Delete Enhancements/TwilightPrincessHD_Contrasty directory

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader c14019840473ff86
// start of shader inputs/outputs, predetermined by Cemu. Do not touch
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
#ifdef VULKAN
layout(set = 1, binding = 2) uniform ufBlock
{
uniform vec4 uf_fragCoordScale;
};
#else
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler2D textureUnitPS1;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// end of shader inputs/outputs
const float hazeFactor = 0.1;
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float contrastCurve = $contrastCurve;
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
}
#define px (1.0/1920.0*uf_fragCoordScale.x)
#define py (1.0/1080.0*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;
}
vec3 LiftGammaGainPass(vec3 colorInput)
{ //reshade BSD https://reshade.me , Alexkiri port
vec3 color = colorInput;
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = pow(color, 1.0 / RGB_Gamma);
return clamp(color, 0.0, 1.0);
}
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
//fColour = LiftGammaGainPass(fColour);
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);
fColour = LiftGammaGainPass(fColour);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
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 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R123f = 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;
float scaleRes = uf_fragCoordScale.x;
R0f = passParameterSem0;
R0f.w = (textureGather(textureUnitPS1, R0f.xy).y);
// 0
R1f.x = R0f.x + intBitsToFloat(0xba088889);
R1f.y = R0f.y + intBitsToFloat(0xba72b9d6);
R2f.z = R0f.x;
R2f.y = R0f.y + intBitsToFloat(0xba72b9d6);
PS0f = R2f.y;
// 1
R3f.x = R0f.x + intBitsToFloat(0xba088889);
R3f.y = R0f.y;
R1f.xyzw = (textureGather(textureUnitPS1, R1f.xy).xyzw);
R2f.yz = (textureGather(textureUnitPS1, R2f.zy).yz);
R3f.xy = (textureGather(textureUnitPS1, R3f.xy).xy);
// 0
PV0f.x = R2f.z + R3f.x;
PV0f.y = R1f.w + R0f.w;
PV0f.z = R1f.z + R3f.y;
PV0f.w = R1f.x + R2f.y;
// 1
R123f.x = (R1f.y * 2.0 + -(PV0f.x));
PV1f.x = R123f.x;
R123f.y = (R1f.y * 2.0 + -(PV0f.y));
PV1f.y = R123f.y;
R123f.z = (R1f.y * 2.0 + -(PV0f.z));
PV1f.z = R123f.z;
R123f.w = (R1f.y * 2.0 + -(PV0f.w));
PV1f.w = R123f.w;
// 2
PV0f.x = max(PV1f.x, -(PV1f.x));
PV0f.y = max(PV1f.y, -(PV1f.y));
PV0f.z = max(PV1f.z, -(PV1f.z));
PV0f.w = max(PV1f.w, -(PV1f.w));
// 3
PV1f.x = PV0f.x + intBitsToFloat(0xb400d959);
PV1f.y = PV0f.y + intBitsToFloat(0xb400d959);
PV1f.z = PV0f.z + intBitsToFloat(0xb400d959);
PV1f.w = PV0f.w + intBitsToFloat(0xb400d959);
// 4
R123f.x = intBitsToFloat(((PV1f.w >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.x = R123f.x;
R123f.y = intBitsToFloat(((PV1f.z >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.y = R123f.y;
R123f.z = intBitsToFloat(((PV1f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.z = R123f.z;
R123f.w = intBitsToFloat(((PV1f.x >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV0f.w = R123f.w;
// 5
tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,PV0f.w),vec4(0.25,0.25,0.25,0.25));
PV1f.x = tempf.x;
PV1f.y = tempf.x;
PV1f.z = tempf.x;
PV1f.w = tempf.x;
// 6
R127f.z = PV1f.x * intBitsToFloat(0x3f400000)* scaleRes;
PV0f.z = R127f.z;
// 7
R1f.x = (PV0f.z * intBitsToFloat(0xba088889) * scaleRes + R0f.x);
R1f.y = R0f.y;
R2f.z = R0f.x;
R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6) * scaleRes + R0f.y);
PS1f = R2f.y;
// 8
R3f.x = (R127f.z * intBitsToFloat(0x3a088889) * scaleRes + R0f.x);
