From bf7fcd614bb17a0b6edfe3282fc5a8cf8680f2a0 Mon Sep 17 00:00:00 2001 From: Jamie Date: Wed, 24 Jan 2018 18:08:08 -0800 Subject: [PATCH] Clarity Updated Clarity, merged all presets into one shader. Folder just there for time being. --- .../37040a485a29d54e_00000000000003c9_ps.txt | 845 +++++++++-- ...D_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...st37040a485a29d54e_00000000000003c9_ps.txt | 0 ...z_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...d_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...l_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...e_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...p_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...y_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...d54e_00000000000003c9_ps_ Color Edited.txt | 1262 ++++++++--------- ..._37040a485a29d54e_00000000000003c9_ps_.txt | 0 ...n_37040a485a29d54e_00000000000003c9_ps.txt | 0 ...t_37040a485a29d54e_00000000000003c9_ps.txt | 0 .../Usage_Instructions.txt | 4 +- 14 files changed, 1392 insertions(+), 719 deletions(-) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets/Jamie (test presets) => Presets-Old Do not use/Jamie}/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets/Jamie (test presets) => Presets-Old Do not use/Jamie}/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Preset_Clarity/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Preset_Clarity/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Preset_Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_ Color Edited.txt (96%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt (100%) rename Enhancement/BreathOfTheWild_Clarity/{Presets => Presets-Old Do not use}/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt (100%) diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index c15830bd..710461be 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -1,39 +1,42 @@ #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 Preset 3 // 0 - 8: + // User Defined 0 + // Bruz Option 1 + // BSOD Option 2 + // Clarity Option 3 (Jamie Default) + // Contrasty Option 4 + // Serfrost Option 5 + // Sharpen Only Option 6 + // The Complaning Gamer Option 7 + // Fillmic Preset Option 8 (kinda broken atm will fix) +//########################################################## +#if (Preset == 0) +// User Defined //########################################################## #define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor -const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch) +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. +#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." +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 = 0.65; //[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 +#define lumapassing 0 // 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 + //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. +#define Tone_map 0 // 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 @@ -43,27 +46,33 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia // filmicToneMapping Option 7 // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 -// Reshade ToneMap Controls -const float Exposure = 1.17; // [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." +// 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 blacknwhitepass 0 // 0: disable, 1: enable. +#define post_process 0 +//----------------"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. +#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. + // Note that a value of 1.0 is a neutral setting that leave the color unchanged. -#define vibpass 1 // 0: disable, 1: enable. +#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."; @@ -76,20 +85,27 @@ float Strength = 0.20; // Min 0.0 Max 1.0 Defaul #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." +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. +#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_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 @@ -100,11 +116,548 @@ const float Linearization = 0.5; // min 0.5 max 2.0 Defaul 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; //########################################################### - //Do not edit under this line. - +//Presets +#elif (Preset == 1) + #define adjust_bloom 1 + const float bloomFactor = 0.30; + #define HDRpassing 1 + float HDRPower = 1.15; + float radius1 = 0.793; + float radius2 = 0.87; + #define lumapassing 1 + float sharp_strength = 0.65; + float sharp_clamp = 0.035; + float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.17; + const float Bleach = 0.4; + const float Gamma = 1.00; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 0 + const float satFactor = 0.25; + #define blacknwhitepass 1 + const int BlackPoint = 15; + const int WhitePoint = 200; + #define lggpass 1 + vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); + vec3 RGB_Gamma = vec3(1.0, 1.0, 1.1); + vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); + #define vibpass 0 + const float Vibrance = 0.150; + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); + #define Tech 1 + const float Power = 8.0; + vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); + float Strength = 0.30; + #define Techine 1 + float Technicolor2_Red_Strength = 0.35; + float Technicolor2_Green_Strength = 0.35; + float Technicolor2_Blue_Strength = 0.35; + float Technicolor2_Brightness = 1.0; + float Technicolor2_Strength = 1.0; + float