diff --git a/Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt index 0dcccbda..ea5e954e 100644 --- a/Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_0AARemoval/f14bb57cd5c9cb77_00000000000003c9_ps.txt @@ -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); }