#version 420 #extension GL_ARB_texture_gather : enable // shader 37040a485a29d54e // Possible problems // Being below 1.3.3 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. // Clarity GFX // Credit to Jamie for main coding. // Credit to Kiri coding & Reshade logic. // Credit to Cremtif for Help. // Credit to Serfrost for preset values. // Shader dumped from Cemu 1.11.2 from BotW 1.4.0 // v 2.0 // Add 1.4.0 support //########################################################## #define adjust_bloom 1 // 0: disable, 1: enable. //BloomFactor float bloomFactor = 0.010; //Default is 0.020 (rough estimate based on Switch) #define HDRpassing 0 // 0: disable, 1: enable. //Fake High Dynamic Range. float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 0 // 0: disable, 1: enable. //LumaShapening float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define Tone_map 2 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 // linearToneMapping Option 2 // simpleReinhardToneMapping Option 3 // lumaBasedReinhardToneMapping Option 4 // whitePreservingLumaBasedReinhardToneMapping Option 5 // RomBinDaHouseToneMapping Option 6 // filmicToneMapping Option 7 // Uncharted2ToneMapping Option 8 //Reshade ToneMap Controls float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 #define blacknwhitepass 1 // 0: disable, 1: enable. //Levels Control const int BlackPoint = 6; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white #define lggpass 0 // 0: disable, 1: enable. //Lift Gamma Gain vec3 RGB_Lift = vec3(0.98, 0.98, 0.93); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Gamma = vec3(0.95, 0.95, 0.90); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gain = vec3(0.99, 0.99, 0.94); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //Note that a value of 1.0 is a neutral setting that leave the color unchanged. #define vibpass 1 // 0: disable, 1: enable. //VibrancePass float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others."; #define Tech 1 //Technicolor float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic #define Techine 0 // 0: disable, 1: enable. //Technicolor2 float Technicolor2_Red_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Green_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Blue_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Brightness = 1.75; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 float Technicolor2_Strength = 0.80; // Default is 1.0 float Technicolor2_Saturation = 0.20; // Default is 1.0 //Curves / Filmic Pass Contrast #define CurvesPss 0 // 0: disable, 1: enable. float Contrast = 0.750; // 1 To use curves Contrast, 0 off or to use with Filmic Pass. #define Filmicpass 0 // 0: disable, 1: enable. //Filmic Pass float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 float Linearization = 0.7; // min 0.5 max 2.0 Default 0.5 float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 float BaseCurve = 1.1; // min 0.0 max 2.0 Default 1.5 float BaseGamma = 0.98; // min 0.7 max 2.0 Default 1.0 float EffectGamma = 0.97; // min 0.0 max 2.0 Default 0.68 float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 //########################################################### //Do not edit under this line. 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; } //ToneMapping vec3 linearToneMapping(vec3 color) { float exposure = 1.; color = clamp(exposure * color, 0., 1.); return color; } vec3 simpleReinhardToneMapping(vec3 color) { float exposure = 1.5; color *= exposure / (1. + color / exposure); return color; } vec3 lumaBasedReinhardToneMapping(vec3 color) { float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma / (1. + luma); color *= toneMappedLuma / luma; return color; } vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color) { float white = 2.; float luma = dot(color, vec3(0.2126, 0.7152, 0.0722)); float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma); color *= toneMappedLuma / luma; return color; } vec3 RomBinDaHouseToneMapping(vec3 color) { color = exp(-1.0 / (2.72*color + 0.15)); return color; } vec3 filmicToneMapping(vec3 color) { color = max(vec3(0.), color - vec3(0.004)); color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06); return color; } vec3 Uncharted2ToneMapping(vec3 color) { float A = 0.15; float B = 0.50; float C = 0.10; float D = 0.20; float E = 0.02; float F = 0.30; float W = 11.2; float exposure = 2.; color *= exposure; color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F; float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F; color /= white; return color; } vec3 ReshadeToneMap(vec3 inputColor) { vec3 color = inputColor; color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog 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; } //Curves vec3 CurvesPass(vec3 inputColor) { vec3 colorInput = inputColor; float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves. vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version vec3 color = x; //if the curve should be applied to both Luma and Chroma colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast return colorInput; } //TECHNICOLOR2 vec3 Technicolor2(vec3 inputColor) { vec3 color = inputColor; vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength); vec3 source = color; vec3 temp = 1.0 - source; vec3 target = temp.grg; vec3 target2 = temp.bbr; vec3 temp2 = source * target; temp2 *= target2; temp = temp2 * Color_Strength; temp2 *= Technicolor2_Brightness; target = temp.grg; target2 = temp.bbr; temp = source - target; temp += temp2; temp2 = temp - target2; color = mix(source, temp2, Technicolor2_Strength); color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation); return color; } //Technicolor vec3 TechnicolorPass(vec3 color) { float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4 const vec3 cyanfilter = vec3(0.0, 1.30, 1.0); const vec3 magentafilter = vec3(1.0, 0.0, 1.05); const vec3 yellowfilter = vec3(1.6, 1.6, 0.05); const vec2 redorangefilter = vec2(1.05, 0.620); // RG_ const vec2 greenfilter = vec2(0.30, 1.0); // RG_ const vec2 magentafilter2 = magentafilter.rb; // R_B vec3 tcol = color.rgb; vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power)); vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power)); vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power)); vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter; vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter; vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter; return mix(tcol, output_r * output_g * output_b, Strength); } // Levels vec3 LevelsPass(vec3 inputColor) { float black_point_float = BlackPoint / 255.0; float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same vec3 color = inputColor; color = color * white_point_float - (black_point_float * white_point_float); return color; } //FilmPass vec3 FilmPass(vec3 inputColor) { vec3 B = inputColor.rgb; vec3 G = B; vec3 H = vec3(0.01); B = clamp(B, 0.0, 1.); B = pow(vec3(B), vec3(Linearization)); B = mix(H, B, Contrast); vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186); float A = dot(B.rgb, LumCoeff); vec3 D = vec3(A); B = pow(B, 1.0 / vec3(BaseGamma)); float a = RedCurve; float b = GreenCurve; float c = BlueCurve; float d = BaseCurve; float y = 1.0 / (1.0 + exp(a / 2.0)); float z = 1.0 / (1.0 + exp(b / 2.0)); float w = 1.0 / (1.0 + exp(c / 2.0)); float v = 1.0 / (1.0 + exp(d / 2.0)); vec3 C = B; D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y); D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z); D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w); D = pow(D, 1.0 / vec3(EffectGamma)); vec3 Di = 1.0 - D; D = mix(D, Di, Bleach); D.r = pow(abs(D.r), 1.0 / EffectGammaR); D.g = pow(abs(D.g), 1.0 / EffectGammaG); D.b = pow(abs(D.b), 1.0 / EffectGammaB); if (D.r < 0.5) C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r; else C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r; if (D.g < 0.5) C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g; else C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g; if (D.b < 0.5) C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b; else C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b; vec3 F = mix(B, C, Strength); F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v); float r2R = 1.0 - Saturation; float g2R = 0.0 + Saturation; float b2R = 0.0 + Saturation; float r2G = 0.0 + Saturation; float g2G = (1.0 - Fade) - Saturation; float b2G = (0.0 + Fade) + Saturation; float r2B = 0.0 + Saturation; float g2B = (0.0 + Fade) + Saturation; float b2B = (1.0 - Fade) - Saturation; vec3 iF = F; F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R); F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G); F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B); float N = dot(F.rgb, LumCoeff); vec3 Cn = F; if (N < 0.5) Cn = (2.0 * N - 1.0) * (F - F * F) + F; else Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F; Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization)); vec3 Fn = mix(B, Cn, Strength); return Fn; } //Lift Gamma Gain vec3 LiftGammaGainPass(vec3 colorInput) { // -- Get input -- vec3 color = colorInput; // -- Lift -- color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. // -- Gain -- color *= RGB_Gain; // -- Gamma -- color = pow(color, 1.0 / RGB_Gamma); //Gamma // -- Return output -- return clamp(color, 0.0, 1.0); } //VibrancePass vec3 VibrancePass(vec3 color) { const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float luma = dot(coefLuma, color); float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color float color_saturation = max_color - min_color; // The difference between the two is the saturation // Extrapolate between luma and original by 1 + (1-saturation) - current vec3 coeffVibrance = VibranceRGBBalance * Vibrance; color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); return color; } //LumaShapening #define px (1.0/1280.0*uf_fragCoordScale.x) #define py (1.0/720.0*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; } //Fake High Dynamic Range. vec3 HDRPass(sampler2D tex, vec2 pos) { vec3 color = texture(tex, pos).rgb; vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb; bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb; bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb; bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb; bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb; bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb; bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb; bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb; bloom_sum1 *= 0.005; vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb; bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb; bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb; bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb; bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb; bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb; bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb; bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb; bloom_sum2 *= 0.010; float dist = radius2 - radius1; vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist; vec3 blend = HDR + color; color = pow(abs(blend), vec3(abs(HDRPower))) + HDR; return color; } 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; vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; #if (adjust_bloom == 1) bloom *= bloomFactor; #endif #if (HDRpassing == 1) R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); #endif #if (HDRpassing == 0) R0f.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz; #endif #if (lumapassing == 1) float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); R0f.xyz += vec3(smask); #endif // -- Original shader code // 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; PV1f.w = max(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 = max(PV1f.x, PV1f.w); PS0f = R126f.z; // 11 backupReg0f = R127f.x; backupReg1f = R127f.z; R127f.x = R126f.x + -(PS0f); R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0); PV1f.y = R123f.y; R127f.z = backupReg0f + -(PS0f); R125f.w = backupReg1f + -(PS0f); // 12 R123f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x)); PV0f.x = R123f.x; // 13 R0f.x = (mul_nonIEEE(R127f.x, PV0f.x) + R126f.z); R0f.y = (mul_nonIEEE(R127f.z, PV0f.x) + R126f.z); R0f.z = (mul_nonIEEE(R125f.w, PV0f.x) + R126f.z); // -- End original shader code passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 color = (passPixelColor0.xyz); color += bloom; #if (Tone_map == 1) color = ReshadeToneMap(color); #endif #if (Tone_map == 2) color = linearToneMapping(color); #endif #if (Tone_map == 3) color = simpleReinhardToneMapping(color); #endif #if (Tone_map == 4) color = lumaBasedReinhardToneMapping(color); #endif #if (Tone_map == 5) color = whitePreservingLumaBasedReinhardToneMapping(color); #endif #if (Tone_map == 6) color = RomBinDaHouseToneMapping(color); #endif #if (Tone_map == 7) color = filmicToneMapping(color); #endif #if (Tone_map == 8) color = Uncharted2ToneMapping(color); #endif #if (blacknwhitepass == 1) color = LevelsPass(color); #endif #if (Techine == 1) color = Technicolor2(color); #endif #if (Tech == 1) color = TechnicolorPass(color); #endif #if (Filmicpass == 1) color = FilmPass(color); #endif #if (CurvesPss == 1) color = CurvesPass(color); #endif #if (lggpass == 1) color = LiftGammaGainPass(color); #endif #if (vibpass == 1) color = VibrancePass(color); #endif passPixelColor0 = vec4(color, R0f.w); }