Technicolor2_Saturation = 1.0; + #define cmatrix 0 + 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; + #define CurvesPss 0 + const float Contrast = 0.65; + #define Filmicpass 1 + const float Filmic_Strength = 0.60; + const float Filmic_Contrast = 1.03; + const float Fade = 0.0; + const float Linearization = 1.0; + const float Filmic_Bleach = 0.0; + const float Saturation = -0.15; + const float BaseCurve = 1.5; + const float BaseGamma = 1.0; + const float EffectGamma = 0.68; + #define dpxpass 0 + 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; +#elif (Preset == 2) + #define adjust_bloom 1 + const float bloomFactor = 0.20; + #define HDRpassing 1 + const float HDRPower = 1.015; + const float radius1 = 0.793; + const float radius2 = 0.87; + #define lumapassing 1 + const float sharp_strength = 0.25; + const float sharp_clamp = 0.085; + const float offset_bias = 1.0; + #define Tone_map 1 + const float Exposure = 1.00; + const float Bleach = 0.3; + const float Gamma = 1.13; + const float defog = 0.004; + vec3 FogColor = vec3(1.0, 1.5, 1.7); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 0 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 16; + const int WhitePoint = 235; + #define lggpass 1 + vec3 RGB_Lift = vec3(1.05, 1.05, 1.05); + vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70); + vec3 RGB_Gain = vec3(1.05, 1.05, 1.05); + #define vibpass 1 + 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 = 0.000; + const float Technicolor2_Green_Strength = 0.000; + const float Technicolor2_Blue_Strength = 0.000; + const float Technicolor2_Brightness = 1.0; + const float Technicolor2_Strength = 0.40; + const float Technicolor2_Saturation = 0.70; + #define cmatrix 0 + 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; + #define CurvesPss 1 + const float Contrast = 0.65; + #define Filmicpass 0 + 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 = 0.5; + const float BaseCurve = 1.5; + const float BaseGamma = 1.00; + const float EffectGamma = 0.68; + #define dpxpass 0 + 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; +#elif (Preset == 3) + const float bloomFactor = 0.020; + #define HDRpassing 1 + const float HDRPower = 1.00; + const float radius1 = 1.00; + const float radius2 = 0.80; + #define lumapassing 1 + const float sharp_strength = 0.35; + const float sharp_clamp = 0.85; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.17; + const float Bleach = 0.4; + const float Gamma = 1.00; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 1 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 16; + const int WhitePoint = 235; + #define lggpass 1 + vec3 RGB_Lift = vec3(0.980, 0.980, 0.980); + 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 = 0.150; + 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 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); + vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); + float CM_Strength = 1.0; + #define CurvesPss 1 + const float Contrast = 0.65; + #define Filmicpass 0 + 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 = 0.5; + 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; + float DPX_Saturation = 3.0; + float Colorfulness = 2.5; + float DPX_Strength = 0.20; +#elif (Preset == 4) + #define adjust_bloom 1 + const float bloomFactor = 0.020; + #define HDRpassing 0 + const float HDRPower = 1.00; + const float radius1 = 1.00; + const float radius2 = 0.80; + #define lumapassing 0 + const float sharp_strength = 0.35; + const float sharp_clamp = 0.85; + const float offset_bias = 1.0; + #define Tone_map 1 + const float Exposure = 1.17; + const float Bleach = 0.3; + const float Gamma = 0.810; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 1 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 16; + const int WhitePoint = 235; + #define lggpass 0 + vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); + #define vibpass 0 + 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 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); + vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); + float CM_Strength = 1.0; + #define CurvesPss 1 + const float Contrast = 0.65; + #define Filmicpass 0 + 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 = 0.5; + const float BaseCurve = 1.5; + const float BaseGamma = 1.00; + const float EffectGamma = 0.68; + #define dpxpass 0 + 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; +#elif (Preset == 5) + #define adjust_bloom 1 + const float bloomFactor = 0.30; + #define HDRpassing 1 + const float HDRPower = 1.20; + const float radius1 = 0.793; + const float radius2 = 0.87; + #define lumapassing 1 + const float sharp_strength = 0.45; + const float sharp_clamp = 0.85; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.17; + const float Bleach = 0.4; + const float Gamma = 1.00; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 0 + const float satFactor = 0.25; + #define blacknwhitepass 1 + const int BlackPoint = 2; + const int WhitePoint = 220; + #define lggpass 1 + vec3 RGB_Lift = vec3(1.027, 1.035, 1.027); + vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); + vec3 RGB_Gain = vec3(1.000, 1.10, 1.10); + #define vibpass 1 + const float Vibrance = 0.5; + vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); + #define Tech 1 + const float Power = 6.0; + vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); + float Strength = 0.30; + #define Techine 1 + float Technicolor2_Red_Strength = -0.12; + float Technicolor2_Green_Strength = -0.25; + float Technicolor2_Blue_Strength = -0.15; + float Technicolor2_Brightness = 0.6; + float Technicolor2_Strength = 1.0; + float Technicolor2_Saturation = 0.85; + #define cmatrix 0 + 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; + #define CurvesPss 1 + const float Contrast = 0.65; + #define Filmicpass 1 + const float Filmic_Contrast = 1.03; + const float Filmic_Bleach = 0.0; + const float Saturation = -0.35; + const float Filmic_Strength = 0.60; + const float Fade = 0.1; + const float Linearization = 1.0; + const float BaseCurve = 1.5; + const float BaseGamma = 1.00; + const float EffectGamma = 0.68; + #define dpxpass 0 + 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; +#elif (Preset == 6) + #define adjust_bloom 0 + const float bloomFactor = 0.20; + #define HDRpassing 0 + const float HDRPower = 1.00; + const float radius1 = 1.00; + const float radius2 = 0.80; + #define lumapassing 1 + const float sharp_strength = 1.70; + const float sharp_clamp = 0.35; + const float offset_bias = 1.0; + #define Tone_map 0 + const float Exposure = 1.17; + const float Bleach = 0.4; + const float Gamma = 1.00; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 0 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 16; + const int WhitePoint = 235; + #define lggpass 0 + vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); + #define vibpass 0 + 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 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); + vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); + float CM_Strength = 1.0; + #define CurvesPss 1 + const float Contrast = 0.65; + #define Filmicpass 0 + 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 = 0.5; + const float BaseCurve = 1.5; + const float BaseGamma = 1.00; + const float EffectGamma = 0.68; + #define dpxpass 0 + 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; +#elif (Preset == 7) + #define adjust_bloom 1 + const float bloomFactor = 0.33; + #define HDRpassing 1 + const float HDRPower = 1.020; + const float radius1 = 0.793; + const float radius2 = 0.87; + #define lumapassing 1 + const float sharp_strength = 0.25; + const float sharp_clamp = 0.85; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.17; + const float Bleach = 0.4; + const float Gamma = 1.00; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 0 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 16; + const int WhitePoint = 235; + #define lggpass 1 + vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); + vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600); + vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); + #define vibpass 1 + 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 = 0.000; + const float Technicolor2_Green_Strength = 0.000; + const float Technicolor2_Blue_Strength = 0.000; + const float Technicolor2_Brightness = 1.0; + const float Technicolor2_Strength = 0.40; + const float Technicolor2_Saturation = 0.51; + #define cmatrix 0 + 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; + #define CurvesPss 1 + const float Contrast = 0.65; + #define Filmicpass 0 + 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 = 0.5; + const float BaseCurve = 1.5; + const float BaseGamma = 1.00; + const float EffectGamma = 0.68; + #define dpxpass 0 + 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; +#elif (Preset == 8) + const float bloomFactor = 0.17; + #define HDRpassing 1 + const float HDRPower = 3.040; + const float radius1 = 1.00; + const float radius2 = 0.80; + #define lumapassing 1 + const float sharp_strength = 0.25; + const float sharp_clamp = 0.85; + const float offset_bias = 1.0; + #define Tone_map 8 + const float Exposure = 1.17; + const float Bleach = 0.4; + const float Gamma = 1.00; + const float defog = 0.00; + vec3 FogColor = vec3(1.0, 1.0, 1.0); + const float sat = 0.000; + const float crushContrast = 0.000; + #define post_process 1 + const float satFactor = 0.25; + #define blacknwhitepass 0 + const int BlackPoint = 16; + const int WhitePoint = 235; + #define lggpass 1 + vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); + 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; + 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 cmatrix 0 + 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; + #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 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 + 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; +#endif +//########################################################### uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. @@ -125,7 +678,7 @@ vec3 linearToneMapping(vec3 color) vec3 simpleReinhardToneMapping(vec3 color) { float exposure = 1.5; - color *= exposure/(1. + color / exposure); + color *= exposure / (1. + color / exposure); color = pow(color, vec3(1. / Gamma)); return color; } @@ -151,7 +704,7 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) vec3 RomBinDaHouseToneMapping(vec3 color) { - color = exp( -1.0 / ( 2.72*color + 0.15 ) ); + color = exp(-1.0 / (2.72*color + 0.15)); color = pow(color, vec3(1. / Gamma)); return color; } @@ -178,7 +731,7 @@ vec3 Uncharted2ToneMapping(vec3 color) 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; + return color; } vec3 ReshadeToneMap(vec3 inputColor) { @@ -186,7 +739,7 @@ vec3 ReshadeToneMap(vec3 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); @@ -208,9 +761,21 @@ vec3 ReshadeToneMap(vec3 inputColor) { 