diff --git a/Enhancements/TokyoMirage_0AAremoval/04d0827b9471eb22_0000000000000000_vs.txt b/Enhancements/TokyoMirage_0AAremoval/04d0827b9471eb22_0000000000000000_vs.txt new file mode 100644 index 00000000..9dc0ea58 --- /dev/null +++ b/Enhancements/TokyoMirage_0AAremoval/04d0827b9471eb22_0000000000000000_vs.txt @@ -0,0 +1,77 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +#extension GL_ARB_shading_language_packing : enable +// shader 04d0827b9471eb22 + +uniform ivec4 uf_remappedVS[1]; +uniform vec2 uf_windowSpaceToClipSpaceTransform; +layout(location = 0) in uvec4 attrDataSem0; +layout(location = 1) in uvec4 attrDataSem8; +out gl_PerVertex +{ + vec4 gl_Position; + float gl_PointSize; +}; +layout(location = 1) out vec4 passParameterSem137; +layout(location = 0) out vec4 passParameterSem136; +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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));} +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = vec4(0.0); +vec4 R3f = vec4(0.0); +vec4 R127f = vec4(0.0); +uvec4 attrDecoder; +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 = floatBitsToInt(ivec4(gl_VertexID, 0, 0, gl_InstanceID)); +attrDecoder = attrDataSem0; +attrDecoder = (attrDecoder>>24)|((attrDecoder>>8)&0xFF00)|((attrDecoder<<8)&0xFF0000)|((attrDecoder<<24)); +R1f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(int(attrDecoder.z)), intBitsToFloat(int(attrDecoder.w))); +attrDecoder.xy = attrDataSem8.xy; +attrDecoder.xy = (attrDecoder.xy>>24)|((attrDecoder.xy>>8)&0xFF00)|((attrDecoder.xy<<8)&0xFF0000)|((attrDecoder.xy<<24)); +attrDecoder.z = 0; +attrDecoder.w = 0; +R2f = vec4(intBitsToFloat(int(attrDecoder.x)), intBitsToFloat(int(attrDecoder.y)), intBitsToFloat(floatBitsToInt(0.0)), intBitsToFloat(floatBitsToInt(1.0))); +// 0 +R3f.x = R2f.x; +R3f.y = R2f.y; +PV0f.z = intBitsToFloat(uf_remappedVS[0].z) + 0.0; +// 1 +R127f.z = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].y), PV0f.z); +PV1f.z = R127f.z; +PV1f.w = mul_nonIEEE(intBitsToFloat(uf_remappedVS[0].x), PV0f.z); +// 2 +PV0f.x = R2f.y + PV1f.z; +PV0f.y = R2f.x + PV1f.w; +R0f.x = R2f.x + -(PV1f.w); +PS0f = R0f.x; +// 3 +R0f.y = R2f.y + -(R127f.z); +R0f.z = PV0f.y; +R0f.w = PV0f.x; +// export +gl_Position = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +// export +passParameterSem137 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); +// export +passParameterSem136 = vec4(R3f.x, R3f.y, R3f.z, R3f.z); +} diff --git a/Enhancements/TokyoMirage_0AAremoval/rules.txt b/Enhancements/TokyoMirage_0AAremoval/rules.txt new file mode 100644 index 00000000..17764918 --- /dev/null +++ b/Enhancements/TokyoMirage_0AAremoval/rules.txt @@ -0,0 +1,6 @@ +[Definition] +titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 +name = AA removal TMS +path = "Tokyo Mirage Sessions FE/AA removal" +description = Removes AA, no performance gain. Used for clean look or injecting external AA +version = 3 diff --git a/Enhancements/TokyoMirage_Contrasty/a7f4801a8d29e333_0000000000000079_ps.txt b/Enhancements/TokyoMirage_Contrasty/a7f4801a8d29e333_0000000000000079_ps.txt new file mode 100644 index 00000000..b9536ef7 --- /dev/null +++ b/Enhancements/TokyoMirage_Contrasty/a7f4801a8d29e333_0000000000000079_ps.txt @@ -0,0 +1,321 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +#extension GL_ARB_separate_shader_objects : enable +// shader