diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index d7a1459a..dc191834 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -19,32 +19,32 @@ // Credit to Serfrost for preset values. // Original shader dumped using cemu 1.10.0f, BotW 1.3.1 -//v0.9 +//v0.9b //########################################################## //ToneMapping -float bloomFactor = 0.35; //Default is 1.0 -float Bleach = 0.0002; //Default is 0.0 -float exposure = 1.25; //Default is 1.0 -float defog = 0.003; //Default is 0.0 +float bloomFactor = 0.25; //Default is 1.0 +float Bleach = 0.3; //Default is 0.0 +float exposure = 1.13; //Default is 1.0 +float defog = 0.004; //Default is 0.0 //Lift Gamma Gain -#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. -#define RGB_Gamma vec3(0.90, 0.90, 0.90) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue -#define RGB_Gain vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue +#define RGB_Lift vec3(1.05, 1.10, 1.05) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. +#define RGB_Gamma vec3(0.70, 0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue +#define RGB_Gain vec3(1.10, 0.95, 1.15) //[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. //Curves -float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want +float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want //Levels Control const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white +const int WhitePoint = 245; //[0, 255] The new white point. Everything brighter than this becomes completely white //LumaShapening -#define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -#define sharp_clamp 0.060 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings #define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. @@ -53,12 +53,12 @@ const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter #define Technicolor2_Red_Strength 0.0 //Default is 0.0 #define Technicolor2_Green_Strength 0.0 //Default is 0.0 #define Technicolor2_Blue_Strength 0.0 //Default is 0.0 -#define Technicolor2_Brightness 0.95 //Default is 1.0 -#define Technicolor2_Strength 0.40 //Default is 1.0 -#define Technicolor2_Saturation 0.85 //Default is 1.0 +#define Technicolor2_Brightness 0.50 //Default is 1.0 +#define Technicolor2_Strength 1.0 //Default is 1.0 +#define Technicolor2_Saturation 0.67 //Default is 1.0 //Fake High Dynamic Range. -#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." +#define HDRPower 1.15 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." #define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX." #define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX." @@ -68,7 +68,7 @@ const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter float sat = 0.0; -const vec3 FogColor = vec3(0.0, 1.03, 0.0); //defog Color"; +const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color"; uniform ivec4 uf_remappedPS[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1 @@ -78,38 +78,38 @@ 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)); + 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; } +float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; } //ToneMapping vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog - color *= exposure/(1.0+ color / exposure); - + color *= exposure / (1.0 + color / exposure); + 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; } @@ -143,7 +143,7 @@ vec3 CurvesPass(vec3 inputColor) { vec3 Technicolor2(vec3 inputColor) { vec3 color = inputColor; vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength); - vec3 source = color; + vec3 source = color; vec3 temp = 1.0 - source; vec3 target = temp.grg; vec3 target2 = temp.bbr; @@ -163,31 +163,30 @@ vec3 Technicolor2(vec3 inputColor) { color = mix(source, temp2, Technicolor2_Strength); color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation); - - return color; + + return color; } //Lift Gamma Gain - vec3 LiftGammaGainPass( vec3 colorInput ) +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 = 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; - + color *= RGB_Gain; + // -- Gamma -- color = pow(color, 1.0 / RGB_Gamma); //Gamma - + // -- Return output -- - return