diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index f74465e9..b3b3cc37 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -19,26 +19,48 @@ // Original shader dumped using cemu 1.10.0f, BotW 1.3.1 +// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. +// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. +// Changelog V0.2 +//----------------------------------------------------------- +highp const float floor = 0.0 / 255; +highp const float scale = 255.0/(255.0-0.0); +//---DO NOT Touch +precision highp float; +lowp uniform float brightness = 1.15; +lowp uniform float contrast; +lowp uniform float saturation; +lowp uniform float alpha = 1.0; //----------------------------------------------------------- - // Adjustable values: - -const float Brightness = 1.35; // [1.0 Default] Lighten or Darken Shadows -const float Gamma = 2.00; // [1.0 Default] [2.0 Clarity] - -const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors +lowp const float gamma = 1.50; // [1.0 Default] [2.0 Clarity] const float Exposure = 0.00; // [-1.0 ~ 1.0] Exposure Adjustment - const float Defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove." //----------------------------------------------------------- - +// Contrast, saturation, brightness +// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% +#define GammaCorrection(color, gamma) pow(color, 1.0 / gamma) +vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con) +{ +// Increase or decrease theese values to adjust r, g and b color channels seperately +const float AvgLumR = 0.5; +const float AvgLumG = 0.5; +const float AvgLumB = 0.5; + +const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); + +vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); + vec3 brtColor = color * brt; + float intensityf = dot(brtColor, LumCoeff); + vec3 intensity = vec3(intensityf, intensityf, intensityf); + vec3 satColor = mix(intensity, brtColor, sat); + vec3 conColor = mix(AvgLumin, satColor, con); + color.rgb = conColor; + return color; +} + //End of adjustable values - - -const float floor = 0.0 / 255; -const float scale = 255.0/(255.0-0.0); -uniform float contrast; const float Bleach = 0.0; const vec3 FogColor = vec3(0.0, 0.0, 0.0); //Defog Color"; @@ -66,7 +88,7 @@ vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - Defog * FogColor * 2.55, 0.0, 1.0); // Defog color *= pow(2.0f, Exposure); // Exposure - color = pow(color, vec3(Gamma)); // Gamma + color = pow(color, vec3(gamma)); // Gamma const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); @@ -83,7 +105,7 @@ vec3 TonemapPass(vec3 inputColor) { vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); vec3 diffcolor = color - middlegray; - color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation + color = (color + diffcolor * saturation) / (1 + (diffcolor * saturation)); // saturation return color; } @@ -200,25 +222,9 @@ PV1f.w = R123f.w; 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); -// export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); - -//Color Tweak -vec3 fColour = (passPixelColor0.xyz); -fColour = TonemapPass(fColour); -fColour = pow(fColour, vec3(2.0 / Brightness)); -vec3 gamma = vec3(1.0/2.2f, 1.0/2.2f, 1.0/2.2f); -fColour = pow(fColour, gamma); -float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; //default g*0.587 -vec3 colorContrasted = (fColour) * contrast; -vec3 bright = colorContrasted + vec3(Brightness,Brightness,Brightness); -float mn = min(min(fColour.r, fColour.g), fColour.b); -float mx = max(max(fColour.r, fColour.g), fColour.b); -float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; -vec3 lightness = vec3((mn + mx)/2.0); -const vec3 lightPos = vec3(0.5, 0.5, 5.0); -const vec3 diffColour = vec3(1.0, 1.0, 1.0); -const vec3 ambColour = vec3(0.2, 0.2, 0.2); -fColour = (fColour.xyz - floor) * scale; -passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w); +vec3 color = (passPixelColor0.xyz); +color = TonemapPass(color); +color = (color.xyz - floor) * scale; +passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w); }