From c9aafce686826284d7b7df8bea8bb1ef6a2eb474 Mon Sep 17 00:00:00 2001 From: Jamie Date: Sun, 24 Dec 2017 15:32:25 -0800 Subject: [PATCH] SplatFX Clarity Adoption to Splatoon Work in Progress. --- ...t_37040a485a29d54e_00000000000003c9_ps.txt | 581 +++++++++++++++ .../362996925fba8945_0000000000001e51_ps.txt | 678 ++++++++++++++++++ .../4a377a50eda82af8_0000000000001e51_ps.txt | 660 +++++++++++++++++ Enhancement/Splatoon_FX/rules.txt | 4 + 4 files changed, 1923 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt create mode 100644 Enhancement/Splatoon_FX/362996925fba8945_0000000000001e51_ps.txt create mode 100644 Enhancement/Splatoon_FX/4a377a50eda82af8_0000000000001e51_ps.txt create mode 100644 Enhancement/Splatoon_FX/rules.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..9bab0b3a --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/TGC_Preset_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,581 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// Possible problems +// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. +// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. +// Clarity GFX +// Credit to Jamie for main coding. +// Credit to Kiri coding & Reshade logic. +// Credit to Cremtif for Help. +// Credit to Serfrost for preset values. +// Shader dumped from Cemu 1.11.2 from BotW 1.4.0 +// v 2.0 +// Add 1.4.0 support +//The Complaining Gamer Preset +//########################################################## +#define adjust_bloom 1 // 0: disable, 1: enable. +//BloomFactor +const float bloomFactor = 0.33; // Default is 0.020 (rough estimate based on Switch) + +#define HDRpassing 1 // 0: disable, 1: enable. +//Fake High Dynamic Range. +const float HDRPower = 1.020; // 0.0 to 8.0 Default 1.30. +const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." + +#define lumapassing 1 // 0: disable, 1: enable. +//LumaShapening +const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 + +//Advanced sharpening settings +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. + +#define Tone_map 8 // 0: disable, 1-8: enable. + // Reshade ToneMap Option 1 + // linearToneMapping Option 2 + // simpleReinhardToneMapping Option 3 + // lumaBasedReinhardToneMapping Option 4 + // whitePreservingLumaBasedReinhardToneMapping Option 5 + // RomBinDaHouseToneMapping Option 6 + // filmicToneMapping Option 7 + // Uncharted2ToneMapping Option 8 + // ACES Filmic Option 9 +// Reshade ToneMap Controls +const float Exposure = 1.0; // [0.0, 1.0+] Adjust exposure +const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control." +const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." +const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 + +#define blacknwhitepass 0 // 0: disable, 1: enable. +// Levels Control +const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black +const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white + +#define lggpass 1 // 0: disable, 1: enable. +//Lift Gamma Gain +vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue + // Note that a value of 1.0 is a neutral setting that leave the color unchanged. + +#define vibpass 1 // 0: disable, 1: enable. +//VibrancePass +const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." +vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; + +#define Tech 0 // 0: disable, 1: enable. +//Technicolor +const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 +vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); +float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 + +#define Techine 1 // 0: disable, 1: enable. +//Technicolor2 +const float Technicolor2_Red_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Green_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Blue_Strength = 0.000; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +const float Technicolor2_Strength = 0.40; // [Default is 1.0] +const float Technicolor2_Saturation = 0.51; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." + +//Curves Contrast +#define CurvesPss 1 // 0: disable, 1: enable. +const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want." + +#define Filmicpass 0 // 0: disable, 1: enable. +//Filmic Pass +const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0 +const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 + +const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 + +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0 +const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 + +//########################################################### + +//Do not edit under this line. + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom +layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + +//ToneMapping + +vec3 linearToneMapping(vec3 color) +{ + float exposure = 1.; + color = clamp(exposure * color, 0., 1.); + color = pow(color, vec3(1. / Gamma)); + return color; +} + +vec3 simpleReinhardToneMapping(vec3 color) +{ + float exposure = 1.5; + color *= exposure / (1. + color / exposure); + color = pow(color, vec3(1. / Gamma)); + return color; +} + +vec3 lumaBasedReinhardToneMapping(vec3 color) +{ + float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + float toneMappedLuma = luma / (1. + luma); + color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); + return color; +} + +vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) +{ + float white = 2.; + float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); + float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma); + color *= toneMappedLuma / luma; + color = pow(color, vec3(1. / Gamma)); + return color; +} + +vec3 RomBinDaHouseToneMapping(vec3 color) +{ + color = exp(-1.0 / (2.72*color + 0.15)); + color = pow(color, vec3(1. / Gamma)); + return color; +} + +vec3 filmicToneMapping(vec3 color) +{ + color = max(vec3(0.), color - vec3(0.004)); + color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06); + return color; +} + +vec3 Uncharted2ToneMapping(vec3 color) +{ + float A = 0.15; + float B = 0.50; + float C = 0.10; + float D = 0.20; + float E = 0.02; + float F = 0.30; + float W = 11.2; + float exposure = 2.; + color *= exposure; + color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; + float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F; + color /= white; + color = pow(color, vec3(1. / Gamma)); + return color; +} + +vec3 ReshadeToneMap(vec3 inputColor) { + vec3 color = inputColor; + color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog + color *= Exposure / (1.0 + color / Exposure); + color = pow(color, vec3(1. / Gamma)); // Gamma + + const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); + float lum = dot(coefLuma, color); + + float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0); + vec3 A2 = Bleach * color; + + vec3 result1 = 2.0f * color * lum; + vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color); + + vec3 newColor = mix(result1, result2, L); + vec3 mixRGB = A2 * newColor; + color += ((1.0f - A2) * mixRGB); + + vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); + vec3 diffcolor = color - middlegray; + + color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation + + return color; +} + +float getL709(vec3 rgb) { + return dot(rgb, vec3(0.2126, 0.7152, 0.0722)); +} +vec3 ACESFilm(vec3 color) { + color *= Exposure; + float Lumn = getL709(color); + vec4 tm = vec4(color, Lumn); + tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap + vec3 cpre = tm.w / Lumn * color; + vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine + return colorldr; +} + +//Curves + +vec3 CurvesPass(vec3 inputColor) { + vec3 colorInput = inputColor; + float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves. + vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma + x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version + vec3 color = x; //if the curve should be applied to both Luma and Chroma + colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast + return colorInput; +} + +//TECHNICOLOR2 + +vec3 Technicolor2(vec3 inputColor) { + vec3 color = inputColor; + vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength); + vec3 source = color; + vec3 temp = 1.0 - source; + vec3 target = temp.grg; + vec3 target2 = temp.bbr; + vec3 temp2 = source * target; + temp2 *= target2; + + temp = temp2 * Color_Strength; + temp2 *= Technicolor2_Brightness; + + target = temp.grg; + target2 = temp.bbr; + + temp = source - target; + temp += temp2; + temp2 = temp - target2; + + color = mix(source, temp2, Technicolor2_Strength); + + color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation); + + return color; +} + +//Technicolor +vec3 TechnicolorPass(vec3 color) +{ + + const vec3 cyanfilter = vec3(0.0, 1.30, 1.0); + const vec3 magentafilter = vec3(1.0, 0.0, 1.05); + const vec3 yellowfilter = vec3(1.6, 1.6, 0.05); + const vec2 redorangefilter = vec2(1.05, 0.620); // RG_ + const vec2 greenfilter = vec2(0.30, 1.0); // RG_ + const vec2 magentafilter2 = magentafilter.rb; // R_B + + vec3 tcol = color.rgb; + + vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power)); + vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power)); + vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power)); + vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter; + vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter; + vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter; + + return