R3f.y = R0f.y;
R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) * scaleRes + R0f.y);
R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R2f.zy).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R0f.xw).xyzw);
// 0
PV0f.x = R1f.w + R2f.w;
PV0f.y = R1f.z + R2f.z;
PV0f.z = R1f.y + R2f.y;
PV0f.w = R1f.x + R2f.x;
// 1
PV1f.x = R3f.w + PV0f.x;
PV1f.y = R3f.z + PV0f.y;
PV1f.z = R3f.y + PV0f.z;
PV1f.w = R3f.x + PV0f.w;
// 2
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = R0f.w + PV1f.x;
PV0f.y = R0f.z + PV1f.y;
PV0f.z = backupReg0f + PV1f.z;
PV0f.w = backupReg1f + PV1f.w;
// 3
R0f.x = PV0f.w * 0.25;
R0f.y = PV0f.z * 0.25;
R0f.z = PV0f.y * 0.25;
R0f.w = PV0f.x * 0.25;
// export
R0f.xyz = contrasty(R0f.xyz);
R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve);
float smask = lumasharping(textureUnitPS0, passParameterSem0.xy);
vec3 temp3 = R0f.xyz;
R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix);
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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[Definition]
titleIds = 000500001019C800,000500001019E600,000500001019E500
name = Contrasty
path = "The Legend of Zelda: Twilight Princess HD/Enhancements/Contrasty"
description = This pack tweaks the colors and contrast to whatever preset you set it as. You can also make your own preset by editing the Default preset in the Contrasty folder from the game's graphic packs. Made by getdls.
version = 4
[Preset]
name = default
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
$redMid = 1.0
$greenMid = 1.0
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$blueHilight = 1.0
$contrastCurve = 0.0
$hazeFactor = 1.0
# $bloom = 1.0
$gamma = 1.0
$exposure = 1.0
$vibrance = 0.0
$crushContrast = 0.0
# $bleach = 1.0
$sharp_mix = 0.0
[Preset] # Preserve original washed out look, but balances bloom white point towards neutral
name = Neutral Hi-lights
$redShadows = 1.0
$greenShadows = 1.0 #1.01
$blueSadows = 1.01 #1.02
$redMid = 0.98
$greenMid = 0.99
$blueMid = 1.01
$redHilight = 1.0
$greenHilight = 1.01 #.86
$blueHilight = 1.15
$contrastCurve = 0.0
$hazeFactor = 0.1
# $bloom = 1.0
$gamma = 1.0
$exposure = 1.0
$vibrance = 0.25
$crushContrast = 0.0
# $bleach = 0.85
$sharp_mix = 0.0
[Preset] #Warm and washed out light-sources and bloom, original look "enhanced".
name = Warm glow
$redShadows = 1.0
$greenShadows = 1.0
$blueSadows = 1.0
$redMid = 0.98
$greenMid = 0.98
$blueMid = 1.0
$redHilight = 1.0
$greenHilight =1.0
$blueHilight = 1.0
$contrastCurve = 0.5
$hazeFactor = 0.71
# $bloom = 0.85
$gamma = 1.1
$exposure = 1.07
$vibrance = 0.15
$crushContrast = 0.00
# $bleach = 0.85
$sharp_mix = 0.05
[Preset] # Colourful midway between original and cold
name = Warm / Colorful
$redShadows = 0.96
$greenShadows = 0.97
$blueSadows = 1.01
$redMid = 0.94
$greenMid = 0.96
$blueMid = 1.01
$redHilight = 0.97
$greenHilight = 0.99
$blueHilight = 1.01
$contrastCurve = 0.25
$hazeFactor = 0.1
# $bloom = 1.0
$gamma = 1.075
$exposure = 1.01
$vibrance = 0.55
$crushContrast = 0.0
# $bleach = 0.85
$sharp_mix = 0.05
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
name = Cold
$redShadows = 0.99 #0.99
$greenShadows = 1.0 # 1.0
$blueSadows = 1.0 #1.0 #1.01
$redMid = 0.88 #0.87
$greenMid = 0.925 #0.9 #0.88
$blueMid = 1.0
$redHilight = 1.0
$greenHilight = 1.01 #.86
$blueHilight = 1.11 #1.14
$contrastCurve = 0.25
$hazeFactor = 0.1
$gamma = 1.025
$exposure = 1.025
$vibrance = 0.48
$crushContrast = 0.0
# $bleach = 0.875
$sharp_mix = 0.00
[Preset] #Warm colour palette, light and shadows interplay, caves are dark.
