#version 420 #extension GL_ARB_texture_gather : enable // shader bd8bba59e2149449 // Possible problems // Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above. // If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs. // Changelog V0.1 // Changed from shader f14bb_ps.txt to bd8bb_ps.txt // Credit to NAVras for merging to a better shader. // Credit to getdls for adding exposure & Original Contrasty. // Clarity GFX // Credit to Jamie for main coding. // Credit to Kiri coding & Reshade logic. // Credit to Serfrost for preset values. // Original shader dumped using cemu 1.10.0f, BotW 1.3.1 // Changelog v0.5 //########################################################## // Contrast, saturation, Gamma. //Adjustable Values: const float gamma = 1.00; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work const float bloomFactor = 0.7; // 1.0 is neutral const float brt = 1.0; const float con = 0.75; const float sat = 0.0; //Luma Values for changing color. Machinima tool mostly. const float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. const float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values. //----------------------------------------------------------- //End of adjustable values //########################################################### //Do not edit under this line. const float exposure = 0.00; const float Bleach = 0.0; const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; 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; } //----------------------------------------------------------- // Based on CeeJay.dk's original GLSL/HLSL. //----------------------------------------------------------- vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; color *= pow(2.0f, exposure); // exposure color = pow(color, vec3(gamma)); // Gamma const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); 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; color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation return color; } vec3 brightnessContrast(vec3 color, float brt, float con){ return (color - 0.5) * con + 0.5 + brt; } //Fake High Dynamic Range. #define HDRPower 1.30 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." #define radius1 0.793 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." #define radius2 0.87 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter." vec3 HDRPass(sampler2D tex, vec2 pos){ vec4 colorInput = texture(tex, pos); vec3 color = colorInput.rgb; vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1).rgb; bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1).rgb; bloom_sum1 += texture(tex, pos + vec2( 1.5, 1.5) * radius1).rgb; bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1).rgb; bloom_sum1 += texture(tex, pos + vec2( 0.0, -2.5) * radius1).rgb; bloom_sum1 += texture(tex, pos + vec2( 0.0, 2.5) * radius1).rgb; bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1).rgb; bloom_sum1 += texture(tex, pos + vec2( 2.5, 0.0) * radius1).rgb; bloom_sum1 *= 0.005; vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2).rgb; bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2).rgb; bloom_sum2 += texture(tex, pos + vec2( 1.5, 1.5) * radius2).rgb; bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2).rgb; bloom_sum2 += texture(tex, pos + vec2( 0.0, -2.5) * radius2).rgb; bloom_sum2 += texture(tex, pos + vec2( 0.0, 2.5) * radius2).rgb; bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2).rgb; bloom_sum2 += texture(tex, pos + vec2( 2.5, 0.0) * radius2).rgb; bloom_sum2 *= 0.010; float dist = radius1 - radius2; vec3 HDR = (colorInput.rgb + (bloom_sum2 - bloom_sum1)) * dist; vec3 blend = HDR + colorInput.rgb; colorInput.rgb = pow(abs(blend), vec3(abs(HDRPower)) + HDR); return clamp(colorInput.rgb, 0.0,1.0); } 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.xyz *= bloomFactor; R0f.xyz = HDRPass(textureUnitPS1, R0f.xy); // 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); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 color = (passPixelColor0.xyz); color = TonemapPass(color); const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721); vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB); vec3 brtColor = color * brt; vec3 intensity = vec3(dot(color, LumCoeff)); vec3 satColor = mix(intensity, color, 1.); vec3 conColor = mix(AvgLumin, satColor, con); passPixelColor0 = vec4(conColor, R0f.w); }