#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 shaders was auto-converted from OpenGL to Cemu so expect weird code and possible errors. #ifdef VULKAN layout(set = 1, binding = 3) uniform ufBlock { uniform vec4 uf_fragCoordScale; uniform ivec4 uf_remappedPS[1]; }; #else uniform vec2 uf_fragCoordScale; uniform ivec4 uf_remappedPS[1]; #endif 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; } // shader 998a9f67e353657b TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4 TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x41a14000 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 TEXTURE_LAYOUT(2, 1, 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; 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 R2f = 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; R1f = passParameterSem1; R2f.xyzw = (texture(textureUnitPS2, R1f.xy).xyzw); R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); // 0 R127f.x = mul_nonIEEE(R0f.w, R2f.x); PV0f.x = R127f.x; R127f.y = mul_nonIEEE(R0f.w, R2f.y); PV0f.y = R127f.y; R127f.z = mul_nonIEEE(R0f.w, R2f.z); PV0f.z = R127f.z; R0f.w = R2f.w; // 1 tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0)); tempf.x = clamp(tempf.x, 0.0, 1.0); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; // 2 R123f.x = (mul_nonIEEE(R1f.x,-(PV1f.x)) + R1f.x); PV0f.x = R123f.x; R123f.z = (mul_nonIEEE(R1f.z,-(PV1f.x)) + R1f.z); PV0f.z = R123f.z; R123f.w = (mul_nonIEEE(R1f.y,-(PV1f.x)) + R1f.y); PV0f.w = R123f.w; // 3 PV1f.x = R127f.y + PV0f.w; PV1f.y = R127f.x + PV0f.x; PV1f.w = R127f.z + PV0f.z; // 4 R1f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y)); R1f.y = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y)); R1f.z = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y)); R0f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz); // export R0f.xyz = contrasty(R0f.xyz); R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve); float smask = lumasharping(textureUnitPS2, passParameterSem1.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); }