name = Warm contrast crush
$redShadows = 1.0 #1.02 #0.99
$greenShadows = 1.0 #1.05 # 1.0
$blueSadows = 0.98 #1.0 #1.01
$redMid = 0.96 #0.87
$greenMid = 1.04 #0.9 #0.88
$blueMid = 1.10
$redHilight = 0.99
$greenHilight = 0.99 #.86
$blueHilight = 1.05 #1.14
$contrastCurve = 0.75
$hazeFactor = 0.1
# $bloom = 0.975
$gamma = 1.03
$exposure = 1.01
$vibrance = 0.25
$crushContrast = 0.0
# $bleach = 0.875
$sharp_mix = 0.00
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
name = Cold contrast crush
$redShadows = 1.01 #1.02 #0.99
$greenShadows = 1.03 #1.05 # 1.0
$blueSadows = 1.04 #1.0 #1.01
$redMid = 0.99 #0.87
$greenMid = 1.06 #0.9 #0.88
$blueMid = 1.12
$redHilight = 0.98
$greenHilight = 0.97 #.86
$blueHilight = 1.08 #1.14
$contrastCurve = 0.75
$hazeFactor = 0.1
# $bloom = 0.975
$gamma = 1.01
$exposure = 1.01
$vibrance = 0.29
$crushContrast = 0.0
# $bleach = 0.875
$sharp_mix = 0.00
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
name = Cold contrast preserve highlights
$redShadows = 1.01 #1.02 #0.99
$greenShadows = 1.02 #1.05 # 1.0
$blueSadows = 1.04 #1.0 #1.01
$redMid = 0.97 #0.87
$greenMid = 1.06 #0.9 #0.88
$blueMid = 1.14
$redHilight = 0.98
$greenHilight = 0.97 #.86
$blueHilight = 1.09 #1.14
$contrastCurve = 0.25
$hazeFactor = 0.1
# $bloom = 0.975
$gamma = 0.75
$exposure = 1.125
$vibrance = 0.35
$crushContrast = 0.0
# $bleach = 0.875
$sharp_mix = 0.00
[Preset] # jff
name = Skyward Swordish
$redShadows = 0.95
$greenShadows = 0.95
$blueSadows = 1.0
$redMid = 0.95
$greenMid = 0.97
$blueMid = 1.04
$redHilight = 0.99
$greenHilight =1.0
$blueHilight = 1.01
$contrastCurve = 0.95
$hazeFactor = 0.71
# $bloom = 0.85
$gamma = 1.25
$exposure = 1.1
$vibrance = 1.25
$crushContrast = 0.00
# $bleach = 0.85
$sharp_mix = 0.05

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 49865bd2e62efda1
//dark world bloom
const float bloom = $bloom;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
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);
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 = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
// 1
PV1f.x = max(PV0f.w, 0.0);
PV1f.y = max(PV0f.x, 0.0);
PV1f.z = max(PV0f.y, 0.0);
PV1f.w = max(PV0f.z, 0.0);
// 2
R0f.x = min(PV1f.w, 1.0);
R0f.y = min(PV1f.z, 1.0);
R0f.z = min(PV1f.y, 1.0);
R0f.w = min(PV1f.x, 1.0);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

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#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 5f422bf63e25be7f // Bleach pass cutscene
const float bleach = $bleach;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
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);
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 = passParameterSem1;
R0f.w = (texture(textureUnitPS0, R0f.xy).x);
// 0
PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000);
PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000);
PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000);
R1f.w = intBitsToFloat(uf_remappedPS[0].w);
R1f.w = clamp(R1f.w, 0.0, 1.0);
PS0f = R1f.w;
// 1
PV1f.x = fract(PV0f.w);
PV1f.y = fract(PV0f.x);
PV1f.w = fract(PV0f.z);
// 2
PV0f.x = PV1f.w * intBitsToFloat(0x3f808081);
PV0f.y = PV1f.x * intBitsToFloat(0x3f808081);
PV0f.z = PV1f.y * intBitsToFloat(0x3f808081);
// 3
R1f.x = mul_nonIEEE(R0f.w, PV0f.z);
R1f.x = clamp(R1f.x, 0.0, 1.0);
R1f.y = mul_nonIEEE(R0f.w, PV0f.y);
R1f.y = clamp(R1f.y, 0.0, 1.0);
R1f.z = mul_nonIEEE(R0f.w, PV0f.x);
R1f.z = clamp(R1f.z, 0.0, 1.0);
// export
passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w) * bleach;
}

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@ -1,367 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 95a5a89d62998e0d
// blur
const float bloom = $bloom;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[3];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[3];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
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 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R5f = vec4(0.0);
vec4 R6f = vec4(0.0);
vec4 R7f = vec4(0.0);
vec4 R123f = 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;
float scaler;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = GET_FRAGCOORD();
scaler = uf_fragCoordScale.x;
// 0
R7f.x = R0f.x * intBitsToFloat(0x3b088889);
PV0f.x = R7f.x;
R7f.y = R0f.y * intBitsToFloat(0x3b72b9d6);
PV0f.y = R7f.y;
// 1
R0f.x = PV0f.x;
