From b9165797f717718888cc6ba92f68e94197c2235e Mon Sep 17 00:00:00 2001 From: Jamie Date: Sun, 29 Oct 2017 21:47:18 -0700 Subject: [PATCH] ClarityGFX Added FakeHDR as an optional Shader. Thank you to Kiri and Navras for some guidence. --- .../BreathOfTheWild_ClarityGFX/ReadME.txt | 11 + ...59e2149449_00000000000003c9_ps.txt.FakeHDR | 265 ++++++++++++++++++ 2 files changed, 276 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt create mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt b/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt new file mode 100644 index 00000000..63c7b76f --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt @@ -0,0 +1,11 @@ +There is currently 3 releases of Clarity in this pack, +The default is with No lumasharpening or HDR. +The second titled.lumasharpening is the same file as above but with lumashapening. +The third FakeHDR is the same but with Faked HDR + + You cannot Enable all 3 packs at once , so you need to rename the file by removing the ending extention .lumasharpening + or FakeHDR . The Origional File I would back upto its name.txt.origional case you want to revert for any reason. + + Please Note sword effect's are slightly off in Faked HDR .. Looking for a solution. + lumasharpening and FakeHDR were Brought over from SweetFX, Reshade to be used as a 1- pass shader .. They cannot be enabled + or used at the same time.. \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR new file mode 100644 index 00000000..a6e5e8da --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR @@ -0,0 +1,265 @@ +#version 420 +#extension GL_ARB_texture_gather : enable + +// shader bd8bba59e2149449 + +// Possible problems +// Being below 1.3.0 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. + +// Changelog V0.1 +// Changed from shader f14bb_ps.txt to bd8bb_ps.txt + +// Credit to NAVras for merging to a better shader. +// Credit to getdls for adding exposure & Original Contrasty. + +// Clarity GFX +// Credit to Jamie for main coding. +// Credit to Kiri coding & Reshade logic. +// Credit to Serfrost for preset values. +// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 + +// Changelog v0.5 + +//########################################################## + +// Contrast, saturation, Gamma. + +//Adjustable Values: +const float gamma = 1.00; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work +const float bloomFactor = 0.7; // 1.0 is neutral +const float brt = 1.0; +const float con = 0.75; +const float sat = 0.0; +//Luma Values for changing color. Machinima tool mostly. +const float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. +const float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. +const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. +//----------------------------------------------------------- + +//End of adjustable values + +//########################################################### + +//Do not edit under this line. + +const float exposure = 0.00; +const float Bleach = 0.0; + +const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; + +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; } + +//----------------------------------------------------------- +// Based on CeeJay.dk's original GLSL/HLSL. +//----------------------------------------------------------- + +vec3 TonemapPass(vec3 inputColor) { + vec3 color = inputColor; + color *= pow(2.0f, exposure); // 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; +} + +vec3 brightnessContrast(vec3 color, float brt, float con){ + return (color - 0.5) * con + 0.5 + brt; +} + +//Fake High Dynamic Range. +#define HDRPower 1.30 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." +#define radius1 0.793 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." +#define radius2 0.87 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." + +vec3 HDRPass(sampler2D tex, vec2 pos){ + vec4 colorInput = texture(tex, pos); + vec3 color = colorInput.rgb; + + vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 1.5, 1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 0.0, -2.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 0.0, 2.5) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1).rgb; + bloom_sum1 += texture(tex, pos + vec2( 2.5, 0.0) * radius1).rgb; + + bloom_sum1 *= 0.005; + + vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 1.5, 1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 0.0, -2.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 0.0, 2.5) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2).rgb; + bloom_sum2 += texture(tex, pos + vec2( 2.5, 0.0) * radius2).rgb; + + bloom_sum2 *= 0.010; + + float dist = radius1 - radius2; + vec3 HDR = (colorInput.rgb + (bloom_sum2 - bloom_sum1)) * dist; + + vec3 blend = HDR + colorInput.rgb; + colorInput.rgb = pow(abs(blend), vec3(abs(HDRPower)) + HDR); + + return clamp(colorInput.rgb, 0.0,1.0); +} + +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; +R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +R1f.xyz *= bloomFactor; +R0f.xyz = HDRPass(textureUnitPS1, R0f.xy); +// 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; +R126f.y = max(PV0f.x, PV0f.z); +PV1f.w = min(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 = min(PV1f.x, PV1f.w); +PS0f = R126f.z; +// 11 +backupReg0f = R127f.x; +backupReg1f = R127f.z; +R127f.x = max(R126f.x, R126f.y); +PV1f.x = R127f.x; +R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); +PV1f.y = R123f.y; +R127f.z = backupReg0f + -(PS0f); +R125f.w = R126f.x + -(PS0f); +R126f.y = backupReg1f + -(PS0f); +PS1f = R126f.y; +// 12 +R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); +PV0f.x = R126f.x; +PV0f.y = -(R126f.z) + PV1f.x; +// 13 +R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x); +PV1f.w = R123f.w; +// 14 +R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w); +R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w); +R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); + +passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); + +vec3 color = (passPixelColor0.xyz); +color = TonemapPass(color); +const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); +vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); +vec3 brtColor = color * brt; +vec3 intensity = vec3(dot(color, LumCoeff)); +vec3 satColor = mix(intensity, color, 1.); +vec3 conColor = mix(AvgLumin, satColor, con); +passPixelColor0 = vec4(conColor, R0f.w); +} \ No newline at end of file