#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader f42bb0ed469dd804 //sun const float redScale = 0.92; const float greenScale = 1.02; //5 const float blueScale = 1.24; const float hazeFactor = 0.1; const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage const float exposure = 1.075; // 1.0 is neutral const float vibrance = 0.37; // 0.0 is neutral const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail float Sigmoid (float x) { return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5))); } vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); fColour.x = fColour.x *redScale; fColour.y = fColour.y *greenScale; fColour.z = fColour.z *blueScale; 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); // vibrance fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); fColour = max(vec3(0.0), fColour - vec3(crushContrast)); return fColour; } uniform ivec4 uf_remappedPS[3]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f478000 res 32x32x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x6) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0x2f3e2800 res 32x32x1 dim 1 tm: 4 format 0002 compSel: 0 0 0 1 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x24dfb000 res 960x540x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0 layout(location = 0) in vec4 passParameterSem1; layout(location = 1) in vec4 passParameterSem2; layout(location = 2) in vec4 passParameterSem3; 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 R124f = 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 = passParameterSem1; R1f = passParameterSem2; R2f = passParameterSem3; R0f.xyz = (texture(textureUnitPS0, R0f.xy).wzy); R1f.xyzw = (texture(textureUnitPS1, R1f.xy).xyzw); // 0 backupReg0f = R0f.y; R125f.x = intBitsToFloat(uf_remappedPS[0].w); PV0f.x = R125f.x; PV0f.y = R0f.z * intBitsToFloat(0x437f0000); PV0f.z = backupReg0f * intBitsToFloat(0x437f0000); PV0f.w = R0f.x * intBitsToFloat(0x437f0000); R127f.w = 1.0 / R2f.z; PS0f = R127f.w; // 1 PV1f.x = floor(PV0f.w); R125f.y = intBitsToFloat(uf_remappedPS[1].w); PV1f.y = R125f.y; PV1f.z = floor(PV0f.y); PV1f.w = floor(PV0f.z); R124f.w = 1.0 / PV0f.x; PS1f = R124f.w; // 2 R127f.xyz = vec3(PV1f.x,PV1f.w,PV1f.z) + vec3(intBitsToFloat(0xc3000000),intBitsToFloat(0xc3000000),intBitsToFloat(0xc3000000)); PV0f.x = R127f.x; PV0f.y = R127f.y; PV0f.z = R127f.z; R125f.w = mul_nonIEEE(R2f.x, R127f.w); R126f.x = 1.0 / PV1f.y; PS0f = R126f.x; // 3 tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[1].x),intBitsToFloat(uf_remappedPS[1].y),intBitsToFloat(uf_remappedPS[1].z),-0.0),vec4(PV0f.x,PV0f.y,PV0f.z,0.0)); PV1f.x = tempf.x; PV1f.y = tempf.x; PV1f.z = tempf.x; PV1f.w = tempf.x; R126f.z = tempf.x; R126f.y = mul_nonIEEE(R2f.y, R127f.w); PS1f = R126f.y; // 4 tempf.x = dot(vec4(intBitsToFloat(uf_remappedPS[0].x),intBitsToFloat(uf_remappedPS[0].y),intBitsToFloat(uf_remappedPS[0].z),-0.0),vec4(R127f.x,R127f.y,R127f.z,0.0)); PV0f.x = tempf.x; PV0f.y = tempf.x; PV0f.z = tempf.x; PV0f.w = tempf.x; R127f.w = tempf.x; R127f.y = max(PV1f.x, -(PV1f.x)); PS0f = R127f.y; // 5 R127f.x = max(PV0f.x, -(PV0f.x)); PV1f.x = R127f.x; PV1f.y = (R126f.z > 0.0)?1.0:0.0; PV1f.z = PS0f + intBitsToFloat(0xc4800000); R126f.w = (PV0f.x > 0.0)?1.0:0.0; PS1f = (0.0 > R126f.z)?1.0:0.0; // 6 PV0f.x = (0.0 > R127f.w)?1.0:0.0; R123f.y = (PV1f.z * intBitsToFloat(0x3a800000) + 1.0); PV0f.y = R123f.y; R126f.z = PV1f.y + -(PS1f); PV0f.w = PV1f.x + intBitsToFloat(0xc4800000); PS0f = intBitsToFloat(uf_remappedPS[2].w); PS0f = clamp(PS0f, 0.0, 1.0); // 7 backupReg0f = R126f.w; R123f.x = (PV0f.w * intBitsToFloat(0x3a800000) + 1.0); PV1f.x = R123f.x; PV1f.z = floor(PV0f.y); R126f.w = backupReg0f + -(PV0f.x); R0f.w = mul_nonIEEE(R1f.w, PS0f); R0f.w = clamp(R0f.w, 0.0, 1.0); PS1f = R0f.w; // 8 R123f.y = (-(PV1f.z) * intBitsToFloat(0x44800000) + R127f.y); PV0f.y = R123f.y; PV0f.w = floor(PV1f.x); // 9 R123f.x = (-(PV0f.w) * intBitsToFloat(0x44800000) + R127f.x); PV1f.x = R123f.x; PV1f.y = mul_nonIEEE(PV0f.y, R126f.z); // 10 PV0f.x = mul_nonIEEE(PV1f.x, R126f.w); R123f.z = (mul_nonIEEE(R125f.w,R126f.x) + PV1f.y); PV0f.z = R123f.z; // 11 R2f.x = mul_nonIEEE(R125f.y, PV0f.z); R123f.w = (mul_nonIEEE(R126f.y,R124f.w) + PV0f.x); PV1f.w = R123f.w; // 12 R2f.y = mul_nonIEEE(R125f.x, PV1f.w); R2f.xyz = (texture(textureUnitPS2, R2f.xy).xyz); // 0 PV0f.y = R2f.z; PV0f.y = clamp(PV0f.y, 0.0, 1.0); PV0f.z = R2f.y; PV0f.z = clamp(PV0f.z, 0.0, 1.0); PV0f.w = R2f.x; PV0f.w = clamp(PV0f.w, 0.0, 1.0); // 1 R0f.x = mul_nonIEEE(R1f.x, PV0f.w); R0f.x = clamp(R0f.x, 0.0, 1.0); R0f.y = mul_nonIEEE(R1f.y, PV0f.z); R0f.y = clamp(R0f.y, 0.0, 1.0); R0f.z = mul_nonIEEE(R1f.z, PV0f.y); R0f.z = clamp(R0f.z, 0.0, 1.0); // export R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }