#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader c14019840473ff86 //aa 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(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5187000 res 1920x1080x1 dim 1 tm: 4 format 0011 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 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){ 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; 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)*0.5; PV0f.z = R127f.z; // 7 R1f.x = (PV0f.z * intBitsToFloat(0xba088889)*0.5 + R0f.x); R1f.y = R0f.y; R2f.z = R0f.x; R2f.y = (PV0f.z * intBitsToFloat(0xba72b9d6)*0.5 + R0f.y); PS1f = R2f.y; // 8 R3f.x = (R127f.z * intBitsToFloat(0x3a088889)*0.5 + R0f.x); R3f.y = R0f.y; R0f.w = (R127f.z * intBitsToFloat(0x3a72b9d6) + 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 = vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)); //R0f.x = Sigmoid(R0f.x); //R0f.y = Sigmoid(R0f.y); //R0f.xyz = contrasty(R0f.xyz); //R0f.y = Sigmoid(R0f.y) //R0f.xyz = clamp(R0f.xyz,0,1); //R0f.x = max(0.0, R0f.x - crushContrast); R0f.xyz = contrasty(R0f.xyz); R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve); //vec3 mix(vec3 x, vec3 y, float a) //R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25); 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); }