mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-18 14:11:48 +01:00
131 lines
4.9 KiB
Plaintext
131 lines
4.9 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
#extension GL_ARB_separate_shader_objects : enable
|
|
// shader e334517825fdd599
|
|
//water, sun, fog.
|
|
uniform vec2 uf_fragCoordScale;
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4001000 res 1920x1080x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
|
|
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
|
|
void main()
|
|
{
|
|
vec4 R0f = 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;
|
|
R0f.xyzw = (textureLod(textureUnitPS0, R0f.xy,0.0).xyzw);
|
|
// export
|
|
R0f.xyz = contrasty(R0f.xyz);
|
|
//R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), 0.25); //contrast difference between heat haze and sky
|
|
|
|
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
|
}
|