cemu_graphic_packs/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.brighter
Jamie 0b6816a490 Clarity GFX
Some Code addtion's , Per request a brighter Preset.
2017-11-07 00:19:14 -08:00

404 lines
14 KiB
Plaintext

#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.
// Credit to NAVras for merging to a better shader.
// Thank you NAVras for debugging and answering silly questions.
// Thank you to Kiri for everything.
// Credit to getdls for adding exposure & Original Contrasty.
// Clarity GFX
// Credit to Jamie for main coding / Porting SweetFX/Reshade to Cemu.
// Credit to Kiri coding & logic.
// Credit to Serfrost for preset values.
// Credit to Sweet FX Reshade Team for there shaders which this is based on.
// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
//v0.9
//##########################################################
//ToneMapping
float bloomFactor = 0.30; //Default is 1.0
float Bleach = 0.0002; //Default is 0.0
float exposure = 1.20; //Default is 1.0
float defog = 0.003; //Default is 0.0
float vibrance = -0.165; //Default is 0.0
//Lift Gamma Gain
#define RGB_Lift vec3(1.00, 1.00, 1.00) //[0.0 to 2.0] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma vec3(0.90, 0.90, 0.90) //[0.0 to 2.0] Adjust midtones for Red, Green and Blue
#define RGB_Gain vec3(1.00, 1.00, 1.00) //[0.0 to 2.0] Adjust highlights for Red, Green and Blue
//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
//Curves
float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want
// Levels controls
const int BlackPoint = 0; //[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
//LumaSharpening
#define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
#define sharp_clamp 0.060 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
//Advanced sharpening settings
#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
//Technicolor2
#define Technicolor2_Red_Strength 0.0 //Default is 0.0
#define Technicolor2_Green_Strength 0.0 //Default is 0.0
#define Technicolor2_Blue_Strength 0.0 //Default is 0.0
#define Technicolor2_Brightness 0.95 //Default is 1.0
#define Technicolor2_Strength 0.40 //Default is 1.0
#define Technicolor2_Saturation 0.75 //Default is 1.0
//Fake High Dynamic Range.
#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX."
#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX."
//###########################################################
//Do not edit under this line.
float sat = 0.0;
const vec3 FogColor = vec3(0.0, 1.03, 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; }
//ToneMapping
vec3 TonemapPass(vec3 inputColor) {
vec3 color = inputColor;
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
color *= exposure/(1.0+ color / exposure);
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 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;
}
//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;
}
//Lift Gamma Gain
vec3 LiftGammaGainPass( vec3 colorInput )
{
// -- Get input --
vec3 color = colorInput.rgb;
// -- Lift --
//color = color + (RGB_Lift / 2.0 - 0.5) * (1.0 - color);
color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1. ); //isn't strictly necessary, but doesn't cost performance.
// -- Gain --
color *= RGB_Gain;
// -- Gamma --
colorInput.rgb = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output --
//return (colorInput);
return clamp(color, 0.0, 1. );
}
//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 ]
//float px = 1.0/tex_size[0];
//float py = 1.0/tex_size[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
// -- Combining the values to get the final sharpened pixel --
//colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color.
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;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz *= bloomFactor;
R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
R0f.xyz += vec3(smask);
// 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);
float luminance = color.r*intBitsToFloat(0x3e99096c) + color.g*intBitsToFloat(0x3f162b6b) + color.b*intBitsToFloat(0x3dea4a8c);
float mn = min(min(color.r, color.g), color.b);
float mx = max(max(color.r, color.g), color.b);
vec3 lightness = vec3((mn + mx)/2.0);
color = TonemapPass(color);
color = Technicolor2(color);
color = LevelsPass(color);
color = CurvesPass(color);
color = mix(color, mix(color, lightness, -vibrance), sat);
color = LiftGammaGainPass(color);
passPixelColor0 = vec4(color, R0f.w);
}