a7f4801a8d29e333 + +uniform vec2 uf_fragCoordScale; + +const float hazeFactor = 0.1; + +const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage +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; +} + +const float resScale = 3.0; //AA in PS +uniform ivec4 uf_remappedPS[3]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(location = 0) in vec4 passParameterSem136; +layout(location = 1) in vec4 passParameterSem137; +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() +{ +ivec4 R0i = ivec4(0); +ivec4 R1i = ivec4(0); +ivec4 R2i = ivec4(0); +ivec4 R3i = ivec4(0); +ivec4 R4i = ivec4(0); +ivec4 R123i = ivec4(0); +ivec4 R126i = ivec4(0); +ivec4 R127i = ivec4(0); +int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i; +ivec4 PV0i = ivec4(0), PV1i = ivec4(0); +int PS0i = 0, PS1i = 0; +ivec4 tempi = ivec4(0); +float tempResultf; +int tempResulti; +ivec4 ARi = ivec4(0); +bool predResult = true; +bool activeMaskStack[2]; +bool activeMaskStackC[3]; +activeMaskStack[0] = false; +activeMaskStackC[0] = false; +activeMaskStackC[1] = false; +activeMaskStack[0] = true; +activeMaskStackC[0] = true; +activeMaskStackC[1] = true; +vec3 cubeMapSTM; +int cubeMapFaceId; +R0i = floatBitsToInt(passParameterSem136); +R1i = floatBitsToInt(passParameterSem137); +if( activeMaskStackC[1] == true ) { +R2i.y = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.zy),0.0).y); +R0i.w = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).y); +R0i.z = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xw),0.0).y); +R2i.x = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.zw),0.0).y); +R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw); +} +if( activeMaskStackC[1] == true ) { +activeMaskStack[1] = activeMaskStack[0]; +activeMaskStackC[2] = activeMaskStackC[1]; +// 0 +backupReg0i = R2i.y; +R127i.x = floatBitsToInt(max(intBitsToFloat(R0i.w), intBitsToFloat(R0i.z))); +R2i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(0x3b2aaaa8)); +PV0i.y = R2i.y; +R127i.z = floatBitsToInt(min(intBitsToFloat(R0i.w), intBitsToFloat(R0i.z))); +// 1 +PV1i.x = floatBitsToInt(max(intBitsToFloat(R2i.x), intBitsToFloat(PV0i.y))); +PV1i.w = floatBitsToInt(min(intBitsToFloat(R2i.x), intBitsToFloat(PV0i.y))); +// 2 +R4i.z = floatBitsToInt(min(intBitsToFloat(R127i.z), intBitsToFloat(PV1i.w))); +PV0i.z = R4i.z; +R4i.w = floatBitsToInt(max(intBitsToFloat(R127i.x), intBitsToFloat(PV1i.x))); +PV0i.w = R4i.w; +// 3 +PV1i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x))); +PV1i.y = floatBitsToInt(max(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.w))); +PV1i.z = floatBitsToInt(min(intBitsToFloat(R1i.y), intBitsToFloat(PV0i.z))); +// 4 +PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.z)) + intBitsToFloat(PV1i.y)); +PV0i.w = floatBitsToInt(max(intBitsToFloat(uf_remappedPS[0].y), intBitsToFloat(PV1i.x))); +// 5 +PV1i.y = ((intBitsToFloat(PV0i.w) > intBitsToFloat(PV0i.z))?int(0xFFFFFFFF):int(0x0)); +// 6 +backupReg0i = R1i.y; +backupReg1i = R1i.z; +backupReg2i = R1i.w; +backupReg3i = R1i.x; +R3i.x = ((PV1i.y == 0)?(0):(0x3f800000)); +R1i.y = ((PV1i.y == 0)?(0):(backupReg0i)); +R1i.z = ((PV1i.y == 0)?(0):(backupReg1i)); +R1i.w = ((PV1i.y == 0)?(0):(backupReg2i)); +R1i.x = ((PV1i.y == 0)?