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[BotW] contrasty with option to only adjust bloom
the side-effect of current high res bloom, is that it's too concentrated, thus the option for ppl(me :P) who want to only adjust bloom. simply change #define only_adjustbloom to 1 to use this option
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@ -4,23 +4,21 @@
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// Contrasty + Adjustable Bloom
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// Contrasty + Adjustable Bloom
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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//----------------------------settings-------------------------------------
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#define tone_mapping 0
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#define tone_mapping 0
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//0 is game original, 1 is ACES Filmic, 2 is from SweetFX
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//0 is game original, 1 is ACES Filmic, 2 is from SweetFX, -1 disable (not recommended).
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#define only_adjustbloom 0
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//0 false, 1 true: all features except 'adjustable bloom' in contrasty will be disabled. -1 disable all of the contrasty.
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/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */
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const float bloomFactor = 0.4; // 1.0 is neutral
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const float bloomFactor = 0.4; // 1.0 is neutral
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const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
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const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 1.17; // 1.0 is neutral
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const float exposure = 1.17; // 1.0 is neutral
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const float vibrance = 0.008; // 0.0 is neutral
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const float vibrance = 0.008; // 0.0 is neutral
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const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
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//Uncomment below and in body to scale 16-235 not recommended */
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//--------------------------------------------------------------------------
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/*
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const float floor = 16.0 / 255;
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const float scale = 255.0/(235.0-16.0);
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*/
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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@ -57,17 +55,18 @@ vec3 cubeMapSTM;
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int cubeMapFaceId;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f = passParameterSem0;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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#if (only_adjustbloom == (0||1))
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R1f *= bloomFactor;
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R1f *= bloomFactor;
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#endif
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R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
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// 0
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// 0
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R126f.x = R1f.x + R0f.x;
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R126f.x = R1f.x + R0f.x;
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R127f.y = R1f.y + R0f.y;
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R127f.y = R1f.y + R0f.y;
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R126f.z = R1f.z + R0f.z;
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R126f.z = R1f.z + R0f.z;
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PV0f.xyz = vec3(R126f.x,R127f.y,R126f.z);
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R125f.w = 1.0;
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R125f.w = 1.0;
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#if (only_adjustbloom == 0)
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//Color Tweak
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//Color Tweak
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vec3 fColour = vec3(R126f.x, R127f.y, R126f.z);
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vec3 fColour = vec3(R126f.x, R127f.y, R126f.z);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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@ -80,13 +79,14 @@ float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx)/2.0);
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vec3 lightness = vec3((mn + mx)/2.0);
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// vibrance
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
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#if (tone_mapping == 0)
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R126f.x = fColour.x;
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R126f.x = fColour.x;
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R127f.y = fColour.y;
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R127f.y = fColour.y;
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R126f.z = fColour.z;
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R126f.z = fColour.z;
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PV0f.xyz = fColour;
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PV0f.xyz = fColour;
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#endif
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#if (tone_mapping == 0)
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// 1
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// 1
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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PV1f.x = tempf.x;
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PV1f.x = tempf.x;
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@ -173,18 +173,17 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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#endif
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#endif
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#if (tone_mapping == 1)
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#if (tone_mapping == 1)
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R0f.xyz = fColour * intBitsToFloat(0x3f2aaaab);
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R0f.xyz = PV0f * intBitsToFloat(0x3f2aaaab);
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R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14);
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R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14);
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R0f.xyz = clamp(R0f.xyz,0.0,1.0);
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R0f.xyz = clamp(R0f.xyz,0.0,1.0);
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#endif
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#endif
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#if (tone_mapping == 2)
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#if (tone_mapping == 2)
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//dummy
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//dummy
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const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors
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const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors
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const float Bleach = 0.0;
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const float Bleach = 0.0;
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vec3 color = fColour;
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vec3 color = PV0f;
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color *= intBitsToFloat(0x3f2aaaab); // Exposure
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color *= intBitsToFloat(0x3f2aaaab); // Exposure
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const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c));
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const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c));
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float lum = dot(coefLuma, color);
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float lum = dot(coefLuma, color);
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