[BotW] Removed Contrasty leftover from AARemoval

This commit is contained in:
Alex Chirila 2017-10-22 22:04:14 +03:00
parent 1eb76d2a9d
commit ac68d54e4a

View File

@ -1,22 +1,5 @@
#version 420 //Credit to bestminr for vibrance logic
#version 420
#extension GL_ARB_texture_gather : enable
const bool Use_Contrasty = false; //'true' or 'false' to turn Contrasty on or off
/*Gamma, exposure, vibrance and crushContrast can be modified */
const float gamma = 0.8; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.17; // 1.0 is neutral
const float vibrance = 0.7; // 0.0 is neutral
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
//Uncomment below and in body to scale 16-235 not recommended */
/*
const float floor = 16.0 / 255;
const float scale = 255.0/(235.0-16.0);
*/
// shader f14bb57cd5c9cb77
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
@ -24,7 +7,6 @@ layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x387f8000 res
layout(location = 0) in vec4 passParameterSem2;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
@ -63,21 +45,5 @@ vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
vec3 fColour = (R2f.xyz);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
// export
R2f.xyz = (Use_Contrasty?fColour:R2f.xyz);
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}