Fixed Filmic Preset, removed old presets as they were all merged.
This commit is contained in:
Jamie 2018-01-25 22:33:28 -08:00
parent 39c17494fb
commit b49c3deb48
13 changed files with 22 additions and 6835 deletions

View File

@ -11,7 +11,7 @@
// Serfrost Option 5
// Sharpen Only Option 6
// The Complaning Gamer Option 7
// Fillmic Preset Option 8 (kinda broken atm will fix)
// Fillmic Preset Option 8
//##########################################################
#if (Preset == 0)
// User Defined
@ -592,13 +592,14 @@ float DPX_Strength = 0.20;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 8)
const float bloomFactor = 0.17;
#define adjust_bloom 1
const float bloomFactor = 0.020;
#define HDRpassing 1
const float HDRPower = 3.040;
const float HDRPower = 1.20;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 1
const float sharp_strength = 0.25;
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
@ -614,24 +615,24 @@ float DPX_Strength = 0.20;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
#define lggpass 0
vec3 RGB_Lift = vec3(0.990, 0.990, 0.990);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 1
const float Vibrance = 0.013;
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 1
const float Technicolor2_Red_Strength = 0.51;
const float Technicolor2_Green_Strength = 0.51;
const float Technicolor2_Blue_Strength = 0.51;
const float Technicolor2_Brightness = 1.75;
const float Technicolor2_Strength = 0.80;
const float Technicolor2_Saturation = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
@ -640,16 +641,16 @@ float DPX_Strength = 0.20;
#define CurvesPss 1
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Contrast = 0.750;
const float Filmic_Bleach = 0.5;
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.7;
const float BaseCurve = 1.1;
const float BaseGamma = 0.98;
const float EffectGamma = 0.97;
#define dpxpass 0
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 1
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;

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@ -1,581 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 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.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//The Complaining Gamer Preset
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.2; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.015; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 1 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.13; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.05, 1.05, 1.05); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.05, 1.05, 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.
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 1 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 0.40; // [Default is 1.0]
const float Technicolor2_Saturation = 0.70; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
//Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
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;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,632 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 1 //0: disable, 1: enable.
//BloomFactor
float bloomFactor = 0.3; //Default is 0.2 (rough estimate based on Switch)
#define HDRpassing 0 //0: disable, 1: enable.
//Fake High Dynamic Range
float HDRPower = 1.15; //0.0 to 8.0 Default 1.30.
float radius1 = 0.793; //0.0 to 8.0 Default 0.793
float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
//##########################################################
#define lumapassing 1 //0: disable, 1: enable.
//LumaShapening
float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//##########################################################
#define Tone_map 8
// 0 - Disable
// 1 - Reshade ToneMap
// 2 - Linear ToneMap
// 3 - Simple Reinhard ToneMap
// 4 - Luma-Based Reinhard ToneMap
// 5 - White-Preserving Luma-Based Reinhard ToneMap
// 6 - RomBinDaHouse ToneMap
// 7 - Filmic ToneMap
// 8 - Uncharted 2 ToneMap
// 9 - ACES Filmic
//##########################################################
//Reshade ToneMap Controls
float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
float Bleach = 0.1; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
// Color you want to Add or Remove, 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color.
vec3 FogColor = vec3(1.0, 1.0, 1.0);
float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
//##########################################################
#define blacknwhitepass 1 //0: disable, 1: enable.
//Levels Control
const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
//##########################################################
#define lggpass 1 //0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.0, 1.0, 1.1); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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.
//##########################################################
#define vibpass 0 //0: disable, 1: enable.
//VibrancePass
float Vibrance = 0.45; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
//##########################################################
#define Tech 1 //0: disable, 1: enable.
//Technicolor
float Power = 8.0; //[0.0 to 8.0][Default 4.0]
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3; //[0.0 to 1.0][Default 0.4]
//##########################################################
#define Techine 1 //0: disable, 1: enable.
