mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2025-01-11 09:19:07 +01:00
[BotW] contrasty add experimental saturation
adjust native saturation found in shader
This commit is contained in:
parent
87d967bc6a
commit
a83434897f
@ -1,16 +1,21 @@
|
||||
#version 420
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
// shader bd8bba59e2149449
|
||||
// Contrasty + Adjustable Bloom
|
||||
// Contrasty + Adjustable Bloom + Adjust Saturation
|
||||
// original shader dumped using cemu 1.10.0f, BotW 1.3.1
|
||||
|
||||
//----------------------------settings-------------------------------------
|
||||
|
||||
// #define only_adjustbloom
|
||||
// uncomment above to only use 'adjustable bloom', all other features in contrasty will be disabled.
|
||||
#define adjust_bloom 1
|
||||
#define adjust_saturation 1
|
||||
#define contrasty 1
|
||||
// 0: disable, 1: enable.
|
||||
|
||||
const float bloomFactor = 0.7; // 1.0 is neutral
|
||||
const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
|
||||
const float satFactor = 0.3; // 0.17999995 is neutral. Experimental, adjust native saturation
|
||||
|
||||
const float gamma = 0.81; // 1.0 is neutral. Botw is already colour graded at this stage
|
||||
const float exposure = 1.17; // 1.0 is neutral
|
||||
const float vibrance = 0.008; // 0.0 is neutral
|
||||
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
@ -18,8 +23,8 @@ const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss
|
||||
//--------------------------------------------------------------------------
|
||||
|
||||
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(binding = 0) uniform sampler2D textureUnitPS0;
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
layout(location = 0) out vec4 passPixelColor0;
|
||||
uniform vec2 uf_fragCoordScale;
|
||||
@ -52,7 +57,11 @@ vec3 cubeMapSTM;
|
||||
int cubeMapFaceId;
|
||||
R0f = passParameterSem0;
|
||||
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
|
||||
|
||||
#if (adjust_bloom == 1)
|
||||
R1f.xyz *= bloomFactor;
|
||||
#endif
|
||||
|
||||
R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
|
||||
// 0
|
||||
R126f.x = R1f.x + R0f.x;
|
||||
@ -134,7 +143,13 @@ R125f.w = R126f.x + -(PS0f);
|
||||
R126f.y = backupReg1f + -(PS0f);
|
||||
PS1f = R126f.y;
|
||||
// 12
|
||||
|
||||
#if (adjust_saturation == 1)
|
||||
R126f.x = (mul_nonIEEE(PV1f.y,satFactor) + intBitsToFloat(uf_remappedPS[0].x));
|
||||
#else
|
||||
R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
|
||||
#endif
|
||||
|
||||
PV0f.x = R126f.x;
|
||||
PV0f.y = -(R126f.z) + PV1f.x;
|
||||
// 13
|
||||
@ -145,8 +160,7 @@ 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);
|
||||
|
||||
#ifndef only_adjustbloom
|
||||
//Color Tweak
|
||||
#if (contrasty == 1)
|
||||
vec3 fColour = R0f.xyz;
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
||||
|
Loading…
x
Reference in New Issue
Block a user