cemu_graphic_packs/Enhancements/TwilightPrincessHD_Bloom/5f422bf63e25be7f_0000000000000079_ps.txt
Kirito 46db482e22
[TPHD] Add new Bloom graphic pack (#642)
With the new bloom graphic pack you can simply choose a preset of the amount of bloom and brightness/post-processing inside the shadow land, or you can fine-tune it to your likings with the custom options.

Thanks to @KoB-Kirito for making this dedicated bloom pack!
2024-10-15 22:24:56 +02:00

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#version 430
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 5f422bf63e25be7f: desaturates colors (shadow world only)
// desaturates the image by shifting colors towards the red channel
// used in shadow world only, as far as tested
// grading values always seem to be: 1.0, 1.0, 1.0, ~0.33
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.z, 1.0/gl_FragCoord.w)
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1]; // grading
};
#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 GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
uniform ivec4 uf_remappedPS[1]; // grading
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0; // frame
layout(location = 0) in vec4 passParameterSem1; // pixel coordinate
layout(location = 0) out vec4 passPixelColor0; // output. w is alpha, overlayed
// more compatible interpolation
float mixf(float x, float y, float a)
{
return x * (1.0 - a) + y * a;
}
void main()
{
// get texel color
vec2 coord = passParameterSem1.xy;
vec3 texel = texture(textureUnitPS0, coord).xyz;
// get grading
vec4 grading = vec4(0.0);
grading.x = intBitsToFloat(uf_remappedPS[0].x); // 1.0
grading.y = intBitsToFloat(uf_remappedPS[0].y); // 1.0
grading.z = intBitsToFloat(uf_remappedPS[0].z); // 1.0
grading.w = intBitsToFloat(uf_remappedPS[0].w); // alpha, ~0.33
// shift towards red channel
vec4 color = vec4(0.0);
color.x = texel.x * grading.x; // red * 1.0
color.y = texel.x * grading.y; // red * 1.0
color.z = texel.x * grading.z; // red * 1.0
color.w = mixf(0.0, grading.w, $shadow_world_desaturation); // apply custom strength
// export
passPixelColor0 = vec4(color.x, color.y, color.z, color.w);
// test current grading colors
//passPixelColor0 = vec4(grading.x, grading.y, grading.z, 1.0);
// test current grading alpha
//passPixelColor0 = vec4(grading.w, grading.w, grading.w, 1.0);
}