R0f.y = PV0f.y + intBitsToFloat(0x3b72b9d6) * scaler;
R1f.z = PV0f.x;
R1f.y = PV0f.y + intBitsToFloat(0xbb72b9d6) * scaler;
PS1f = R1f.y;
// 2
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3bf2b9d6) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbbf2b9d6) * scaler;
PS0f = R4f.y;
R3f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.zy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.w;
PV0f.x = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.y);
PV0f.y = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), R0f.z);
PV0f.z = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg0f);
PV0f.w = mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y), backupReg1f);
R0f.y = R7f.y + intBitsToFloat(0x3c360b60) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(R3f.y,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.x);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(R3f.w,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(R3f.x,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(R3f.z,intBitsToFloat(uf_remappedPS[0].x)) + PV0f.y);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbc360b60) * scaler;
PS0f = R1f.y;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.x) + PV0f.y);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.y) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),backupReg0f) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3c72b9d6) * scaler;
R6f.z = R7f.x;
R6f.y = R7f.y + intBitsToFloat(0xbc72b9d6) * scaler;
PS0f = R6f.y;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.x) + R3f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].z),R4f.y) + R3f.y);
PV0f.w = R123f.w;
R3f.y = R7f.y + intBitsToFloat(0x3c97b426) * scaler;
PS0f = R3f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.x = R7f.x;
PS1f = R3f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.w) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[0].w),R1f.x) + PV1f.y);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbc97b426) * scaler;
PS0f = R1f.y;
// 3
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.y);
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.x);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[1].x)) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R5f.x = R7f.x;
R5f.y = R7f.y + intBitsToFloat(0x3cb60b60) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbcb60b60) * scaler;
PS0f = R4f.y;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.z) + R0f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].x),R6f.w) + R0f.y);
PV0f.w = R123f.w;
R0f.y = R7f.y + intBitsToFloat(0x3cd4629b) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.w) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbcd4629b) * scaler;
PS0f = R1f.y;
// 3
backupReg0f = R2f.z;
R3f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.x) + PV0f.y);
R3f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.y) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),backupReg0f) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R2f.x = R7f.x;
R2f.y = R7f.y + intBitsToFloat(0x3cf2b9d6) * scaler;
R6f.z = R7f.x;
R6f.y = R7f.y + intBitsToFloat(0xbcf2b9d6) * scaler;
PS0f = R6f.y;
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R5f.xyzw = (textureLod(textureUnitPS0, R2f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.x) + R3f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].z),R4f.y) + R3f.y);
PV0f.w = R123f.w;
R3f.y = R7f.y + intBitsToFloat(0x3d088888) * scaler;
PS0f = R3f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
R3f.x = R7f.x;
PS1f = R3f.x;
// 2
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.w) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.z) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.y) + PV1f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[1].w),R1f.x) + PV1f.y);
PV0f.w = R123f.w;
R1f.y = R7f.y + intBitsToFloat(0xbd088888) * scaler;
PS0f = R1f.y;
// 3
R0f.x = (mul_nonIEEE(R5f.z,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.y);
R0f.y = (mul_nonIEEE(R5f.w,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.x);
R5f.z = (mul_nonIEEE(R5f.y,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.z);
R5f.w = (mul_nonIEEE(R5f.x,intBitsToFloat(uf_remappedPS[2].x)) + PV0f.w);
R1f.x = R7f.x;
PS1f = R1f.x;
// 4
R5f.x = R7f.x;
R5f.y = R7f.y + intBitsToFloat(0x3d17b426) * scaler;
R4f.z = R7f.x;