//Technicolor2
float Technicolor2_Red_Strength = 0.35; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = 0.35; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = 0.35; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Brightness = 1.0; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
float Technicolor2_Strength = 1.0; //[Default is 1.0]
float Technicolor2_Saturation = 1.0; //[Default is 1.0]
//##########################################################
//Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.5; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
//##########################################################
#define Filmicpass 1 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Strength = 0.60; //[0.0 to 1.5][Default 0.85] Strength of the color curve altering.
const float Filmic_Contrast = 1.03; //[0.5 to 2.0][Default 1.0]
const float Fade = 0.0; //[0.0 to 0.6][Default 0.4] Decreases contrast to imitate faded image.
const float Linearization = 1.0; //[0.5 to 2.0][Default 0.5]
const float Filmic_Bleach = 0.0; //[-0.5 to 1.0][Default 0.0] More bleach means more contrasted and less colorful image.
const float Saturation = -0.15; //[-1.0 to 1.0][Default -0.15]
const float BaseCurve = 1.5; //[0.0 to 2.0][Default 1.5]
const float BaseGamma = 1.0; //[0.7 to 2.0][Default 1.0]
const float EffectGamma = 0.68; //[0.0 to 2.0][Default 0.68]
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(Gamma)); // Gamma
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;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,625 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable.
//Fake High Dynamic Range
float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
//##########################################################
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//##########################################################
#define Tone_map 8
// 0 - Disable
// 1 - Reshade ToneMap
// 2 - Linear ToneMap
// 3 - Simple Reinhard ToneMap
// 4 - Luma-Based Reinhard ToneMap
// 5 - White-Preserving Luma-Based Reinhard ToneMap
// 6 - RomBinDaHouse ToneMap
// 7 - Filmic ToneMap
// 8 - Uncharted 2 ToneMap
// 9 - ACES Filmic
//##########################################################
//Reshade ToneMap Controls
float Exposure = 0.6; //[0.0 to 1.0+] Adjust exposure
float Bleach = 0.8; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
// Color you want to Add or Remove, 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color.
vec3 FogColor = vec3(1.0, 1.5, 1.7);
float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
//##########################################################
#define blacknwhitepass 1 // 0: disable, 1: enable.
//Levels Control
const int BlackPoint = 1; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
const int WhitePoint = 200; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
//##########################################################
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(0.99, 0.99, 0.99); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.0, 1.00, 1.0); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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.
//##########################################################
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
float Vibrance = 0.1; // Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
//##########################################################
#define Tech 1 // 0: disable, 1: enable.
//Technicolor
//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
float Power = 5.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
//##########################################################
#define Techine 1 // 0: disable, 1: enable.
//Technicolor2
float Technicolor2_Red_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = 0; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Brightness = 1.0; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
float Technicolor2_Strength = 0.20; //[Default is 1.0]
float Technicolor2_Saturation = 1.0; //[Default is 1.0]
//##########################################################
// Contrast - Curves /or/ Filmic Pass
#define CurvesPss 0 // 1 for Curves Style, 0 faor Filmic Pass Style
float Contrast = 1.0;
//##########################################################
#define Filmicpass 1 // 0: disable, 1: enable.
//Filmic Pass
float Strength = 0.60; // [0.0 to 1.5] [Default 0.85] Strength of the color curve altering
float Fade = 0.0; // [0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image
float Linearization = 1.0; // [0.5 to 2.0] [Default 0.5]
float Saturation = -0.4; // [-1.0 to 1.0][Default -0.15]
float RedCurve = 1.0; // [0.0 to 2.0] [Default 1.0]
float GreenCurve = 1.0; // [0.0 to 2.0] [Default 1.0]
float BlueCurve = 1.0; // [0.0 to 2.0] [Default 1.0]
float BaseCurve = 1.5; // [0.0 to 2.0] [Default 1.5]
float BaseGamma = 1.0; // [0.7 to 2.0] [Default 1.0]
float EffectGamma = 0.1; // [0.0 to 2.0] [Default 0.68]
float EffectGammaR = 1.0; // [0.0 to 2.0] [Default 1.0]
float EffectGammaG = 1.0; // [0.0 to 2.0] [Default 1.0]
float EffectGammaB = 1.0; // [0.0 to 2.0] [Default 1.0]
//###########################################################
//Do not edit under this line.
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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;
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Contrast);
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Bleach);
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,457 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 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.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//##########################################################
//BloomFactor
float bloomFactor = 0.17; //Default is 0.20 (rough estimate based on Switch)
//Fake High Dynamic Range.
float HDRPower = 3.040; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
float radius1 = 0.793; // 0.0 to 8.0 "Default 0.793 , will affect FX."
float radius2 = 0.87; // 0.0 to 8.0 "Default 0.87 , will affect FX."
//LumaShapening
float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.0, 1.0, 1.0); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.02, 1.02, 1.02); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.03, 1.03, 1.03); //[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.
