diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 745d155d..c3fa5710 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -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; diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index e1292bb3..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index ad2986d8..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index 6a26fd4b..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index b22bb74a..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index 49b6a533..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index c458faa9..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index 5077cfbb..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index c41a35bb..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_ Color Edited.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_ Color Edited.txt deleted file mode 100644 index b8208ac5..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_ Color Edited.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt deleted file mode 100644 index 7ee9f5fd..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index 012adbe6..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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); -} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt deleted file mode 100644 index 9bab0b3a..00000000 --- a/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt +++ /dev/null @@ -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 = 0.33; // 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); -} \ No newline at end of file