Clarity Adoption to Splatoon Work in Progress.
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Jamie 2017-12-24 15:32:25 -08:00
parent 886bb519c6
commit c9aafce686
4 changed files with 1923 additions and 0 deletions

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#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
// Possible problems
// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support
//The Complaining Gamer Preset
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
const float bloomFactor = 0.33; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
const float HDRPower = 1.020; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 8 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
#define vibpass 1 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 1 // 0: disable, 1: enable.
//Technicolor2
const float Technicolor2_Red_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 0.40; // [Default is 1.0]
const float Technicolor2_Saturation = 0.51; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
//Curves Contrast
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
//###########################################################
//Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
//ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
color = pow(color, vec3(1. / Gamma));
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(1. / Gamma)); // Gamma
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
vec3 A2 = Bleach * color;
vec3 result1 = 2.0f * color * lum;
vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
vec3 newColor = mix(result1, result2, L);
vec3 mixRGB = A2 * newColor;
color += ((1.0f - A2) * mixRGB);
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
vec3 diffcolor = color - middlegray;
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
return color;
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
color *= Exposure;
float Lumn = getL709(color);
vec4 tm = vec4(color, Lumn);
tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
vec3 cpre = tm.w / Lumn * color;
vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
return colorldr;
}
//Curves
vec3 CurvesPass(vec3 inputColor) {
vec3 colorInput = inputColor;
float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
vec3 color = x; //if the curve should be applied to both Luma and Chroma
colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
return colorInput;
}
//TECHNICOLOR2
vec3 Technicolor2(vec3 inputColor) {
vec3 color = inputColor;
vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
vec3 source = color;
vec3 temp = 1.0 - source;
vec3 target = temp.grg;
vec3 target2 = temp.bbr;
vec3 temp2 = source * target;
temp2 *= target2;
temp = temp2 * Color_Strength;
temp2 *= Technicolor2_Brightness;
target = temp.grg;
target2 = temp.bbr;
temp = source - target;
temp += temp2;
temp2 = temp - target2;
color = mix(source, temp2, Technicolor2_Strength);
color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
return color;
}
//Technicolor
vec3 TechnicolorPass(vec3 color)
{
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// Levels
vec3 LevelsPass(vec3 inputColor) {
float black_point_float = BlackPoint / 255.0;
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
vec3 color = inputColor;
color = color * white_point_float - (black_point_float * white_point_float);
return color;
}
//FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Filmic_Contrast);
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Filmic_Bleach);
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Filmic_Strength);
return Fn;
}
//Lift Gamma Gain
vec3 LiftGammaGainPass(vec3 colorInput)
{
// -- Get input --
vec3 color = colorInput;
// -- Lift --
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
// -- Gain --
color *= RGB_Gain;
// -- Gamma --
color = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output --
return clamp(color, 0.0, 1.0);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//LumaShapening
#define px (1.0/1280.0*uf_fragCoordScale.x)
#define py (1.0/720.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
vec3 ori = colorInput.rgb;
// -- Combining the strength and luma multipliers --
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
return sharp_luma;
}
//Fake High Dynamic Range.
vec3 HDRPass(sampler2D tex, vec2 pos) {
vec3 color = texture(tex, pos).rgb;
vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 *= 0.005;
vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
vec3 blend = HDR + color;
color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;
return color;
}
void main()
{
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, passParameterSem0.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 362996925fba8945
// SplatFx
#define adjust_bloom 0 // 0: disable, 1: enable.
// BloomFactor
const float bloomFactor = 1.0; // Default is 1.0
#define HDRpassing 1 // 0: disable, 1: enable.
// Fake High Dynamic Range.
const float HDRPower = 1.30; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
// LumaShapening
const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 0 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 0 // 0: disable, 1: enable.
// Lift Gamma Gain
vec3 RGB_Lift = vec3( 1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3( 1.000, 1.00, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3( 1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
#define vibpass 0 // 0: disable, 1: enable.