//VibrancePass
float Vibrance = 0.013; //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); //"A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
//Technicolor2
float Technicolor2_Red_Strength = 0.51; //Default is 0.0
float Technicolor2_Green_Strength = 0.51; //Default is 0.0
float Technicolor2_Blue_Strength = 0.51; //Default is 0.0
float Technicolor2_Brightness = 1.75; //Default is 1.0
float Technicolor2_Strength = 0.80; //Default is 1.0
float Technicolor2_Saturation = 0.20; //Default is 1.0
//Filmic Pass
float Strength = 0.85;
float Fade = 0.4;
float Contrast = 0.750;
float Bleach = 0.5;
float Linearization = 0.7;
float Saturation = -0.15;
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float BaseCurve = 1.1;
float BaseGamma = 0.98;
float EffectGamma = 0.97;
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
//###########################################################
//Do not edit under this line.
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 filmicToneMapping(vec3 color)
{
color = max(vec3(0.0), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
//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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Contrast);
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Bleach);
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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;
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);
// -- Original shader code
// 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;
PV1f.w = max(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 = max(PV1f.x, PV1f.w);
PS0f = R126f.z;
// 11
backupReg0f = R127f.x;
backupReg1f = R127f.z;
R127f.x = R126f.x + -(PS0f);
R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0);
PV1f.y = R123f.y;
R127f.z = backupReg0f + -(PS0f);
R125f.w = backupReg1f + -(PS0f);
// 12
R123f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
PV0f.x = R123f.x;
// 13
R0f.x = (mul_nonIEEE(R127f.x, PV0f.x) + R126f.z);
R0f.y = (mul_nonIEEE(R127f.z, PV0f.x) + R126f.z);
R0f.z = (mul_nonIEEE(R125f.w, PV0f.x) + R126f.z);
// -- End original shader code
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec3 color = (passPixelColor0.xyz);
color += bloom;
color = filmicToneMapping(color);
color = Technicolor2(color);
color = FilmPass(color);
color = LiftGammaGainPass(color);
color = VibrancePass(color);
passPixelColor0 = vec4(color, R0f.w);
}

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@ -1,715 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 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.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Crementif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.1
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30.
const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.35; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 8 // 0: disable, -1 to 9: enable.
// -1: disable, loss of bright detail/color but keep [0,1] intact
// 0: (Wii U) BotW original
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls / "Contrasty" Parameters
const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.00; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.00; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.0, 1.0); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
#define post_process 1
//----------------"BotW original" vibrance adjust-------------//
const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
//---------------------------------------------------------------//
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(0.980, 0.980, 0.980); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [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.
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.00; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 1.00; // [Default is 1.0]
const float Technicolor2_Saturation = 1.00; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
#define cmatrix 0
//Color Matrix
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
//Curves Contrast
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.0; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
#define dpxpass 1
//DPX
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
const mat3 RGB = mat3(
2.6714711726599600, -1.2672360578624100, -0.4109956021722270,
-1.0251070293466400, 1.9840911624108900, 0.0439502493584124,
0.0610009456429445, -0.2236707508128630, 1.1590210416706100
);
const mat3 XYZ = mat3(
0.5003033835433160, 0.3380975732227390, 0.1645897795458570,
0.2579688942747580, 0.6761952591447060, 0.0658358459823868,
0.0234517888692628, 0.1126992737203000, 0.8668396731242010
);
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
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;
}
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 BotWToneMap(vec3 color) {
float Lumn = getL601(color);
vec4 exptm = 1.0 - exp(-vec4(color, Lumn));
vec3 cpre = exptm.w / Lumn * color;
vec3 colorldr = mix(cpre, exptm.rgb, vec3(pow(exptm.w, 2.0)));//refine
return colorldr;
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
//ColorMatrix
vec3 ColorMatrixPass(vec3 inputColor)
{
vec3 color = inputColor;
const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue);
//color = mix(color, * (ColorMatrix, color), CM_Strength);
color *= mix(color, (ColorMatrix, color), CM_Strength);
return clamp(color, 0.0, 1. );
}
// Contrasty
vec3 BotWVibrance(vec3 color) {
float avg = (color.r + color.g + color.b) / 3.0;
float maxc = max(color.r, max(color.g, color.b));
float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0);
float weight = 1.0 + w * satFactor;
vec3 satcolor = mix(vec3(maxc), color, weight);
return satcolor;
}
vec3 ReshadeVibrance(vec3 color) {
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float luma = getL709(color);
float color_saturation = max_color - min_color; // The difference between the two is the saturation
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
vec3 Contrasty(vec3 fColour) {
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(Exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / Gamma));
fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting
return fColour;
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Filmic_Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//DPX
vec3 DPXPass(vec3 inputColor)
{
vec3 input = inputColor.rgb;
vec3 B = input;
B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast);
vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0)));
