#version 420 #extension GL_ARB_texture_gather : enable // shader bd8bba59e2149449 // Contrasty + Adjustable Bloom // original shader dumped using cemu 1.10.0f, BotW 1.3.1 #define tone_mapping 0 //0 is game original, 1 is ACES Filmic, 2 is from SweetFX /*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; R127f.y = R1f.y + R0f.y; R126f.z = R1f.z + R0f.z; R125f.w = 1.0; //Color Tweak vec3 fColour = vec3(R126f.x, R127f.y, R126f.z); 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*intBitsToFloat(0x3e99096c) + fColour.g*intBitsToFloat(0x3f162b6b) + fColour.b*intBitsToFloat(0x3dea4a8c); 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.. #if (tone_mapping == 0) R126f.x = fColour.x; R127f.y = fColour.y; R126f.z = fColour.z; PV0f.xyz = fColour; // 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); #endif #if (tone_mapping == 1) R0f.xyz = fColour * intBitsToFloat(0x3f2aaaab); R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14); R0f.xyz = clamp(R0f.xyz,0.0,1.0); #endif #if (tone_mapping == 2) //dummy const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors const float Bleach = 0.0; vec3 color = fColour; color *= intBitsToFloat(0x3f2aaaab); // Exposure const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c)); 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; R0f.xyz = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation #endif // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }