diff --git a/Enhancement/XenobladeX_FX/d936195db0dd8e7d_0000000000001e52_ps.txt b/Enhancement/XenobladeX_FX/d936195db0dd8e7d_0000000000001e52_ps.txt new file mode 100644 index 00000000..6ab7f938 --- /dev/null +++ b/Enhancement/XenobladeX_FX/d936195db0dd8e7d_0000000000001e52_ps.txt @@ -0,0 +1,296 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader d936195db0dd8e7d //crossfade exposure +//Xenoblade FX +//Version 0.01Beta +//Shader Dumped from 1.01 +//Shader Edits by Jamie +// + +//ToneMapping +#define Bleach 0.3 //Default is 0.0 +#define exposure 1.25 //Default is 1.0 +#define defog 0.000 //Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +#define FogColor vec3(1.0, 1.0, 1.0) //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." + +//VibrancePass +#define Vibrance 0.15 //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; +#define 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."; + +//Lift Gamma Gain +#define RGB_Lift vec3(1.05, 1.05, 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(1.05, 1.05, 1.05) //[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 +#define Contrast 0.50 //[-1.0, 1.0] The amount of contrast you want + +//LumaShapening +#define sharp_strength 0.25 //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +#define sharp_clamp 0.085 //[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. + +//Fake High Dynamic Range. +#define HDRPower 1.70 // 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." + +//########################################################### +//Do not edit under this line. +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 +layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 +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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); } +//---------------------------------------------------------------------------- +//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); + + 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; + + float sat = 0.0; + color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // 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; +} + +//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; +} + +//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; +} + +void main() +{ +vec4 R0f = vec4(0.0); +vec4 R1f = vec4(0.0); +vec4 R2f = 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; +R0f.xyz = HDRPass(textureUnitPS0, passParameterSem0.xy); +float smask = lumasharping(textureUnitPS0, passParameterSem0.xy); +R0f.xyz += vec3(smask); +//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +// -- Original shader code +// 0 +backupReg0f = R0f.x; +PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x); +PV0f.x = clamp(PV0f.x, 0.0, 1.0); +R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x); +R127f.z = clamp(R127f.z, 0.0, 1.0); +R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x); +R127f.w = clamp(R127f.w, 0.0, 1.0); +R2f.w = 1.0; +PS0f = R2f.w; +// 1 +tempResultf = log2(PV0f.x); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 2 +R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e); +tempResultf = log2(R127f.w); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS0f = tempResultf; +// 3 +R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e); +tempResultf = log2(R127f.z); +if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F; +PS1f = tempResultf; +// 4 +R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e); +PS0f = exp2(R127f.x); +// 5 +R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); +PS1f = exp2(R127f.y); +// 6 +R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); +PS0f = exp2(R127f.w); +// 7 +R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w)); +R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz); +R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz); +// 0 +backupReg0f = R0f.y; +backupReg1f = R0f.x; +PV0f.x = R1f.z + -(R0f.z); +PV0f.y = R1f.y + -(backupReg0f); +PV0f.z = R1f.x + -(backupReg1f); +// 1 +R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x); +R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y); +R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z); +// -- End original shader code + +//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); + + vec3 color = texture(textureUnitPS0, passParameterSem0.xy).xyz; + color = TonemapPass(color); + color = CurvesPass(color); + color = LiftGammaGainPass(color); + color = VibrancePass(color); + passPixelColor0 = vec4(color, passParameterSem0.w); +//passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w); +//passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w); +}