From ecc4ae4653a9b98129a6773d37b3fe442d50826e Mon Sep 17 00:00:00 2001 From: NAVras-Z Date: Wed, 18 Oct 2017 15:03:31 +0800 Subject: [PATCH] [BotW] new shader to host contrasty this is still the old contrasty not clarity --- .../bd8bba59e2149449_00000000000003c9_ps.txt | 166 ++++++++++++++++++ .../BreathOfTheWild_Contrasty/rules.txt | 4 + 2 files changed, 170 insertions(+) create mode 100644 Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt create mode 100644 Enhancement/BreathOfTheWild_Contrasty/rules.txt diff --git a/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt new file mode 100644 index 00000000..a3130ed3 --- /dev/null +++ b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt @@ -0,0 +1,166 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader bd8bba59e2149449 +// Contrasty + Adjustable Bloom +// Credit to bestminr for vibrance logic, and getdls +// original shader dumped using cemu 1.10.0f, BotW 1.3.1 + +/*BloomFactor, gamma, exposure, vibrance and crushContrast can be modified */ +const float bloomFactor = 0.4; // 1.0 is neutral +const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage +const float exposure = 1.17; // 1.0 is neutral +const float vibrance = 0.008; // 0.0 is neutral +const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail + +//Uncomment below and in body to scale 16-235 not recommended */ +/* +const float floor = 16.0 / 255; +const float scale = 255.0/(235.0-16.0); +*/ + +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; } +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); +R1f *= bloomFactor; +R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); +// 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); + +//Color Tweak +vec3 fColour = R0f.xyz; +fColour = max(vec3(0.0), fColour - vec3(crushContrast)); +fColour = clamp(exposure * fColour, 0.0, 1.0); +fColour = pow(fColour, vec3(1.0 / gamma)); +float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; +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); +// vibrance +fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); +//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235.. + +// export +passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w); +} diff --git a/Enhancement/BreathOfTheWild_Contrasty/rules.txt b/Enhancement/BreathOfTheWild_Contrasty/rules.txt new file mode 100644 index 00000000..74c4046d --- /dev/null +++ b/Enhancement/BreathOfTheWild_Contrasty/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = "The Legend of Zelda: Breath of the Wild - Color Tweak + Adjustable Bloom" +version = 2 \ No newline at end of file