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Added ClarityGFX
Official and up-to-date source for ClarityGFX. Added v0.1.
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader bd8bba59e2149449
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// Possible problems
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// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
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// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
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// Changelog V0.1
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// Changed from shader f14bb_ps.txt to bd8bb_ps.txt
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// Credit to NAVras for merging to a better shader.
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// Credit to getdls for adding Exposure & Original Contrasty.
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// Clarity GFX
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// Credit to Jamie for main coding.
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// Credit to Kiri coding & Reshade logic.
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// Credit to Serfrost for preset values.
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// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
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//-----------------------------------------------------------
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// Adjustable values:
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const float Brightness = 1.35; // [1.0 Default] Lighten or Darken Shadows
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const float Gamma = 2.00; // [1.0 Default] [2.0 Clarity]
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const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors
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const float Exposure = 0.00; // [-1.0 ~ 1.0] Exposure Adjustment
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const float Defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove."
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//-----------------------------------------------------------
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//End of adjustable values
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const float floor = 0.0 / 255;
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const float scale = 255.0/(255.0-0.0);
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uniform float contrast;
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const float Bleach = 0.0;
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //Defog Color";
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uniform ivec4 uf_remappedPS[1];
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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/*
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* Tonemap version 1.1
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* by Christian Cann Schuldt Jensen ~ CeeJay.dk
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*/
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vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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color = clamp(color - Defog * FogColor * 2.55, 0.0, 1.0); // Defog
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color *= pow(2.0f, Exposure); // Exposure
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color = pow(color, vec3(Gamma)); // Gamma
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0f * color * lum;
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vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
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vec3 newColor = mix(result1, result2, L);
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vec3 mixRGB = A2 * newColor;
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color += ((1.0f - A2) * mixRGB);
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
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return color;
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}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
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// 0
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R126f.x = R1f.x + R0f.x;
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PV0f.x = R126f.x;
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R127f.y = R1f.y + R0f.y;
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PV0f.y = R127f.y;
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R126f.z = R1f.z + R0f.z;
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PV0f.z = R126f.z;
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R125f.w = 1.0;
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// 1
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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// 2
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R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b);
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PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b);
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R126f.w = 1.0 / PV1f.x;
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PS0f = R126f.w;
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// 3
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PS1f = exp2(PV0f.y);
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// 4
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PV0f.x = -(PS1f) + 1.0;
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PS0f = exp2(R127f.x);
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// 5
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R127f.x = -(PS0f) + 1.0;
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R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
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PV1f.z = PV0f.x * R126f.w;
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PS1f = exp2(R127f.w);
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// 6
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backupReg0f = R126f.x;
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backupReg1f = R127f.z;
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R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
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PV0f.y = -(PS1f) + 1.0;
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R127f.z = mul_nonIEEE(R126f.z, PV1f.z);
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PV0f.z = R127f.z;
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R127f.w = mul_nonIEEE(R127f.y, PV1f.z);
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PV0f.w = R127f.w;
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PS0f = exp2(backupReg1f);
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// 7
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PV1f.x = R127f.x + -(PV0f.w);
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PV1f.y = PV0f.y + -(PV0f.z);
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PV1f.w = -(PS0f) + 1.0;
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// 8
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backupReg0f = R127f.z;
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R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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PV0f.x = R127f.x;
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PV0f.y = PV1f.w + -(R126f.x);
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R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PV0f.z = R127f.z;
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// 9
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backupReg0f = R126f.x;
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R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f);
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV1f.x = R126f.x;
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R126f.y = max(PV0f.x, PV0f.z);
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PV1f.w = min(PV0f.x, PV0f.z);
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// 10
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tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R126f.z = min(PV1f.x, PV1f.w);
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PS0f = R126f.z;
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// 11
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backupReg0f = R127f.x;
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backupReg1f = R127f.z;
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R127f.x = max(R126f.x, R126f.y);
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PV1f.x = R127f.x;
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R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
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PV1f.y = R123f.y;
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R127f.z = backupReg0f + -(PS0f);
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R125f.w = R126f.x + -(PS0f);
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R126f.y = backupReg1f + -(PS0f);
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PS1f = R126f.y;
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// 12
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R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
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PV0f.x = R126f.x;
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PV0f.y = -(R126f.z) + PV1f.x;
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// 13
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R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x);
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PV1f.w = R123f.w;
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// 14
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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//Color Tweak
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vec3 fColour = (passPixelColor0.xyz);
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fColour = TonemapPass(fColour);
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fColour = pow(fColour, vec3(2.0 / Brightness));
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vec3 gamma = vec3(1.0/2.2f, 1.0/2.2f, 1.0/2.2f);
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fColour = pow(fColour, gamma);
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; //default g*0.587
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vec3 colorContrasted = (fColour) * contrast;
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vec3 bright = colorContrasted + vec3(Brightness,Brightness,Brightness);
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx)/2.0);
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const vec3 lightPos = vec3(0.5, 0.5, 5.0);
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const vec3 diffColour = vec3(1.0, 1.0, 1.0);
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const vec3 ambColour = vec3(0.2, 0.2, 0.2);
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fColour = (fColour.xyz - floor) * scale;
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passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w);
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}
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4
Enhancement/BreathOfTheWild_ClarityGFX/rules.txt
Normal file
4
Enhancement/BreathOfTheWild_ClarityGFX/rules.txt
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[Definition]
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titleIds = 00050000101C9300,00050000101C9400,00050000101C9500
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name = "The Legend of Zelda: Breath of the Wild - Clarity GFX"
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version = 2
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