// VibrancePass
uniform float Vibrance = 1.000; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0
// Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
// To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
#define Techine 0 // 0: disable, 1: enable.
// Technicolor2
const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 0.0; // Default is 1.0
const float Technicolor2_Saturation = 1.00; // Default is 1.0
// Curves / Filmic Pass Contrast
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.750;
// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
#define Filmicpass 0 // 0: disable, 1: enable.
// Filmic Pass
const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.5; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
//###########################################################
// Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 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 sampler3D textureUnitPS1;// Tex1 addr 0x1eb61800 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x8) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
// ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
vec3 A2 = Bleach * color;
vec3 result1 = 2.0f * color * lum;
vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
vec3 newColor = mix(result1, result2, L);
vec3 mixRGB = A2 * newColor;
color += ((1.0f - A2) * mixRGB);
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
vec3 diffcolor = color - middlegray;
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
return color;
}
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)
{
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// Levels
vec3 LevelsPass(vec3 inputColor) {
float black_point_float = BlackPoint / 255.0;
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
vec3 color = inputColor;
color = color * white_point_float - (black_point_float * white_point_float);
return color;
}
// FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Contrast);
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Bleach);
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Strength);
return Fn;
}
//Lift Gamma Gain
vec3 LiftGammaGainPass(vec3 colorInput)
{
// -- Get input --
vec3 color = colorInput;
// -- Lift --
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
// -- Gain --
color *= RGB_Gain;
// -- Gamma --
color = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output --
return clamp(color, 0.0, 1.0);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//LumaShapening
#define px (1.0/1280.0*uf_fragCoordScale.x)
#define py (1.0/720.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
vec3 ori = colorInput.rgb;
// -- Combining the strength and luma multipliers --
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
return sharp_luma;
}
//Fake High Dynamic Range.
vec3 HDRPass(sampler2D tex, vec2 pos) {
vec3 color = texture(tex, pos).rgb;
vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 *= 0.005;
vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
vec3 blend = HDR + color;
color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;
return color;
}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = 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 = passParameterSem1;
R2f.xyzw = (texture(textureUnitPS2, R1f.xy).xyzw);
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
// 0
R127f.x = mul_nonIEEE(R0f.w, R2f.x);
PV0f.x = R127f.x;
R127f.y = mul_nonIEEE(R0f.w, R2f.y);
PV0f.y = R127f.y;
R127f.z = mul_nonIEEE(R0f.w, R2f.z);
PV0f.z = R127f.z;
R0f.w = R2f.w;
// 1
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
tempf.x = clamp(tempf.x, 0.0, 1.0);
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
// 2
PV0f.x = -(PV1f.x) + 1.0;
// 3
backupReg0f = R127f.y;
R127f.y = (mul_nonIEEE(R1f.z,PV0f.x) + R127f.z);
PV1f.y = R127f.y;
R126f.z = (mul_nonIEEE(R1f.y,PV0f.x) + backupReg0f);
PV1f.z = R126f.z;
R127f.w = (mul_nonIEEE(R1f.x,PV0f.x) + R127f.x);
PV1f.w = R127f.w;
// 4
PV0f.x = PV1f.w * intBitsToFloat(0x40c66666);
