -(PV1f.x);
|
||||
R127f.w = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[1].w)) + PV1f.x);
|
||||
// 3
|
||||
R123f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].z)) + R127f.z);
|
||||
PV1f.y = R123f.y;
|
||||
R123f.z = (mul_nonIEEE(PV0f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.y);
|
||||
PV1f.z = R123f.z;
|
||||
R123f.w = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[1].x)) + R2f.x);
|
||||
PV1f.w = R123f.w;
|
||||
// 4
|
||||
R0f.x = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[2].x)) + R0f.y);
|
||||
R0f.y = (mul_nonIEEE(PV1f.z,intBitsToFloat(uf_remappedPS[2].y)) + R4f.x);
|
||||
R0f.z = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[2].z)) + R0f.w);
|
||||
R0f.w = R127f.w + -(intBitsToFloat(uf_remappedPS[2].w));
|
||||
// export
|
||||
R0f.xyz = contrasty(R0f.xyz);
|
||||
R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve);
|
||||
float smask = lumasharping(textureUnitPS3, passParameterSem128.xy);
|
||||
vec3 temp3 = R0f.xyz;
|
||||
R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix);
|
||||
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
116
Enhancements/Bayonetta_Contrasty/rules.txt
Normal file
116
Enhancements/Bayonetta_Contrasty/rules.txt
Normal file
@ -0,0 +1,116 @@
|
||||
[Definition]
|
||||
titleIds = 000500001014DB00,0005000010157E00,0005000010157F00
|
||||
name = Contrasty
|
||||
path = "Bayonetta/Graphics/Contrasty "
|
||||
description = Colour and contrast
|
||||
version = 3
|
||||
|
||||
[Preset]
|
||||
name = default
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.0
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 1.0
|
||||
$gamma = 1.0
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.0
|
||||
$crushContrast = 0.0
|
||||
$bleach = 1.0
|
||||
$sharp_mix = 0.0
|
||||
|
||||
[Preset]
|
||||
name = debug
|
||||
$redShadows = 1.0
|
||||
$greenShadows = 1.0
|
||||
$blueSadows = 1.0
|
||||
$redMid = 0.5
|
||||
$greenMid = 0.5
|
||||
$blueMid = 1.0
|
||||
$redHilight = 0.5
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.0
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 1.0
|
||||
$gamma = 1.0
|
||||
$exposure = 1.0
|
||||
$vibrance = 0.0
|
||||
$crushContrast = 0.0
|
||||
$bleach = 1.0
|
||||
$sharp_mix = 0.25
|
||||
|
||||
[Preset]
|
||||
name = High Contrasty
|
||||
$redShadows = 0.98
|
||||
$greenShadows = 0.98
|
||||
$blueSadows = 0.99
|
||||
$redMid = 0.98
|
||||
$greenMid = 0.98
|
||||
$blueMid = 1.0
|
||||
$redHilight = 1.0
|
||||
$greenHilight =1.0
|
||||
$blueHilight = 1.0
|
||||
|
||||
$contrastCurve = 0.7
|
||||
$hazeFactor = 0.25
|
||||
$bloom = 0.85
|
||||
$gamma = 1.1
|
||||
$exposure = 1.03
|
||||
$vibrance = 0.35
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.45
|
||||
|
||||
[Preset]
|
||||
name = Colourfull
|
||||
$redShadows = 0.999
|
||||
$greenShadows = 0.98
|
||||
$blueSadows = 0.98
|
||||
$redMid = 1.0
|
||||
$greenMid = 0.99
|
||||
$blueMid = 0.99
|
||||
$redHilight = 1.0
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 0.99
|
||||
|
||||
$contrastCurve = 0.65
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 0.85
|
||||
$gamma = 1.05
|
||||
$exposure = 1.01
|
||||
$vibrance = 0.45
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.15
|
||||
|
||||
[Preset]
|
||||
name = Neutral Contrasty
|
||||
$redShadows = 0.99
|
||||
$greenShadows = 0.99
|
||||
$blueSadows = 0.99
|
||||
$redMid = 1.0
|
||||
$greenMid = 1.0
|
||||
$blueMid = 1.0
|
||||
$redHilight = 0.99
|
||||
$greenHilight =0.99
|
||||
$blueHilight = 0.99
|
||||
|
||||
$contrastCurve = 0.35
|
||||
$hazeFactor = 1.0
|
||||
$bloom = 0.85
|
||||
$gamma = 1.05
|
||||
$exposure = 1.01
|
||||
$vibrance = 0.15
|
||||
$crushContrast = 0.00
|
||||
$bleach = 0.85
|
||||
$sharp_mix = 0.15
|
Loading…
Reference in New Issue
Block a user