diff --git a/Enhancements/Bayonetta2 _contrasty/93bde02ae446a30f_000000000000001c_ps.txt b/Enhancements/Bayonetta2 _contrasty/93bde02ae446a30f_000000000000001c_ps.txt new file mode 100644 index 00000000..ed4c71a9 --- /dev/null +++ b/Enhancements/Bayonetta2 _contrasty/93bde02ae446a30f_000000000000001c_ps.txt @@ -0,0 +1,50 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader 93bde02ae446a30f//lens dirt + +const float lensDirt = $lensDirt; + +uniform ivec4 uf_remappedPS[1]; +uniform float uf_alphaTestRef; +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 +layout(location = 0) in vec4 passParameterSem133; +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 = passParameterSem133; +R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw)*lensDirt; +// 0 +backupReg0f = R0f.x; +backupReg1f = R0f.y; +backupReg2f = R0f.z; +backupReg3f = R0f.w; +R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x)); +R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y)); +R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z)); +R0f.w = mul_nonIEEE(backupReg3f, intBitsToFloat(uf_remappedPS[0].w)); +// export +if( ((vec4(R0f.x, R0f.y, R0f.z, R0f.w)).a > uf_alphaTestRef) == false) discard; +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +} diff --git a/Enhancements/Bayonetta2 _contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt b/Enhancements/Bayonetta2 _contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt new file mode 100644 index 00000000..2c4e44fe --- /dev/null +++ b/Enhancements/Bayonetta2 _contrasty/e39a2a718bc419fe_0000000000001e49_ps.txt @@ -0,0 +1,213 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader e39a2a718bc419fe //ct + + +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[5]; +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 +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 +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 +layout(location = 0) in vec4 passParameterSem133; +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 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 = passParameterSem133; +R2f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R4f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw); +// 0 +R1f.x = R2f.z; +R1f.y = 0.0; +R3f.z = R2f.y; +R2f.w = 0.0; +R3f.y = 0.0; +PS0f = R3f.y; +R0f.z = (texture(textureUnitPS2, R1f.xy).x); +R2f.x = (texture(textureUnitPS2, R2f.xw).x); +R3f.y = (texture(textureUnitPS2, R3f.zy).x); +// 0 +R127f.x = (mul_nonIEEE(-(R0f.y),intBitsToFloat(uf_remappedPS[0].w)) + 1.0); +PV0f.x = R127f.x; +R126f.y = 0.0; +R127f.z = R0f.z; +PV0f.z = R127f.z; +// 1 +tempf.x = dot(vec4(R2f.x,R3f.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; +R127f.y = mul_nonIEEE(PV0f.x, intBitsToFloat(uf_remappedPS[0].x)); +R127f.y = clamp(R127f.y, 0.0, 1.0); +PS1f = R127f.y; +// 2 +PV0f.x = R2f.x + -(PV1f.x); +PV0f.y = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[0].y)); +PV0f.y = clamp(PV0f.y, 0.0, 1.0); +PV0f.z = R127f.z + -(PV1f.x); +PV0f.w = R3f.y + -(PV1f.x); +R127f.w = mul_nonIEEE(R127f.x, intBitsToFloat(uf_remappedPS[0].z)); +R127f.w = clamp(R127f.w, 0.0, 1.0); +PS0f = R127f.w; +// 3 +R123f.x = (mul_nonIEEE(PV0f.w,intBitsToFloat(uf_remappedPS[1].y)) + R3f.y); +PV1f.x = R123f.x; +R123f.y = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].x)) + R2f.x); +PV1f.y = R123f.y; +PV1f.z = mul_nonIEEE(R127f.y, R127f.y); +R126f.w = (mul_nonIEEE(PV0f.z,intBitsToFloat(uf_remappedPS[1].z)) + R127f.z); +PS1f = mul_nonIEEE(PV0f.y, PV0f.y); +// 4 +backupReg0f = R126f.y; +PV0f.x = mul_nonIEEE(R127f.w, R127f.w); +R126f.y = (mul_nonIEEE(R4f.w,intBitsToFloat(uf_remappedPS[2].w)) + backupReg0f); +R123f.z = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[3].y)) + PS1f); +PV0f.z = R123f.z; +R123f.w = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[3].x)) + PV1f.z); +PV0f.w = R123f.w; +// 5 +R123f.y = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[3].z)) + PV0f.x); +PV1f.y = R123f.y; +R123f.z = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[2].y)) + PV0f.z); +PV1f.z = R123f.z; +R123f.w = (mul_nonIEEE(R4f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w); +PV1f.w = R123f.w; +// 6 +R4f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[4].x)); +R123f.y = (mul_nonIEEE(R4f.z,intBitsToFloat(uf_remappedPS[2].z)) + PV1f.y); +PV0f.y = R123f.y; +R4f.y = mul_nonIEEE(PV1f.z, intBitsToFloat(uf_remappedPS[4].y)); +PS0f = R4f.y; +// 7 +R4f.z = mul_nonIEEE(PV0f.y, intBitsToFloat(uf_remappedPS[4].z)); +R4f.w = mul_nonIEEE(R126f.y, intBitsToFloat(uf_remappedPS[4].w)); +// export + +R4f.xyz = contrasty(R4f.xyz); +R4f.xyz = mix(R4f.xyz, smoothstep(0.0, 1.0, R4f.xyz), contrastCurve); +float smask = lumasharping(textureUnitPS0, passParameterSem133.xy); +vec3 temp3 = R4f.xyz; +R4f.xyz = mix(R4f.xyz, (temp3.xyz += (smask)), sharp_mix); + + +passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w); +} diff --git a/Enhancements/Bayonetta2 _contrasty/rules.txt b/Enhancements/Bayonetta2 _contrasty/rules.txt new file mode 100644 index 00000000..e8bc51d3 --- /dev/null +++ b/Enhancements/Bayonetta2 _contrasty/rules.txt @@ -0,0 +1,94 @@ +[Definition] +titleIds = 0005000010172600,0005000010172700,000500001011B900 +name = Resolution +path = "Bayonetta 2/Graphics/Contrasty" +description = Colours 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 +$sharp_mix = 0.0 + +[Preset] +name = High Contrasty +$redShadows = 1.0 +$greenShadows = 1.0 +$blueSadows = 1.0 +$redMid = 0.98 +$greenMid = 0.98 +$blueMid = 0.9 +$redHilight = 1.0 +$greenHilight =1.0 +$blueHilight = 1.0 + +$contrastCurve = 0.6 +$hazeFactor = 0.25 +$bloom = 0.85 +$gamma = 1.1 +$exposure = 1.05 +$vibrance = 0.25 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.25 + +[Preset] +name = Colourfull +$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 + +$contrastCurve = 0.15 +$hazeFactor = 1.0 +$bloom = 0.85 +$gamma = 1.05 +$exposure = 1.01 +$vibrance = 0.4 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.15 + +[Preset] +name = Neutral Contrasty +$redShadows = 1.01 +$greenShadows = 1.01 +$blueSadows = 1.01 +$redMid = 1.0 +$greenMid = 1.0 +$blueMid = 1.0 +$redHilight = 0.99 +$greenHilight =0.99 +$blueHilight = 0.99 + +$contrastCurve = 0.30 +$hazeFactor = 1.0 +$bloom = 0.85 +$gamma = 1.075 +$exposure = 1.01 +$vibrance = 0.15 +$crushContrast = 0.00 +$bleach = 0.85 +$sharp_mix = 0.15 \ No newline at end of file diff --git a/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt b/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt new file mode 100644 index 00000000..185e0551 --- /dev/null +++ b/Enhancements/Bayonetta_Contrasty/21e6bc9b0cdbe8d7_00000000000003c9_ps.txt @@ -0,0 +1,191 @@ +#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); +} diff --git a/Enhancements/Bayonetta_Contrasty/rules.txt b/Enhancements/Bayonetta_Contrasty/rules.txt new file mode 100644 index 00000000..7c4b527b --- /dev/null +++ b/Enhancements/Bayonetta_Contrasty/rules.txt @@ -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 \ No newline at end of file