R4f.y = R7f.y + intBitsToFloat(0xbd17b426) * scaler;
PS0f = R4f.y;
R6f.xyzw = (textureLod(textureUnitPS0, R6f.zy,0.0).xyzw);
R3f.xyzw = (textureLod(textureUnitPS0, R3f.xy,0.0).xyzw);
R1f.xyzw = (textureLod(textureUnitPS0, R1f.xy,0.0).xyzw);
R2f.xyzw = (textureLod(textureUnitPS0, R5f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.z) + R0f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.y) + R5f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.x) + R5f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].x),R6f.w) + R0f.y);
PV0f.w = R123f.w;
R0f.y = R7f.y + intBitsToFloat(0x3d26dfc3) * scaler;
PS0f = R0f.y;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.y) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.w) + PV0f.w);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.x) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R3f.z) + PV0f.x);
PV1f.w = R123f.w;
R0f.x = R7f.x;
PS1f = R0f.x;
// 2
backupReg0f = R7f.y;
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.y) + PV1f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.x) + PV1f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.w) + PV1f.y);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].y),R1f.z) + PV1f.w);
PV0f.w = R123f.w;
R7f.y = backupReg0f + intBitsToFloat(0xbd26dfc3) * scaler;
PS0f = R7f.y;
// 3
backupReg0f = R2f.x;
backupReg1f = R2f.y;
backupReg2f = R2f.z;
R2f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg0f) + PV0f.y);
R2f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg1f) + PV0f.x);
R2f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R2f.w) + PV0f.z);
R2f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),backupReg2f) + PV0f.w);
R4f.xyzw = (textureLod(textureUnitPS0, R4f.zy,0.0).xyzw);
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
R7f.xyzw = (textureLod(textureUnitPS0, R7f.xy,0.0).xyzw);
// 0
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.x) + R2f.x);
PV0f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.w) + R2f.z);
PV0f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.z) + R2f.w);
PV0f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].z),R4f.y) + R2f.y);
PV0f.w = R123f.w;
// 1
R123f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.w) + PV0f.y);
PV1f.x = R123f.x;
R123f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.x) + PV0f.x);
PV1f.y = R123f.y;
R123f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.z) + PV0f.z);
PV1f.z = R123f.z;
R123f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),R0f.y) + PV0f.w);
PV1f.w = R123f.w;
// 2
backupReg0f = R7f.x;
backupReg1f = R7f.y;
backupReg2f = R7f.z;
backupReg3f = R7f.w;
R7f.x = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg0f) + PV1f.y);
R7f.y = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg1f) + PV1f.w);
R7f.z = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg2f) + PV1f.z);
R7f.w = (mul_nonIEEE(intBitsToFloat(uf_remappedPS[2].w),backupReg3f) + PV1f.x);
// export
passPixelColor0 = vec4(R7f.x, R7f.y, R7f.z, R7f.w)* bloom;
}

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@ -1,130 +0,0 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader e334517825fdd599
//water, sun, fog.
uniform vec2 uf_fragCoordScale;
const float hazeFactor = 0.1;
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float contrastCurve = $contrastCurve;
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
}
#define px (1.0/1920.0*uf_fragCoordScale.x)
#define py (1.0/1080.0*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;
}
vec3 LiftGammaGainPass(vec3 colorInput)
{ //reshade BSD https://reshade.me , Alexkiri port
vec3 color = colorInput;
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = pow(color, 1.0 / RGB_Gamma);
return clamp(color, 0.0, 1.0);
}
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
//fColour = LiftGammaGainPass(fColour);
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);
fColour = LiftGammaGainPass(fColour);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
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 mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
vec4 R0f = 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.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
// export
R0f.xyz = contrasty(R0f.xyz);
//R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), 0.25); //contrast difference between heat haze and sky
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}