B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
float value = max(max(B.r, B.g), B.b);
vec3 color = B / value;
color = pow(abs(color), 1. / vec3(Colorfulness));
vec3 c0 = color * value;
c0 *= (XYZ, c0);
float luma = dot(c0, vec3(0.30, 0.59, 0.11));
c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
c0 *= (RGB, c0);
return mix(input, c0, DPX_Strength);
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
//Bloom
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
//HDR and LumaShapening
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
// Do not edit this
vec3 color = (passPixelColor0.xyz);
color += bloom;
//++++++++++++++++++++++++++++++++++
// Tonemapping
#if (Tone_map == -1)
color = clamp(color*Exposure, 0.0, 1.0);
#elif (Tone_map == 0)
color = BotWToneMap(color);
#elif (Tone_map == 1)
color = ReshadeToneMap(color);
#elif (Tone_map == 2)
color = linearToneMapping(color);
#elif (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#elif (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#elif (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#elif (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#elif (Tone_map == 7)
color = filmicToneMapping(color);
#elif (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#elif (tone_mapping == 9)
color = ACESFilm(color);
#endif
// Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range.
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
// Color matrix
#if (cmatrix == 1)
color = ColorMatrixPass(color);
#endif
// Post Processing
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (post_process == 0)
color = BotWVibrance(color);
#endif
#if (post_process == 1)
color = Contrasty(color);
#endif
#if (dpxpass == 1)
color = DPXPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,581 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 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.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 0 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 0 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 1 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 0 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [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.
#define vibpass 0 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 1.0; // [Default is 1.0]
const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
//Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure/(1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
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;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,581 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 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.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 1 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [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.
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 1.0; // [Default is 1.0]
const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
//Curves Contrast
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure/(1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
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;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,715 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 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.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.1
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30.
const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 0 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 1 // 0: disable, -1 to 9: enable.
// -1: disable, loss of bright detail/color but keep [0,1] intact
// 0: (Wii U) BotW original
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls / "Contrasty" Parameters
const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 0.810; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.00; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.0, 1.0); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
#define post_process 1
//----------------"BotW original" vibrance adjust-------------//
const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
//---------------------------------------------------------------//
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 4; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 0 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [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.
#define vibpass 0 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.00; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 1.00; // [Default is 1.0]
const float Technicolor2_Saturation = 1.00; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
#define cmatrix 0
//Color Matrix
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
//Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
#define dpxpass 0
//DPX
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
const mat3 RGB = mat3(
2.6714711726599600, -1.2672360578624100, -0.4109956021722270,
-1.0251070293466400, 1.9840911624108900, 0.0439502493584124,
0.0610009456429445, -0.2236707508128630, 1.1590210416706100
);
const mat3 XYZ = mat3(
0.5003033835433160, 0.3380975732227390, 0.1645897795458570,
0.2579688942747580, 0.6761952591447060, 0.0658358459823868,
0.0234517888692628, 0.1126992737203000, 0.8668396731242010
);
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
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;
}
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 BotWToneMap(vec3 color) {
float Lumn = getL601(color);
vec4 exptm = 1.0 - exp(-vec4(color, Lumn));
vec3 cpre = exptm.w / Lumn * color;
vec3 colorldr = mix(cpre, exptm.rgb, vec3(pow(exptm.w, 2.0)));//refine
return colorldr;
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
//ColorMatrix
vec3 ColorMatrixPass(vec3 inputColor)
{
vec3 color = inputColor;
const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue);
//color = mix(color, * (ColorMatrix, color), CM_Strength);
color *= mix(color, (ColorMatrix, color), CM_Strength);
return clamp(color, 0.0, 1. );
}
// Contrasty
vec3 BotWVibrance(vec3 color) {
float avg = (color.r + color.g + color.b) / 3.0;
float maxc = max(color.r, max(color.g, color.b));
float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0);
float weight = 1.0 + w * satFactor;
vec3 satcolor = mix(vec3(maxc), color, weight);
return satcolor;
}
vec3 ReshadeVibrance(vec3 color) {
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float luma = getL709(color);
