From 87f17033116be83c6bde10da8644f1a7b3ef5c84 Mon Sep 17 00:00:00 2001 From: Jamie Date: Thu, 16 Nov 2017 13:43:54 -0800 Subject: [PATCH] ClarityGFX TCG Preset added --- ...G_bd8bba59e2149449_00000000000003c9_ps.txt | 335 ++++++++++++++++++ 1 file changed, 335 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt new file mode 100644 index 00000000..5786740b --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFX/Preset_TCG_bd8bba59e2149449_00000000000003c9_ps.txt @@ -0,0 +1,335 @@ +#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 +float bloomFactor = 0.33; //Default is 1.0 + +//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 1.00 //Default is 1.0 +#define Technicolor2_Strength 0.40 //Default is 1.0 +#define Technicolor2_Saturation 0.51 //Default is 1.0 + +//Lift Gamma Gain +#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. +#define RGB_Gamma vec3(0.60, 0.60, 0.60) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue +#define RGB_Gain vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue +//Note that a value of 1.0 is a neutral setting that leave the color unchanged. + +//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. + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Bloom +layout(binding = 1) uniform sampler2D textureUnitPS1;// LumaShapening, HDR +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; } + +//TECHNICOLOR2 + +vec3 Technicolor2(vec3 inputColor) { + vec3 color = inputColor; + vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength); + vec3 source = color; + vec3 temp = 1.0 - source; + vec3 target = temp.grg; + vec3 target2 = temp.bbr; + vec3 temp2 = source * target; + temp2 *= target2; + + temp = temp2 * Color_Strength; + temp2 *= Technicolor2_Brightness; + + target = temp.grg; + target2 = temp.bbr; + + temp = source - target; + temp += temp2; + temp2 = temp - target2; + + color = mix(source, temp2, Technicolor2_Strength); + + color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation); + + return color; +} + +//Lift Gamma Gain + + vec3 LiftGammaGainPass( vec3 colorInput ) +{ + // -- Get input -- + vec3 color = colorInput; + + // -- Lift -- + + color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; + color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. + + // -- Gain -- + color *= RGB_Gain; + + // -- Gamma -- + color = pow(color, 1.0 / RGB_Gamma); //Gamma + + // -- Return output -- + + return clamp(color, 0.0, 1.0); +} + +//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); +vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; +bloom *= bloomFactor; +R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); +float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); +R0f.xyz += vec3(smask); +// 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); +color += bloom; +color = Technicolor2(color); +color = LiftGammaGainPass(color); +passPixelColor0 = vec4(color, R0f.w); +} \ No newline at end of file