clamp(color, 0.0, 1.0); } @@ -197,27 +196,27 @@ vec3 Technicolor2(vec3 inputColor) { #define py (1.0/720.0*uf_fragCoordScale.y) #define CoefLuma vec3(0.2126, 0.7152, 0.0722) -float lumasharping(sampler2D tex, vec2 pos){ +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); - + 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 ] + // [ .25, .50, .25] [ 1 , 2 , 1 ] - //float px = 1.0/tex_size[0]; + //float px = 1.0/tex_size[0]; //float py = 1.0/tex_size[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 + 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 @@ -225,179 +224,179 @@ float lumasharping(sampler2D tex, vec2 pos){ 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 + 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 + 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 // -- Combining the values to get the final sharpened pixel -- - //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. - return sharp_luma; + //colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color. + 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; +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; + 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 R123f = vec4(0.0); -vec4 R125f = vec4(0.0); -vec4 R126f = vec4(0.0); -vec4 R127f = vec4(0.0); -float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; -vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); -float PS0f = 0.0, PS1f = 0.0; -vec4 tempf = vec4(0.0); -float tempResultf; -int tempResulti; -ivec4 ARi = ivec4(0); -bool predResult = true; -vec3 cubeMapSTM; -int cubeMapFaceId; -R0f = passParameterSem0; -R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; -bloom *= bloomFactor; -R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); -float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); -R0f.xyz += vec3(smask); -// 0 -R126f.x = R1f.x + R0f.x; -PV0f.x = R126f.x; -R127f.y = R1f.y + R0f.y; -PV0f.y = R127f.y; -R126f.z = R1f.z + R0f.z; -PV0f.z = R126f.z; -R125f.w = 1.0; -// 1 -tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0)); -PV1f.x = tempf.x; -PV1f.y = tempf.x; -PV1f.z = tempf.x; -PV1f.w = tempf.x; -// 2 -R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); -PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); -R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); -R126f.w = 1.0 / PV1f.x; -PS0f = R126f.w; -// 3 -PS1f = exp2(PV0f.y); -// 4 -PV0f.x = -(PS1f) + 1.0; -PS0f = exp2(R127f.x); -// 5 -R127f.x = -(PS0f) + 1.0; -R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); -PV1f.z = PV0f.x * R126f.w; -PS1f = exp2(R127f.w); -// 6 -backupReg0f = R126f.x; -backupReg1f = R127f.z; -R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); -PV0f.y = -(PS1f) + 1.0; -R127f.z = mul_nonIEEE(R126f.z, PV1f.z); -PV0f.z = R127f.z; -R127f.w = mul_nonIEEE(R127f.y, PV1f.z); -PV0f.w = R127f.w; -PS0f = exp2(backupReg1f); -// 7 -PV1f.x = R127f.x + -(PV0f.w); -PV1f.y = PV0f.y + -(PV0f.z); -PV1f.w = -(PS0f) + 1.0; -// 8 -backupReg0f = R127f.z; -R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w); -R127f.x = clamp(R127f.x, 0.0, 1.0); -PV0f.x = R127f.x; -PV0f.y = PV1f.w + -(R126f.x); -R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f); -R127f.z = clamp(R127f.z, 0.0, 1.0); -PV0f.z = R127f.z; -// 9 -backupReg0f = R126f.x; -R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f); -R126f.x = clamp(R126f.x, 0.0, 1.0); -PV1f.x = R126f.x; -R126f.y = max(PV0f.x, PV0f.z); -PV1f.w = min(PV0f.x, PV0f.z); -// 10 -tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0))); -PV0f.x = tempf.x; -PV0f.y = tempf.x; -PV0f.z = tempf.x; -PV0f.w = tempf.x; -R126f.z = min(PV1f.x, PV1f.w); -PS0f = R126f.z; -// 11 -backupReg0f = R127f.x; -backupReg1f = R127f.z; -R127f.x = max(R126f.x, R126f.y); -PV1f.x = R127f.x; -R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0); -PV1f.y = R123f.y; -R127f.z = backupReg0f + -(PS0f); -R125f.w = R126f.x + -(PS0f); -R126f.y = backupReg1f + -(PS0f); -PS1f = R126f.y; -// 12 -R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); -PV0f.x = R126f.x; -PV0f.y = -(R126f.z) + PV1f.x; -// 13 -R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x); -PV1f.w = R123f.w; -// 14 -R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w); -R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w); -R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); + vec4 R0f = vec4(0.0); + vec4 R1f = vec4(0.0); + vec4 R123f = vec4(0.0); + vec4 R125f = vec4(0.0); + vec4 R126f = vec4(0.0); + vec4 R127f = vec4(0.0); + float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f; + vec4 PV0f = vec4(0.0), PV1f = vec4(0.0); + float PS0f = 0.0, PS1f = 0.0; + vec4 tempf = vec4(0.0); + float tempResultf; + int tempResulti; + ivec4 ARi = ivec4(0); + bool predResult = true; + vec3 cubeMapSTM; + int cubeMapFaceId; + R0f = passParameterSem0; + R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); + vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; + bloom *= bloomFactor; + R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); + float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); + R0f.xyz += vec3(smask); + // 0 + R126f.x = R1f.x + R0f.x; + PV0f.x = R126f.x; + R127f.y = R1f.y + R0f.y; + PV0f.y = R127f.y; + R126f.z = R1f.z + R0f.z; + PV0f.z = R126f.z; + R125f.w = 1.0; + // 1 + tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0)); + PV1f.x = tempf.x; + PV1f.y = tempf.x; + PV1f.z = tempf.x; + PV1f.w = tempf.x; + // 2 + R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b); + PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b); + R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b); + R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b); + R126f.w = 1.0 / PV1f.x; + PS0f = R126f.w; + // 3 + PS1f = exp2(PV0f.y); + // 4 + PV0f.x = -(PS1f)+1.0; + PS0f = exp2(R127f.x); + // 5 + R127f.x = -(PS0f)+1.0; + R126f.y = mul_nonIEEE(PV0f.x, PV0f.x); + PV1f.z = PV0f.x * R126f.w; + PS1f = exp2(R127f.w); + // 6 + backupReg0f = R126f.x; + backupReg1f = R127f.z; + R126f.x = mul_nonIEEE(backupReg0f, PV1f.z); + PV0f.y = -(PS1f)+1.0; + R127f.z = mul_nonIEEE(R126f.z, PV1f.z); + PV0f.z = R127f.z; + R127f.w = mul_nonIEEE(R127f.y, PV1f.z); + PV0f.w = R127f.w; + PS0f = exp2(backupReg1f); + // 7 + PV1f.x = R127f.x + -(PV0f.w); + PV1f.y = PV0f.y + -(PV0f.z); + PV1f.w = -(PS0f)+1.0; + // 8 + backupReg0f = R127f.z; + R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w); + R127f.x = clamp(R127f.x, 0.0, 1.0); + PV0f.x = R127f.x; + PV0f.y = PV1f.w + -(R126f.x); + R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f); + R127f.z = clamp(R127f.z, 0.0, 1.0); + PV0f.z = R127f.z; + // 9 + backupReg0f = R126f.x; + R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f); + R126f.x = clamp(R126f.x, 0.0, 1.0); + PV1f.x = R126f.x; + R126f.y = max(PV0f.x, PV0f.z); + PV1f.w = min(PV0f.x, PV0f.z); + // 10 + tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0))); + PV0f.x = tempf.x; + PV0f.y = tempf.x; + PV0f.z = tempf.x; + PV0f.w = tempf.x; + R126f.z = min(PV1f.x, PV1f.w); + PS0f = R126f.z; + // 11 + backupReg0f = R127f.x; + backupReg1f = R127f.z; + R127f.x = max(R126f.x, R126f.y); + PV1f.x = R127f.x; + R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); + PV1f.y = R123f.y; + R127f.z = backupReg0f + -(PS0f); + R125f.w = R126f.x + -(PS0f); + R126f.y = backupReg1f + -(PS0f); + PS1f = R126f.y; + // 12 + R126f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); + PV0f.x = R126f.x; + PV0f.y = -(R126f.z) + PV1f.x; + // 13 + R123f.w = (mul_nonIEEE(-(PV0f.x), PV0f.y) + R127f.x); + PV1f.w = R123f.w; + // 14 + R0f.x = (mul_nonIEEE(R126f.x, R125f.w) + PV1f.w); + R0f.y = (mul_nonIEEE(R126f.x, R127f.z) + PV1f.w); + R0f.z = (mul_nonIEEE(R126f.x, R126f.y) + PV1f.w); -passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); + passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); -vec3 color = (passPixelColor0.xyz); -color += bloom; -color = TonemapPass(color); -color = Technicolor2(color); -color = LevelsPass(color); -color = CurvesPass(color); -color = LiftGammaGainPass(color); -passPixelColor0 = vec4(color, R0f.w); + vec3 color = (passPixelColor0.xyz); + color += bloom; + color = TonemapPass(color); + color = Technicolor2(color); + color = LevelsPass(color); + color = CurvesPass(color); + color = LiftGammaGainPass(color); + passPixelColor0 = vec4(color, R0f.w); } \ No newline at end of file