ClarityGFX

Updated Values, moved to new format,  minor correcitons.
This commit is contained in:
Jamie 2017-12-18 00:32:18 -08:00
parent 0939bbe466
commit db59efe370

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@ -17,23 +17,23 @@
//##########################################################
#define adjust_bloom 1 // 0: disable, 1: enable.
//BloomFactor
float bloomFactor = 0.010; //Default is 0.020 (rough estimate based on Switch)
const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch)
#define HDRpassing 0 // 0: disable, 1: enable.
//Fake High Dynamic Range.
float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define HDRpassing 1 // 0: disable, 1: enable.
//Fake High Dynamic Range.
uniform float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
uniform float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
uniform 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 0 // 0: disable, 1: enable.
//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
#define lumapassing 1 // 0: disable, 1: enable.
//LumaShapening
uniform float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
uniform 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.
//Advanced sharpening settings
uniform float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 2 // 0: disable, 1-8: enable.
#define Tone_map 4 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1
// linearToneMapping Option 2
// simpleReinhardToneMapping Option 3
@ -42,86 +42,85 @@
// RomBinDaHouseToneMapping Option 6
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
//Reshade ToneMap Controls
float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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."
float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
// ACES Filmic Option 9
// Reshade ToneMap Controls
uniform float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
uniform float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
uniform 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."
uniform float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
#define blacknwhitepass 1 // 0: disable, 1: enable.
//Levels Control
const int BlackPoint = 6; //[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
#define blacknwhitepass 0 // 0: disable, 1: enable.
//Levels Control
const int BlackPoint = 6; // [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
#define lggpass 0 // 0: disable, 1: enable.
#define lggpass 1 // 0: disable, 1: enable.
//Lift Gamma Gain
vec3 RGB_Lift = vec3(0.98, 0.98, 0.93); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.95, 0.95, 0.90); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(0.99, 0.99, 0.94); //[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.
vec3 RGB_Lift = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3( .899, 1.00, 1.00); // [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.
#define vibpass 0 // 0: disable, 1: enable.
//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.";
uniform float Vibrance = 0.013; // "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 1
#define Tech 0
//Technicolor
float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
uniform 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.
#define Techine 1 // 0: disable, 1: enable.
//Technicolor2
float Technicolor2_Red_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Brightness = 1.75; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
float Technicolor2_Strength = 0.80; // Default is 1.0
float Technicolor2_Saturation = 0.20; // Default is 1.0
uniform float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
uniform float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
uniform float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
uniform float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
uniform float Technicolor2_Strength = 0.0; // Default is 1.0
uniform float Technicolor2_Saturation = 0.660; // Default is 1.0
//Curves / Filmic Pass Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
float Contrast = 0.750;
uniform float Contrast = 0.750;
// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
#define Filmicpass 0 // 0: disable, 1: enable.
#define Filmicpass 1 // 0: disable, 1: enable.
//Filmic Pass
float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
float Linearization = 0.7; // min 0.5 max 2.0 Default 0.5
float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
uniform float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
uniform float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
uniform float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5
uniform float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
float BaseCurve = 1.1; // min 0.0 max 2.0 Default 1.5
uniform float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
uniform float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
uniform float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
uniform float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
float BaseGamma = 0.98; // min 0.7 max 2.0 Default 1.0
float EffectGamma = 0.97; // min 0.0 max 2.0 Default 0.68
float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
uniform float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
uniform float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
uniform float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
uniform float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
uniform float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
//###########################################################
//Do not edit under this line.
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
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(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;
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
@ -211,6 +210,16 @@ vec3 ReshadeToneMap(vec3 inputColor) {
return color;
}
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) {
@ -498,126 +507,20 @@ vec3 HDRPass(sampler2D tex, vec2 pos) {
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;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (HDRpassing == 0)
R0f.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
#endif
#if (lumapassing == 1)
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
R0f.xyz += vec3(smask);
passPixelColor0.xyz += vec3(smask);
#endif
// -- 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;
#if (Tone_map == 1)
@ -644,6 +547,9 @@ void main()
#if (Tone_map == 8)
color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
color = ACESFilm(color);
#endif
#if (blacknwhitepass == 1)
color = LevelsPass(color);
#endif
@ -665,5 +571,5 @@ void main()
#if (vibpass == 1)
color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, R0f.w);
passPixelColor0 = vec4(color, passParameterSem0.w);
}