(0):(backupReg3i)); +PS0i = R1i.x; +// 7 +predResult = (R3i.x == 0); +activeMaskStack[1] = predResult; +activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true; +} +else { +activeMaskStack[1] = false; +activeMaskStackC[2] = false; +} +if( activeMaskStackC[2] == true ) { +// 0 +backupReg0i = R0i.w; +PV0i.y = floatBitsToInt(intBitsToFloat(R0i.z) + -(intBitsToFloat(R2i.y))); +R127i.z = 0; +PV0i.w = floatBitsToInt(-(intBitsToFloat(backupReg0i)) + intBitsToFloat(R2i.x)); +// 1 +R127i.x = floatBitsToInt(intBitsToFloat(PV0i.y) + intBitsToFloat(PV0i.w)); +PV1i.x = R127i.x; +R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(PV0i.w))); +PV1i.y = R127i.y; +// 2 +tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(R127i.z),-0.0),vec4(intBitsToFloat(PV1i.x),intBitsToFloat(PV1i.y),intBitsToFloat(R127i.z),0.0))); +PV0i.x = tempi.x; +PV0i.y = tempi.x; +PV0i.z = tempi.x; +PV0i.w = tempi.x; +// 3 +tempResultf = 1.0 / sqrt(intBitsToFloat(PV0i.x)); +PS1i = floatBitsToInt(tempResultf); +// 4 +backupReg0i = R127i.y; +R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(PS1i))); +PV0i.y = R127i.y; +R127i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.x), intBitsToFloat(PS1i))); +PV0i.z = R127i.z; +// 5 +PV1i.x = floatBitsToInt(max(intBitsToFloat(PV0i.z), -(intBitsToFloat(PV0i.z)))); +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z) / resScale, intBitsToFloat(uf_remappedPS[1].x))); // sharpen pass? +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y)/ resScale, intBitsToFloat(uf_remappedPS[1].y))); //sharpen pass? +PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.y), -(intBitsToFloat(PV0i.y)))); +// 6 +R1i.x = floatBitsToInt(intBitsToFloat(R0i.x) + -(intBitsToFloat(PV1i.y))); +R1i.y = floatBitsToInt(intBitsToFloat(R0i.y) + -(intBitsToFloat(PV1i.z))); +PV0i.z = floatBitsToInt(min(intBitsToFloat(PV1i.x), intBitsToFloat(PV1i.w))); +R2i.w = floatBitsToInt(intBitsToFloat(R0i.x) + intBitsToFloat(PV1i.y) / resScale); +R2i.y = floatBitsToInt(intBitsToFloat(R0i.y) + intBitsToFloat(PV1i.z) / resScale); +PS0i = R2i.y; +// 7 +PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.z), intBitsToFloat(uf_remappedPS[2].w))); //? +// 8 +PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y)); +// 9 +PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.y), intBitsToFloat(PS0i))); +PV1i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R127i.z), intBitsToFloat(PS0i))); +// 10 +PV0i.x = floatBitsToInt(max(intBitsToFloat(PV1i.z), intBitsToFloat(0xc0000000))); +PV0i.y = floatBitsToInt(max(intBitsToFloat(PV1i.w), intBitsToFloat(0xc0000000))); +// 11 +PV1i.z = floatBitsToInt(min(intBitsToFloat(PV0i.x), 2.0)); +PV1i.w = floatBitsToInt(min(intBitsToFloat(PV0i.y), 2.0)); +// 12 +PV0i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w) , intBitsToFloat(PV1i.z))); +PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z) , intBitsToFloat(PV1i.w))); +// 13 +backupReg0i = R0i.x ; +backupReg1i = R0i.y; +backupReg0i = R0i.x; +backupReg1i = R0i.y; +R0i.xyz = floatBitsToInt(vec3(intBitsToFloat(backupReg0i),intBitsToFloat(backupReg1i),intBitsToFloat(backupReg0i)) + vec3(-(intBitsToFloat(PV0i.w) / resScale),-(intBitsToFloat(PV0i.z) / resScale),intBitsToFloat(PV0i.w) / resScale)); +R0i.w = floatBitsToInt(intBitsToFloat(backupReg1i) + intBitsToFloat(PV0i.z) / resScale); +} +if( activeMaskStackC[2] == true ) { +R1i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R1i.xy),0.0).xyzw); +R2i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R2i.wy),0.0).xyzw); +R3i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.xy),0.0).xyzw); +R0i.xyzw = floatBitsToInt(textureLod(textureUnitPS0, intBitsToFloat(R0i.zw),0.0).xyzw); +} +if( activeMaskStackC[2] == true ) { +// 0 +R127i.xyz = floatBitsToInt(vec3(intBitsToFloat(R1i.y),intBitsToFloat(R1i.x),intBitsToFloat(R1i.w)) + vec3(intBitsToFloat(R2i.y),intBitsToFloat(R2i.x),intBitsToFloat(R2i.w))); +PV0i.y = R127i.y; +R127i.w = floatBitsToInt(intBitsToFloat(R1i.z) + intBitsToFloat(R2i.z)); +// 1 +backupReg0i = R0i.x; +backupReg1i = R0i.z; +PV1i.x = floatBitsToInt(intBitsToFloat(R3i.y) + intBitsToFloat(R0i.y)); +PV1i.y = floatBitsToInt(intBitsToFloat(R3i.x) + intBitsToFloat(backupReg0i)); +PV1i.z = floatBitsToInt(intBitsToFloat(R3i.w) + intBitsToFloat(R0i.w)); +PV1i.w = floatBitsToInt(intBitsToFloat(R3i.z) + intBitsToFloat(backupReg1i)); +R126i.z = PV0i.y; +R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0); +PS1i = R126i.z; +// 2 +PV0i.x = floatBitsToInt(intBitsToFloat(R127i.x) + intBitsToFloat(PV1i.x)); +PV0i.y = floatBitsToInt(intBitsToFloat(R127i.y) + intBitsToFloat(PV1i.y)); +PV0i.z = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(PV1i.z)); +PV0i.w = floatBitsToInt(intBitsToFloat(R127i.w) + intBitsToFloat(PV1i.w)); +R126i.y = R127i.x; +R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) / 2.0); +PS0i = R126i.y; +// 3 +backupReg0i = R127i.w; +R127i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25 ); +PV1i.x = R127i.x; +R127i.y = floatBitsToInt(intBitsToFloat(PV0i.y) * 0.25); +R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 0.25); +R127i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * 0.25); +R126i.x = backupReg0i; +R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) / 2.0); +PS1i = R126i.x; +// 4 +PV0i.x = ((intBitsToFloat(PV1i.x) > intBitsToFloat(R4i.w))?int(0xFFFFFFFF):int(0x0)); +PV0i.y = ((intBitsToFloat(R4i.z) > intBitsToFloat(PV1i.x))?int(0xFFFFFFFF):int(0x0)); +// 5 +R123i.w = ((PV0i.y == 0)?(PV0i.x):(int(-1))); +PV1i.w = R123i.w; +// 6 +R1i.x = ((PV1i.w == 0)?(R127i.y):(R126i.z)); +R1i.y = ((PV1i.w == 0)?(R127i.x):(R126i.y)); +R1i.z = ((PV1i.w == 0)?(R127i.w):(R126i.x)); +R1i.w = ((PV1i.w == 0)?(R127i.z):(R127i.z)); +} +activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true; +// export + +vec3 R0f = vec3(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z)); + +R0f.xyz = contrasty(R0f.xyz); +R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve); +float smask = lumasharping(textureUnitPS0, passParameterSem136.xy); +vec3 temp3 = R0f.xyz; +R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix); + +passPixelColor0 = vec4(R0f.xyz, intBitsToFloat(R1i.w)); + +//passPixelColor0 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.y), intBitsToFloat(R1i.z), intBitsToFloat(R1i.w)); +} diff --git a/Enhancements/TokyoMirage_Contrasty/rules.txt b/Enhancements/TokyoMirage_Contrasty/rules.txt new file mode 100644 index 00000000..ad0e107d --- /dev/null +++ b/Enhancements/TokyoMirage_Contrasty/rules.txt @@ -0,0 +1,94 @@ +[Definition] +titleIds = 00050000101ED700,00050000101ED800,0005000010131D00 +name = Contrasty +path = "Tokyo Mirage Sessions FE/Contrasty" +description = Colour and Contrasty +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 +$sharp_mix = 0.4 + +[Preset] +name = Colourfull +$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