float color_saturation = max_color - min_color; // The difference between the two is the saturation
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
vec3 Contrasty(vec3 fColour) {
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
fColour = clamp(Exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / Gamma));
fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting
return fColour;
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//DPX
vec3 DPXPass(vec3 inputColor)
{
vec3 input = inputColor.rgb;
vec3 B = input;
B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast);
vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0)));
B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
float value = max(max(B.r, B.g), B.b);
vec3 color = B / value;
color = pow(abs(color), 1. / vec3(Colorfulness));
vec3 c0 = color * value;
c0 *= (XYZ, c0);
float luma = dot(c0, vec3(0.30, 0.59, 0.11));
c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
c0 *= (RGB, c0);
return mix(input, c0, DPX_Strength);
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
//Bloom
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
//HDR and LumaShapening
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
// Do not edit this
vec3 color = (passPixelColor0.xyz);
color += bloom;
//++++++++++++++++++++++++++++++++++
// Tonemapping
#if (Tone_map == -1)
color = clamp(color*Exposure, 0.0, 1.0);
#elif (Tone_map == 0)
color = BotWToneMap(color);
#elif (Tone_map == 1)
color = ReshadeToneMap(color);
#elif (Tone_map == 2)
color = linearToneMapping(color);
#elif (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#elif (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#elif (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#elif (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#elif (Tone_map == 7)
color = filmicToneMapping(color);
#elif (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#elif (tone_mapping == 9)
color = ACESFilm(color);
#endif
// Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range.
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
// Color matrix
#if (cmatrix == 1)
color = ColorMatrixPass(color);
#endif
// Post Processing
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (post_process == 0)
color = BotWVibrance(color);
#endif
#if (post_process == 1)
color = Contrasty(color);
#endif
#if (dpxpass == 1)
color = DPXPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,632 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 1 //0: disable, 1: enable.
//BloomFactor
float bloomFactor = 0.3; //Default is 0.2 (rough estimate based on Switch)
#define HDRpassing 1 //0: disable, 1: enable.
//Fake High Dynamic Range
float HDRPower = 1.20; //0.0 to 8.0 Default 1.30.
float radius1 = 0.793; //0.0 to 8.0 Default 0.793
float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
//##########################################################
#define lumapassing 1 //0: disable, 1: enable.
//LumaShapening
float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//##########################################################
#define Tone_map 8
// 0 - Disable
// 1 - Reshade ToneMap
// 2 - Linear ToneMap
// 3 - Simple Reinhard ToneMap
// 4 - Luma-Based Reinhard ToneMap
// 5 - White-Preserving Luma-Based Reinhard ToneMap
// 6 - RomBinDaHouse ToneMap
// 7 - Filmic ToneMap
// 8 - Uncharted 2 ToneMap
// 9 - ACES Filmic
//##########################################################
//Reshade ToneMap Controls
float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
float Bleach = 0.1; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
// Color you want to Add or Remove, 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color.
vec3 FogColor = vec3(1.0, 1.0, 1.0);
float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
//##########################################################
#define blacknwhitepass 1 //0: disable, 1: enable.
//Levels Control
const int BlackPoint = 2; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
const int WhitePoint = 220; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
//##########################################################
#define lggpass 1 //0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.027, 1.035, 1.027); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.00, 1.10, 1.10); //[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.
//##########################################################
#define vibpass 1 //0: disable, 1: enable.
//VibrancePass
float Vibrance = 0.5; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
//##########################################################
#define Tech 1 //0: disable, 1: enable.
//Technicolor
float Power = 6.0; //[0.0 to 8.0][Default 4.0]
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3; //[0.0 to 1.0][Default 0.4]
//##########################################################
#define Techine 1 //0: disable, 1: enable.
//Technicolor2
float Technicolor2_Red_Strength = -0.12; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Brightness = 0.6; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
float Technicolor2_Strength = 1.0; //[Default is 1.0]
float Technicolor2_Saturation = 0.85; //[Default is 1.0]
//##########################################################
//Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.5; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
//##########################################################
#define Filmicpass 1 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Strength = 0.60; //[0.0 to 1.5][Default 0.85] Strength of the color curve altering.
const float Filmic_Contrast = 1.03; //[0.5 to 2.0][Default 1.0]
const float Fade = 0.1; //[0.0 to 0.6][Default 0.4] Decreases contrast to imitate faded image.
const float Linearization = 1.0; //[0.5 to 2.0][Default 0.5]
const float Filmic_Bleach = 0.0; //[-0.5 to 1.0][Default 0.0] More bleach means more contrasted and less colorful image.
const float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15]
const float BaseCurve = 1.5; //[0.0 to 2.0][Default 1.5]
const float BaseGamma = 1.00; //[0.7 to 2.0][Default 1.0]
const float EffectGamma = 0.68; //[0.0 to 2.0][Default 0.68]
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure/(1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(Gamma)); // Gamma
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;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,632 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//##########################################################
#define adjust_bloom 1 //0: disable, 1: enable.