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); @@ -265,7 +830,7 @@ vec3 Technicolor2(vec3 inputColor) { //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); @@ -285,6 +850,46 @@ vec3 TechnicolorPass(vec3 color) 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) { @@ -299,7 +904,7 @@ vec3 LevelsPass(vec3 inputColor) { //FilmPass vec3 FilmPass(vec3 inputColor) { - + vec3 B = inputColor.rgb; vec3 G = B; vec3 H = vec3(0.01); @@ -314,9 +919,9 @@ vec3 FilmPass(vec3 inputColor) { B = pow(B, 1.0 / vec3(BaseGamma)); - float RedCurve = 1.0; - float GreenCurve = 1.0; - float BlueCurve = 1.0; + float RedCurve = 1.0; + float GreenCurve = 1.0; + float BlueCurve = 1.0; float a = RedCurve; float b = GreenCurve; float c = BlueCurve; @@ -338,9 +943,9 @@ vec3 FilmPass(vec3 inputColor) { vec3 Di = 1.0 - D; D = mix(D, Di, Filmic_Bleach); - float EffectGammaR = 1.0; - float EffectGammaG = 1.0; - float EffectGammaB = 1.0; + 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); @@ -360,7 +965,7 @@ vec3 FilmPass(vec3 inputColor) { else C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b; - vec3 F = mix(B, C, Strength); + vec3 F = mix(B, C, Filmic_Strength); F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v); @@ -396,6 +1001,39 @@ vec3 FilmPass(vec3 inputColor) { return Fn; } +//DPX +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 +); +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) @@ -429,7 +1067,7 @@ vec3 VibrancePass(vec3 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 + // 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)))); @@ -466,7 +1104,7 @@ float lumasharping(sampler2D tex, vec2 pos) { // -- Calculate the sharpening -- vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image - // -- Adjust strength of the sharpening and clamp it-- + // -- 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 @@ -513,10 +1151,13 @@ vec3 HDRPass(sampler2D tex, vec2 pos) { 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 @@ -527,44 +1168,64 @@ void main() 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 -#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); + + // 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 @@ -578,4 +1239,16 @@ void main() color = VibrancePass(color); #endif passPixelColor0 = vec4(color, passParameterSem0.w); -} \ No newline at end of file +} +//########################################################## +// 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 2.2 Final +// Add 1.4.0 support \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/BSOD/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_BRUZ_Latest37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Bruz/Preset_Bruz_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/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 similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Jamie (test presets)/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Jamie/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/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 similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Preset_Clarity/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Clarity_Template_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/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 similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Preset_Clarity/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Clarity/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/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 similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Preset_Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Preset_Contrasty/Preset_Contrasty_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/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 similarity index 96% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_ Color Edited.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_ Color Edited.txt index 089415c2..b8208ac5 100644 --- a/Enhancement/BreathOfTheWild_Clarity/Presets/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 @@ -1,632 +1,632 @@ -#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); +#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/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Serfrost/Preset_Serfrost_37040a485a29d54e_00000000000003c9_ps_.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/Sharpen/Preset_Sharpen_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Presets/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt similarity index 100% rename from Enhancement/BreathOfTheWild_Clarity/Presets/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt rename to Enhancement/BreathOfTheWild_Clarity/Presets-Old Do not use/TGC/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_Clarity/Usage_Instructions.txt b/Enhancement/BreathOfTheWild_Clarity/Usage_Instructions.txt index 03375bba..1680cc80 100644 --- a/Enhancement/BreathOfTheWild_Clarity/Usage_Instructions.txt +++ b/Enhancement/BreathOfTheWild_Clarity/Usage_Instructions.txt @@ -1,8 +1,8 @@ ============================================ -1. Open the Preset folder and then open a preset of your choice in a text editor. Copy the text. +1. Open the 37040a485a29d54e_00000000000003c9_ps -2. Go back to the main folder and open the original [shaderID_ps.txt] then replace the all of the text. Save. +2. Pick preset or make your own. 3. Enable the pack in Cemu in order to test the preset.