R127f.z = PV1f.y * intBitsToFloat(0x40c66666);
PV0f.z = R127f.z;
PV0f.w = PV1f.z * intBitsToFloat(0x40c66666);
// 5
PV1f.x = PV0f.w + intBitsToFloat(0x3fd9999a);
PV1f.y = PV0f.x + intBitsToFloat(0x3fd9999a);
PV1f.z = PV0f.x + 0.5;
PV1f.w = PV0f.z + intBitsToFloat(0x3fd9999a);
R125f.z = PV0f.w + 0.5;
PS1f = R125f.z;
// 6
R126f.x = (mul_nonIEEE(R127f.y,PV1f.w) + intBitsToFloat(0x3d75c28f));
R126f.y = (mul_nonIEEE(R126f.z,PV1f.x) + intBitsToFloat(0x3d75c28f));
R123f.z = (mul_nonIEEE(R127f.w,PV1f.y) + intBitsToFloat(0x3d75c28f));
PV0f.z = R123f.z;
PV0f.w = R127f.z + 0.5;
R127f.x = mul_nonIEEE(R127f.w, PV1f.z);
PS0f = R127f.x;
// 7
backupReg0f = R125f.z;
R125f.z = mul_nonIEEE(R127f.y, PV0f.w);
R127f.w = mul_nonIEEE(R126f.z, backupReg0f);
PS1f = 1.0 / PV0f.z;
// 8
R126f.z = R127f.x * PS1f;
PS0f = 1.0 / R126f.y;
// 9
R126f.y = R127f.w * PS0f;
PS1f = 1.0 / R126f.x;
// 10
R126f.x = R125f.z * PS1f;
tempResultf = log2(R126f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 11
R126f.z = PS0f * intBitsToFloat(0x400ccccd);
tempResultf = log2(R126f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 12
R127f.w = PS1f * intBitsToFloat(0x400ccccd);
tempResultf = log2(R126f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 13
R126f.x = PS0f * intBitsToFloat(0x400ccccd);
PS1f = exp2(R126f.z);
// 14
R1f.x = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
PS0f = exp2(R127f.w);
// 15
R1f.y = (mul_nonIEEE(PS0f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
PS1f = exp2(R126f.x);
// 16
R1f.z = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
R0f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
vec3 bloom = texture(textureUnitPS0, passParameterSem1.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS2, passParameterSem1.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS2, passParameterSem1.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS2, passParameterSem1.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, R0f.w);
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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@ -0,0 +1,660 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 4a377a50eda82af8
// SplatFx
#define adjust_bloom 0 // 0: disable, 1: enable.
// BloomFactor
const float bloomFactor = 1.0; // Default is 1.0
#define HDRpassing 0 // 0: disable, 1: enable.
// Fake High Dynamic Range.
const float HDRPower = 1.30; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 1 // 0: disable, 1: enable.
// LumaShapening
const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 0 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
// lumaBasedReinhardToneMapping Option 4
// whitePreservingLumaBasedReinhardToneMapping Option 5
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls
const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
#define lggpass 0 // 0: disable, 1: enable.
// Lift Gamma Gain
vec3 RGB_Lift = vec3( 1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3( 1.000, 1.00, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3( 1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
#define vibpass 0 // 0: disable, 1: enable.
// VibrancePass
uniform float Vibrance = 1.000; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0
// Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
// To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
#define Techine 0 // 0: disable, 1: enable.
// Technicolor2
const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 0.0; // Default is 1.0
const float Technicolor2_Saturation = 1.00; // Default is 1.0
// Curves / Filmic Pass Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
const float Contrast = 0.750;
// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
#define Filmicpass 0 // 0: disable, 1: enable.
// Filmic Pass
const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.5; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
//###########################################################
// Do not edit under this line.
uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 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 sampler3D textureUnitPS1;// Tex1 addr 0x1eb57800 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x8) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
// ToneMapping
vec3 linearToneMapping(vec3 color)
{
float exposure = 1.;
color = clamp(exposure * color, 0., 1.);
return color;
}
vec3 simpleReinhardToneMapping(vec3 color)
{
float exposure = 1.5;
color *= exposure / (1. + color / exposure);
return color;
}
vec3 lumaBasedReinhardToneMapping(vec3 color)
{
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
float white = 2.;
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
color *= toneMappedLuma / luma;
return color;
}
vec3 RomBinDaHouseToneMapping(vec3 color)
{
color = exp(-1.0 / (2.72*color + 0.15));
return color;
}
vec3 filmicToneMapping(vec3 color)
{
color = max(vec3(0.), color - vec3(0.004));
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
return color;
}
vec3 Uncharted2ToneMapping(vec3 color)
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
float exposure = 2.;
color *= exposure;
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
color /= white;
return color;
}
vec3 ReshadeToneMap(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float lum = dot(coefLuma, color);
float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
vec3 A2 = Bleach * color;
vec3 result1 = 2.0f * color * lum;
vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
vec3 newColor = mix(result1, result2, L);
vec3 mixRGB = A2 * newColor;
color += ((1.0f - A2) * mixRGB);
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
vec3 diffcolor = color - middlegray;
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
return color;
}
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)
{
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
const vec2 greenfilter = vec2(0.30, 1.0); // RG_
const vec2 magentafilter2 = magentafilter.rb; // R_B
vec3 tcol = color.rgb;
vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
return mix(tcol, output_r * output_g * output_b, Strength);
}
// Levels
vec3 LevelsPass(vec3 inputColor) {
float black_point_float = BlackPoint / 255.0;
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
vec3 color = inputColor;
color = color * white_point_float - (black_point_float * white_point_float);
return color;
}
// FilmPass
vec3 FilmPass(vec3 inputColor) {
vec3 B = inputColor.rgb;
vec3 G = B;
vec3 H = vec3(0.01);
B = clamp(B, 0.0, 1.);
B = pow(vec3(B), vec3(Linearization));
B = mix(H, B, Contrast);
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
float A = dot(B.rgb, LumCoeff);
vec3 D = vec3(A);
B = pow(B, 1.0 / vec3(BaseGamma));
float a = RedCurve;
float b = GreenCurve;
float c = BlueCurve;
float d = BaseCurve;
float y = 1.0 / (1.0 + exp(a / 2.0));
float z = 1.0 / (1.0 + exp(b / 2.0));
float w = 1.0 / (1.0 + exp(c / 2.0));
float v = 1.0 / (1.0 + exp(d / 2.0));
vec3 C = B;
D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
D = pow(D, 1.0 / vec3(EffectGamma));
vec3 Di = 1.0 - D;
D = mix(D, Di, Bleach);
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
if (D.r < 0.5)
C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
else
C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
if (D.g < 0.5)
C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
else
C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
if (D.b < 0.5)
C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
else
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
vec3 F = mix(B, C, Strength);
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
float r2R = 1.0 - Saturation;
float g2R = 0.0 + Saturation;
float b2R = 0.0 + Saturation;
float r2G = 0.0 + Saturation;
float g2G = (1.0 - Fade) - Saturation;
float b2G = (0.0 + Fade) + Saturation;
float r2B = 0.0 + Saturation;
float g2B = (0.0 + Fade) + Saturation;
float b2B = (1.0 - Fade) - Saturation;
vec3 iF = F;
F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
float N = dot(F.rgb, LumCoeff);
vec3 Cn = F;
if (N < 0.5)
Cn = (2.0 * N - 1.0) * (F - F * F) + F;
else
Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
vec3 Fn = mix(B, Cn, Strength);
return Fn;
}
//Lift Gamma Gain
vec3 LiftGammaGainPass(vec3 colorInput)
{
// -- Get input --
vec3 color = colorInput;
// -- Lift --
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
// -- Gain --
color *= RGB_Gain;
// -- Gamma --
color = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output --
return clamp(color, 0.0, 1.0);
}
//VibrancePass
vec3 VibrancePass(vec3 color) {
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
float luma = dot(coefLuma, color);
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
return color;
}
//LumaShapening
#define px (1.0/1280.0*uf_fragCoordScale.x)
#define py (1.0/720.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
float lumasharping(sampler2D tex, vec2 pos) {
vec4 colorInput = texture(tex, pos);
vec3 ori = colorInput.rgb;
// -- Combining the strength and luma multipliers --
vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
// -- Gaussian filter --
// [ .25, .50, .25] [ 1 , 2 , 1 ]
// [ .50, 1, .50] = [ 2 , 4 , 2 ]
// [ .25, .50, .25] [ 1 , 2 , 1 ]
vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
return sharp_luma;
}
//Fake High Dynamic Range.