//BloomFactor
float bloomFactor = 0.3; //Default is 0.2 (rough estimate based on Switch)
#define HDRpassing 1 //0: disable, 1: enable.
//Fake High Dynamic Range
float HDRPower = 1.15; //0.0 to 8.0 Default 1.30.
float radius1 = 0.793; //0.0 to 8.0 Default 0.793
float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
//##########################################################
#define lumapassing 1 //0: disable, 1: enable.
//LumaShapening
float sharp_strength = 0.45; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//##########################################################
#define Tone_map 8
// 0 - Disable
// 1 - Reshade ToneMap
// 2 - Linear ToneMap
// 3 - Simple Reinhard ToneMap
// 4 - Luma-Based Reinhard ToneMap
// 5 - White-Preserving Luma-Based Reinhard ToneMap
// 6 - RomBinDaHouse ToneMap
// 7 - Filmic ToneMap
// 8 - Uncharted 2 ToneMap
// 9 - ACES Filmic
//##########################################################
//Reshade ToneMap Controls
float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
float Bleach = 0.1; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
// Color you want to Add or Remove, 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color.
vec3 FogColor = vec3(1.0, 1.0, 1.0);
float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
//##########################################################
#define blacknwhitepass 1 //0: disable, 1: enable.
//Levels Control
const int BlackPoint = 5; //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black.
const int WhitePoint = 210; //[0 to 255] The new white point. Everything brighter than this becomes completely white.
//##########################################################
#define lggpass 1 //0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[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.
//##########################################################
#define vibpass 1 //0: disable, 1: enable.
//VibrancePass
float Vibrance = 0.45; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
//##########################################################
#define Tech 1 //0: disable, 1: enable.
//Technicolor
float Power = 6.0; //[0.0 to 8.0][Default 4.0]
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3; //[0.0 to 1.0][Default 0.4]
//##########################################################
#define Techine 1 //0: disable, 1: enable.
//Technicolor2
float Technicolor2_Red_Strength = -0.12; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Brightness = 0.4; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
float Technicolor2_Strength = 1.0; //[Default is 1.0]
float Technicolor2_Saturation = 0.90; //[Default is 1.0]
//##########################################################
//Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.5; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
//##########################################################
#define Filmicpass 1 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Strength = 0.60; //[0.0 to 1.5][Default 0.85] Strength of the color curve altering.
const float Filmic_Contrast = 1.03; //[0.5 to 2.0][Default 1.0]
const float Fade = 0.1; //[0.0 to 0.6][Default 0.4] Decreases contrast to imitate faded image.
const float Linearization = 1.0; //[0.5 to 2.0][Default 0.5]
const float Filmic_Bleach = 0.0; //[-0.5 to 1.0][Default 0.0] More bleach means more contrasted and less colorful image.
const float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15]
const float BaseCurve = 1.5; //[0.0 to 2.0][Default 1.5]
const float BaseGamma = 1.00; //[0.7 to 2.0][Default 1.0]
const float EffectGamma = 0.68; //[0.0 to 2.0][Default 0.68]
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure/(1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(Gamma)); // Gamma
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;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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@ -1,82 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// This is based on the work of the following people:
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
//
// The idea was to modify the Clarity GFX to keep the games as close as
// possible to the original, only adding lumasharpening (since Reshade has bugs with the inventory in full screen).
// Enjoy!
//LumaSharpening
const float sharp_strength = 1.70; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//LumaSharpening
#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 ]
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
return sharp_luma;
}
void main()
{
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
vec3 color = (passPixelColor0.xyz);
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 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.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//The Complaining Gamer Preset
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.33; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.020; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 8 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [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.
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 1 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 0.40; // [Default is 1.0]
const float Technicolor2_Saturation = 0.51; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
//Curves Contrast
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
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;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//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;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// 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;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//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);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//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 ]
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
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()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}