ClarityGFX

Updated moved files to there own Preset Folder also uploaded Directions.
This commit is contained in:
Jamie 2017-11-16 16:57:16 -08:00
parent 87f1703311
commit a51ee17242
11 changed files with 413 additions and 0 deletions

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#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.
// Credit to NAVras for merging to a better shader.
//(Thank you NAVras for debugging and answering silly questions.)
// Couldn't 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
//v0.9b
//##########################################################
//ToneMapping
float bloomFactor = 0.2; //Default is 1.0
float Bleach = 0.3; //Default is 0.0
float exposure = 1.13; //Default is 1.0
float defog = 0.004; //Default is 0.0
//Lift Gamma Gain
#define RGB_Lift vec3(1.05, 1.05, 1.05) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma vec3(0.70, 0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain vec3(1.05, 1.00, 1.05) //[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.
//Curves
float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want
//Levels Control
const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white
//LumaShapening
#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//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 0.50 //Default is 1.0
#define Technicolor2_Strength 1.0 //Default is 1.0
#define Technicolor2_Saturation 0.70 //Default is 1.0
//Fake High Dynamic Range.
#define HDRPower 1.15 // 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."
//###########################################################
//Do not edit under this line.
float sat = 0.0;
const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color";
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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; }
//ToneMapping
vec3 TonemapPass(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= exposure / (1.0 + color / exposure);
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
vec3 A2 = Bleach * color;
vec3 result1 = 2.0f * color * lum;
vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
vec3 newColor = mix(result1, result2, L);
vec3 mixRGB = A2 * newColor;
color += ((1.0f - A2) * mixRGB);
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
vec3 diffcolor = color - middlegray;
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
return color;
}
// Levels
vec3 LevelsPass(vec3 inputColor) {
float black_point_float = BlackPoint / 255.0;
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
vec3 color = inputColor;
color = color * white_point_float - (black_point_float * white_point_float);
return color;
}
//Curves
vec3 CurvesPass(vec3 inputColor) {
vec3 colorInput = inputColor;
float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
vec3 color = x; //if the curve should be applied to both Luma and Chroma
colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
return colorInput;
}
//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 = TonemapPass(color);
color = Technicolor2(color);
color = LevelsPass(color);
color = CurvesPass(color);
color = LiftGammaGainPass(color);
passPixelColor0 = vec4(color, R0f.w);
}

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The Preset folder Contains the following Presets
AVGLuma
BSOD
HDROFF
SKYRIM - Frost
Skyrim - Jamie
The Complaining Gamer - TCG
Original
-------------------------------
The Default file is already set to go with the Origonal preset, but feel free to copy paste the contents
from one preset to the one in the main directory, to test diffrent ones or to just make your own.