vec3 HDRPass(sampler2D tex, vec2 pos) {
vec3 color = texture(tex, pos).rgb;
vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;
bloom_sum1 *= 0.005;
vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;
bloom_sum2 *= 0.010;
float dist = radius2 - radius1;
vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
vec3 blend = HDR + color;
color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;
return color;
}
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = 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 = passParameterSem1;
R2f.xyzw = (texture(textureUnitPS2, R1f.xy).xyzw);
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
// 0
R127f.y = (mul_nonIEEE(R0f.w,R2f.z) + R1f.z);
PV0f.y = R127f.y;
R126f.z = (mul_nonIEEE(R0f.w,R2f.y) + R1f.y);
PV0f.z = R126f.z;
R127f.w = (mul_nonIEEE(R0f.w,R2f.x) + R1f.x);
PV0f.w = R127f.w;
R0f.w = R2f.w;
PS0f = R0f.w;
// 1
PV1f.x = PV0f.w * intBitsToFloat(0x40c66666);
R127f.z = PV0f.y * intBitsToFloat(0x40c66666);
PV1f.z = R127f.z;
PV1f.w = PV0f.z * intBitsToFloat(0x40c66666);
// 2
PV0f.x = PV1f.w + intBitsToFloat(0x3fd9999a);
PV0f.y = PV1f.x + intBitsToFloat(0x3fd9999a);
PV0f.z = PV1f.x + 0.5;
PV0f.w = PV1f.z + intBitsToFloat(0x3fd9999a);
R125f.z = PV1f.w + 0.5;
PS0f = R125f.z;
// 3
R126f.x = (mul_nonIEEE(R127f.y,PV0f.w) + intBitsToFloat(0x3d75c28f));
R126f.y = (mul_nonIEEE(R126f.z,PV0f.x) + intBitsToFloat(0x3d75c28f));
R123f.z = (mul_nonIEEE(R127f.w,PV0f.y) + intBitsToFloat(0x3d75c28f));
PV1f.z = R123f.z;
PV1f.w = R127f.z + 0.5;
R127f.x = mul_nonIEEE(R127f.w, PV0f.z);
PS1f = R127f.x;
// 4
backupReg0f = R125f.z;
R125f.z = mul_nonIEEE(R127f.y, PV1f.w);
R127f.w = mul_nonIEEE(R126f.z, backupReg0f);
PS0f = 1.0 / PV1f.z;
// 5
R126f.z = R127f.x * PS0f;
PS1f = 1.0 / R126f.y;
// 6
R126f.y = R127f.w * PS1f;
PS0f = 1.0 / R126f.x;
// 7
R126f.x = R125f.z * PS0f;
tempResultf = log2(R126f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 8
R126f.z = PS1f * intBitsToFloat(0x400ccccd);
tempResultf = log2(R126f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 9
R127f.w = PS0f * intBitsToFloat(0x400ccccd);
tempResultf = log2(R126f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 10
R126f.x = PS1f * intBitsToFloat(0x400ccccd);
PS0f = exp2(R126f.z);
// 11
R1f.x = (mul_nonIEEE(PS0f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
PS1f = exp2(R127f.w);
// 12
R1f.y = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
PS0f = exp2(R126f.x);
// 13
R1f.z = (mul_nonIEEE(PS0f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
R0f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
// export
vec3 bloom = texture(textureUnitPS0, passParameterSem1.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS2, passParameterSem1.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS2, passParameterSem1.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS2, passParameterSem1.xy);
passPixelColor0.xyz += vec3(smask);
#endif
vec3 color = (passPixelColor0.xyz);
color += bloom;
#if (Tone_map == 1)
color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
#if (Techine == 1)
color = Technicolor2(color);
#endif
#if (Tech == 1)
color = TechnicolorPass(color);
#endif
#if (Filmicpass == 1)
color = FilmPass(color);
#endif
#if (CurvesPss == 1)
color = CurvesPass(color);
#endif
#if (lggpass == 1)
color = LiftGammaGainPass(color);
#endif
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, R0f.w);
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 0005000010176900,0005000010176A00,0005000010162B000
name = "Splatoon - Splat FX"
version = 2