mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 02:56:53 +01:00
0d6c980c2c
hopefully i did this correctly, didn't notice anything going wrong when i tested it
130 lines
4.9 KiB
Plaintext
130 lines
4.9 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
// shader d936195db0dd8e7d
|
|
// cross fade brightness
|
|
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
|
|
// changes here in turn "breaks" bloom as they over or under expose depending on day/night
|
|
|
|
//old contrasty, or just copy paste clarity
|
|
const float gamma = $gamma; // 1.0 is neutral
|
|
const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
|
|
const float vibrance = $vibrance; // 0.0 is neutral
|
|
const float lift = $lift; // 0.0 is neutral. loss of shadow detail
|
|
const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up.
|
|
|
|
vec3 contrasty(vec3 colour){
|
|
vec3 fColour = (colour.xyz);
|
|
|
|
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(lift));
|
|
return fColour;
|
|
}
|
|
|
|
uniform ivec4 uf_remappedPS[1];
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x26032000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(binding = 2) uniform sampler3D textureUnitPS2;// Tex2 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
|
|
highp float lineRand(vec2 co)
|
|
{
|
|
highp float a = 12.9898;
|
|
highp float b = 78.233;
|
|
highp float c = 43758.5453;
|
|
highp float dt = dot(co.xy, vec2(a, b));
|
|
highp float sn = mod(dt, 3.14);
|
|
return fract(sin(sn) * c);
|
|
}
|
|
|
|
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 min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
|
|
void main()
|
|
{
|
|
vec4 R0f = vec4(0.0);
|
|
vec4 R1f = vec4(0.0);
|
|
vec4 R2f = 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;
|
|
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.yx)*0.015));
|
|
//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
|
|
// 0
|
|
R0f.xyz = contrasty(R0f.xyz);
|
|
backupReg0f = R0f.x;
|
|
PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
|
|
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
|
|
R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
|
|
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
|
R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
|
|
R127f.w = clamp(R127f.w, 0.0, 1.0);
|
|
R2f.w = 1.0;
|
|
PS0f = R2f.w;
|
|
// 1
|
|
tempResultf = log2(PV0f.x);
|
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
|
PS1f = tempResultf;
|
|
// 2
|
|
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
|
|
tempResultf = log2(R127f.w);
|
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
|
PS0f = tempResultf;
|
|
// 3
|
|
R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
|
|
tempResultf = log2(R127f.z);
|
|
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
|
|
PS1f = tempResultf;
|
|
// 4
|
|
R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
|
|
PS0f = exp2(R127f.x);
|
|
// 5
|
|
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
|
PS1f = exp2(R127f.y);
|
|
// 6
|
|
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
|
PS0f = exp2(R127f.w);
|
|
// 7
|
|
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
|
|
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
|
|
R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
|
|
// 0
|
|
backupReg0f = R0f.y;
|
|
backupReg1f = R0f.x;
|
|
PV0f.x = R1f.z + -(R0f.z);
|
|
PV0f.y = R1f.y + -(backupReg0f);
|
|
PV0f.z = R1f.x + -(backupReg1f);
|
|
// 1
|
|
R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
|
|
R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
|
|
R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
|
|
// export
|
|
//R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);
|
|
|
|
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*postExposure;
|
|
}
|