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https://github.com/cemu-project/cemu_graphic_packs.git
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82f206c67f
clamp now also with exposure... filmic refine the same way as botw contrasty use reshade vibrance because they look almost identical
136 lines
4.6 KiB
Plaintext
136 lines
4.6 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// Adjustable Bloom + Tone Mapping + Adjustable Vibrance(Contrasty)
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/*=============================Settings=====================================*/
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#define adjust_bloom 1 // 0: disable, 1: enable.
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const float bloomFactor = 0.7; // 1.0 is neutral [0,1+]
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#define tone_mapping 1
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// -1: disable, loss of bright detail/color but keep [0,1] intact
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// 0: (Wii U) BotW original
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// 1: ACES Filmic
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//---------------"ACES Filmic","disable" Parameters-------------//
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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//---------------------------------------------------------------//
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#define post_process 0
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// -1: disable
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// 0: (Wii U) BotW original, only vibrance
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// 1: Contrasty
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//----------------"BotW original" vibrance adjust-------------//
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const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
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//---------------------------------------------------------------//
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//---------------------"Contrasty" Parameters-----------------//
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const float gamma = 0.81; // 1.0 is neutral. Botw is already colour graded at this stage
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const float exposure = 1.17; // 1.0 is neutral
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const float vibrance = 0.40; // >0: saturate <0: desaturate
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const vec3 vibrance_RGB_balance = 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.
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const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
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//---------------------------------------------------------------//
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/*==========================================================================*/
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// shader bd8bba59e2149449 // bloom(add), tonemap, saturate
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0; //bloom
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layout(binding = 1) uniform sampler2D textureUnitPS1; //texture, hdr
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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float getL601(vec3 rgb) {
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return dot(rgb,vec3(0.2989,0.5866,0.1145));
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}
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float getL709(vec3 rgb) {
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return dot(rgb,vec3(0.2126,0.7152,0.0722));
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}
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vec3 BotWToneMap(vec3 color) {
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float Lumn = getL601(color);
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vec4 exptm = 1.0 - exp(-vec4(color,Lumn));
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vec3 cpre = exptm.w / Lumn * color;
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vec3 colorldr = mix(cpre,exptm.rgb,vec3(pow(exptm.w,2.0)));//refine
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return colorldr;
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}
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vec3 ACESFilm(vec3 color) {
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color *= Exposure;
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float Lumn = getL709(color);
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vec4 tm = vec4(color,Lumn);
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tm = (tm*(2.51*tm+0.03))/(tm*(2.43*tm+0.59)+0.14); // tonemap
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vec3 cpre = tm.w / Lumn * color;
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vec3 colorldr = mix(cpre,tm.rgb,vec3(pow(tm.w,2.0)));//refine
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return colorldr;
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}
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vec3 BotWVibrance(vec3 color) {
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float avg = (color.r + color.g + color.b)/3.0;
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float maxc = max(color.r, max(color.g,color.b));
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float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0);
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float weight = 1.0 + w * satFactor;
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vec3 satcolor = mix(vec3(maxc), color, weight);
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return satcolor;
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}
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vec3 ReshadeVibrance(vec3 color) {
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float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
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float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
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float luma = getL709(color);
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float color_saturation = max_color - min_color; // The difference between the two is the saturation
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vec3 coeffVibrance = vibrance_RGB_balance * vibrance;
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color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
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return color;
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}
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vec3 Contrasty(vec3 fColour) {
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting
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return fColour;
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}
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// bad curve, see reshade curves.fx
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//vec3 Contrasty2(vec3 color) {
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// color = clamp(color,0.0,1.0);
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// vec3 dark = pow(color,vec3(1.0/dark_thr));
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// vec3 bright = pow(color,vec3(1.0/bright_thr));
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// float lumn = getL709(color);
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// color = mix(dark,bright,lumn);
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// color = ReshadeVibrance(color);
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// return color;
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//}
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void main()
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{
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vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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vec3 color = texture(textureUnitPS1, passParameterSem0.xy).xyz;
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#if (adjust_bloom == 1)
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bloom *= bloomFactor;
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#endif
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color += bloom;
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#if (tone_mapping == -1)
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color = clamp(color*Exposure,0.0,1.0);
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#elif (tone_mapping == 0)
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color = BotWToneMap(color);
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#elif (tone_mapping == 1)
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color = ACESFilm(color);
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#endif
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#if (post_process == 0)
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color = BotWVibrance(color);
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#elif (post_process == 1)
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color = Contrasty(color);
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#endif
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// export
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passPixelColor0 = vec4(color, passParameterSem0.w);
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}
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