From daed96f8e82256276d0b8589f90259428da8c0a2 Mon Sep 17 00:00:00 2001 From: Jamie Date: Sat, 16 Dec 2017 00:42:00 -0800 Subject: [PATCH] ClarityGFX Fillmic Tonemapped added to presets. --- ...d_37040a485a29d54e_00000000000003c9_ps.txt | 457 ++++++++++++++++++ 1 file changed, 457 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..b22bb74a --- /dev/null +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Jamie_BOTW_FIllmicToneMapped_37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,457 @@ +#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 + +//########################################################## +//BloomFactor +float bloomFactor = 0.17; //Default is 0.20 (rough estimate based on Switch) + +//Fake High Dynamic Range. +float HDRPower = 3.040; // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30." +float radius1 = 0.793; // 0.0 to 8.0 "Default 0.793 , will affect FX." +float radius2 = 0.87; // 0.0 to 8.0 "Default 0.87 , will affect FX." + +//LumaShapening +float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 + +//Advanced sharpening settings +float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. + +//Lift Gamma Gain +vec3 RGB_Lift = vec3(1.0, 1.0, 1.0); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Gamma = vec3(1.02, 1.02, 1.02); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue +vec3 RGB_Gain = vec3(1.03, 1.03, 1.03); //[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. + +//VibrancePass +float Vibrance = 0.013; //"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."; + +//Technicolor2 +float Technicolor2_Red_Strength = 0.51; //Default is 0.0 +float Technicolor2_Green_Strength = 0.51; //Default is 0.0 +float Technicolor2_Blue_Strength = 0.51; //Default is 0.0 +float Technicolor2_Brightness = 1.75; //Default is 1.0 +float Technicolor2_Strength = 0.80; //Default is 1.0 +float Technicolor2_Saturation = 0.20; //Default is 1.0 + +//Filmic Pass +float Strength = 0.85; +float Fade = 0.4; +float Contrast = 0.750; +float Bleach = 0.5; +float Linearization = 0.7; +float Saturation = -0.15; + +float RedCurve = 1.0; +float GreenCurve = 1.0; +float BlueCurve = 1.0; +float BaseCurve = 1.1; + +float BaseGamma = 0.98; +float EffectGamma = 0.97; +float EffectGammaR = 1.0; +float EffectGammaG = 1.0; +float EffectGammaB = 1.0; + +//########################################################### + +//Do not edit under this line. + +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 +layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1 +layout(location = 0) in vec4 passParameterSem0; +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 filmicToneMapping(vec3 color) +{ + color = max(vec3(0.0), color - vec3(0.004)); + color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06); + return color; +} + +//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; +} + +//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 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; + 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); + // -- Original shader code + // 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; + PV1f.w = max(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 = max(PV1f.x, PV1f.w); + PS0f = R126f.z; + // 11 + backupReg0f = R127f.x; + backupReg1f = R127f.z; + R127f.x = R126f.x + -(PS0f); + R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); + PV1f.y = R123f.y; + R127f.z = backupReg0f + -(PS0f); + R125f.w = backupReg1f + -(PS0f); + // 12 + R123f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); + PV0f.x = R123f.x; + // 13 + R0f.x = (mul_nonIEEE(R127f.x, PV0f.x) + R126f.z); + R0f.y = (mul_nonIEEE(R127f.z, PV0f.x) + R126f.z); + R0f.z = (mul_nonIEEE(R125f.w, PV0f.x) + R126f.z); + + // -- End original shader code + + passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); + + vec3 color = (passPixelColor0.xyz); + color += bloom; + color = filmicToneMapping(color); + color = Technicolor2(color); + color = FilmPass(color); + color = LiftGammaGainPass(color); + color = VibrancePass(color); + passPixelColor0 = vec4(color, R0f.w); +} \ No newline at end of file