mix(tcol, output_r * output_g * output_b, Strength); +} + +// Levels + +vec3 LevelsPass(vec3 inputColor) { + float black_point_float = BlackPoint / 255.0; + float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same + + vec3 color = inputColor; + color = color * white_point_float - (black_point_float * white_point_float); + + return color; +} + +//FilmPass +vec3 FilmPass(vec3 inputColor) { + + vec3 B = inputColor.rgb; + vec3 G = B; + vec3 H = vec3(0.01); + + B = clamp(B, 0.0, 1.); + B = pow(vec3(B), vec3(Linearization)); + B = mix(H, B, Filmic_Contrast); + + vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722); + float A = dot(B.rgb, LumCoeff); + vec3 D = vec3(A); + + B = pow(B, 1.0 / vec3(BaseGamma)); + + float RedCurve = 1.0; + float GreenCurve = 1.0; + float BlueCurve = 1.0; + float a = RedCurve; + float b = GreenCurve; + float c = BlueCurve; + float d = BaseCurve; + + float y = 1.0 / (1.0 + exp(a / 2.0)); + float z = 1.0 / (1.0 + exp(b / 2.0)); + float w = 1.0 / (1.0 + exp(c / 2.0)); + float v = 1.0 / (1.0 + exp(d / 2.0)); + + vec3 C = B; + + D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y); + D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z); + D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w); + + D = pow(D, 1.0 / vec3(EffectGamma)); + + vec3 Di = 1.0 - D; + + D = mix(D, Di, Filmic_Bleach); + float EffectGammaR = 1.0; + float EffectGammaG = 1.0; + float EffectGammaB = 1.0; + D.r = pow(abs(D.r), 1.0 / EffectGammaR); + D.g = pow(abs(D.g), 1.0 / EffectGammaG); + D.b = pow(abs(D.b), 1.0 / EffectGammaB); + + if (D.r < 0.5) + C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r; + else + C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r; + + if (D.g < 0.5) + C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g; + else + C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g; + + if (D.b < 0.5) + C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b; + else + C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b; + + vec3 F = mix(B, C, Strength); + + F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v); + + float r2R = 1.0 - Saturation; + float g2R = 0.0 + Saturation; + float b2R = 0.0 + Saturation; + + float r2G = 0.0 + Saturation; + float g2G = (1.0 - Fade) - Saturation; + float b2G = (0.0 + Fade) + Saturation; + + float r2B = 0.0 + Saturation; + float g2B = (0.0 + Fade) + Saturation; + float b2B = (1.0 - Fade) - Saturation; + + vec3 iF = F; + + F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R); + F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G); + F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B); + + float N = dot(F.rgb, LumCoeff); + vec3 Cn = F; + + if (N < 0.5) + Cn = (2.0 * N - 1.0) * (F - F * F) + F; + else + Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F; + + Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization)); + + vec3 Fn = mix(B, Cn, Filmic_Strength); + return Fn; +} + +//Lift Gamma Gain + +vec3 LiftGammaGainPass(vec3 colorInput) +{ + // -- Get input -- + vec3 color = colorInput; + + // -- Lift -- + + color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; + color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. + + // -- Gain -- + color *= RGB_Gain; + + // -- Gamma -- + color = pow(color, 1.0 / RGB_Gamma); //Gamma + + // -- Return output -- + return clamp(color, 0.0, 1.0); +} + +//VibrancePass +vec3 VibrancePass(vec3 color) { + + const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); + float luma = dot(coefLuma, color); + + float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color + float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color + + float color_saturation = max_color - min_color; // The difference between the two is the saturation + + // Extrapolate between luma and original by 1 + (1-saturation) - current + vec3 coeffVibrance = VibranceRGBBalance * Vibrance; + + color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); + + return color; +} + +//LumaShapening + +#define px (1.0/1280.0*uf_fragCoordScale.x) +#define py (1.0/720.0*uf_fragCoordScale.y) +#define CoefLuma vec3(0.2126, 0.7152, 0.0722) + +float lumasharping(sampler2D tex, vec2 pos) { + vec4 colorInput = texture(tex, pos); + + vec3 ori = colorInput.rgb; + + // -- Combining the strength and luma multipliers -- + vec3 sharp_strength_luma = (CoefLuma * sharp_strength); + + // -- Gaussian filter -- + // [ .25, .50, .25] [ 1 , 2 , 1 ] + // [ .50, 1, .50] = [ 2 , 4 , 2 ] + // [ .25, .50, .25] [ 1 , 2 , 1 ] + + vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East + blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West + blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East + blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West + + blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches + + // -- Calculate the sharpening -- + vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image + + // -- Adjust strength of the sharpening and clamp it-- + vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot + + float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp + sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down + + return sharp_luma; +} + +//Fake High Dynamic Range. + +vec3 HDRPass(sampler2D tex, vec2 pos) { + vec3 color = texture(tex, pos).rgb; + + vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb; + bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb; + bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb; + bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb; + bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb; + bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb; + bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb; + bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb; + + bloom_sum1 *= 0.005; + + vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb; + bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb; + bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb; + bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb; + bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb; + bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb; + bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb; + bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb; + + bloom_sum2 *= 0.010; + + float dist = radius2 - radius1; + vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist; + + vec3 blend = HDR + color; + color = pow(abs(blend), vec3(abs(HDRPower))) + HDR; + + return color; +} + +void main() +{ + vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; +#if (adjust_bloom == 1) + bloom *= bloomFactor; +#endif +#if (HDRpassing == 1) + passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz; +#endif +#if (HDRpassing == 0) + passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz; +#endif +#if (lumapassing == 1) + float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); + passPixelColor0.xyz += vec3(smask); +#endif + vec3 color = (passPixelColor0.xyz); + color += bloom; +#if (blacknwhitepass == 1) + color = LevelsPass(color); +#endif +#if (Tone_map == 1) + color = ReshadeToneMap(color); +#endif +#if (Tone_map == 2) + color = linearToneMapping(color); +#endif +#if (Tone_map == 3) + color = simpleReinhardToneMapping(color); +#endif +#if (Tone_map == 4) + color = lumaBasedReinhardToneMapping(color); +#endif +#if (Tone_map == 5) + color = whitePreservingLumaBasedReinhardToneMapping(color); +#endif +#if (Tone_map == 6) + color = RomBinDaHouseToneMapping(color); +#endif +#if (Tone_map == 7) + color = filmicToneMapping(color); +#endif +#if (Tone_map == 8) + color = Uncharted2ToneMapping(color); +#endif +#if (tone_mapping == 9) + color = ACESFilm(color); +#endif +#if (Tech == 1) + color = TechnicolorPass(color); +#endif +#if (Techine == 1) + color = Technicolor2(color); +#endif +#if (Filmicpass == 1) + color = FilmPass(color); +#endif +#if (lggpass == 1) + color = LiftGammaGainPass(color); +#endif +#if (CurvesPss == 1) + color = CurvesPass(color); +#endif +#if (vibpass == 1) + color = VibrancePass(color); +#endif + passPixelColor0 = vec4(color, passParameterSem0.w); +} \ No newline at end of file diff --git a/Enhancement/Splatoon_FX/362996925fba8945_0000000000001e51_ps.txt b/Enhancement/Splatoon_FX/362996925fba8945_0000000000001e51_ps.txt new file mode 100644 index 00000000..67f35a79 --- /dev/null +++ b/Enhancement/Splatoon_FX/362996925fba8945_0000000000001e51_ps.txt @@ -0,0 +1,678 @@ +#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); +} diff --git a/Enhancement/Splatoon_FX/4a377a50eda82af8_0000000000001e51_ps.txt b/Enhancement/Splatoon_FX/4a377a50eda82af8_0000000000001e51_ps.txt new file mode 100644 index 00000000..b41189de --- /dev/null +++ b/Enhancement/Splatoon_FX/4a377a50eda82af8_0000000000001e51_ps.txt @@ -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); +} diff --git a/Enhancement/Splatoon_FX/rules.txt b/Enhancement/Splatoon_FX/rules.txt new file mode 100644 index 00000000..fa96b1da --- /dev/null +++ b/Enhancement/Splatoon_FX/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 0005000010176900,0005000010176A00,0005000010162B000 +name = "Splatoon - Splat FX" +version = 2 \ No newline at end of file