mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-29 19:31:50 +01:00
02b7a7b23a
For Latest BOTW, will delete the old versions soon.
397 lines
13 KiB
Plaintext
397 lines
13 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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// Possible problems
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// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
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// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
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// Credit to NAVras for merging to a better shader.
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//(Thank you NAVras for debugging and answering silly questions.)
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// Couldn't have got this far without you.
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// Credit to getdls for adding exposure & Original Contrasty.
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// Clarity GFX
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// Credit to Jamie for main coding.
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// Credit to Kiri coding & Reshade logic.
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// Credit to Serfrost for preset values.
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// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
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// v0.10
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// Add 1.3.3 support
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//##########################################################
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//ToneMapping
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float bloomFactor = 0.2; //Default is 1.0
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float Bleach = 0.3; //Default is 0.0
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float exposure = 1.13; //Default is 1.0
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float defog = 0.004; //Default is 0.0
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//Lift Gamma Gain
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#define RGB_Lift vec3(1.05, 1.05, 1.05) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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#define RGB_Gamma vec3(0.70, 0.70, 0.70) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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#define RGB_Gain vec3(1.05, 1.05, 1.05) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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//Curves
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float Contrast = 0.50; //[-1.0, 1.0] The amount of contrast you want
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//Levels Control
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const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white
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//LumaShapening
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#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//Technicolor2
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#define Technicolor2_Red_Strength 0.0 //Default is 0.0
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#define Technicolor2_Green_Strength 0.0 //Default is 0.0
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#define Technicolor2_Blue_Strength 0.0 //Default is 0.0
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#define Technicolor2_Brightness 0.50 //Default is 1.0
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#define Technicolor2_Strength 1.0 //Default is 1.0
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#define Technicolor2_Saturation 0.70 //Default is 1.0
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//Fake High Dynamic Range.
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#define HDRPower 1.15 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX."
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#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX."
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//###########################################################
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//Do not edit under this line.
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float sat = 0.0;
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const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color";
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uniform ivec4 uf_remappedPS[1];
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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
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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
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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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int clampFI32(int v)
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{
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if (v == 0x7FFFFFFF)
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return floatBitsToInt(1.0);
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else if (v == 0xFFFFFFFF)
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; }
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//ToneMapping
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vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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color *= exposure / (1.0 + color / exposure);
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0f * color * lum;
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vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
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vec3 newColor = mix(result1, result2, L);
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vec3 mixRGB = A2 * newColor;
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color += ((1.0f - A2) * mixRGB);
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
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return color;
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}
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// Levels
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vec3 LevelsPass(vec3 inputColor) {
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float black_point_float = BlackPoint / 255.0;
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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
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vec3 color = inputColor;
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color = color * white_point_float - (black_point_float * white_point_float);
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return color;
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}
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//Curves
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vec3 CurvesPass(vec3 inputColor) {
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vec3 colorInput = inputColor;
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float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
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vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
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x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
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vec3 color = x; //if the curve should be applied to both Luma and Chroma
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colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
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return colorInput;
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}
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//TECHNICOLOR2
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vec3 Technicolor2(vec3 inputColor) {
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vec3 color = inputColor;
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vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
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vec3 source = color;
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vec3 temp = 1.0 - source;
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vec3 target = temp.grg;
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vec3 target2 = temp.bbr;
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vec3 temp2 = source * target;
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temp2 *= target2;
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temp = temp2 * Color_Strength;
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temp2 *= Technicolor2_Brightness;
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target = temp.grg;
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target2 = temp.bbr;
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temp = source - target;
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temp += temp2;
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temp2 = temp - target2;
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color = mix(source, temp2, Technicolor2_Strength);
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color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
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return color;
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}
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//Lift Gamma Gain
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vec3 LiftGammaGainPass(vec3 colorInput)
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{
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// -- Get input --
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vec3 color = colorInput;
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// -- Lift --
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
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// -- Gain --
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color *= RGB_Gain;
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// -- Gamma --
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color = pow(color, 1.0 / RGB_Gamma); //Gamma
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// -- Return output --
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return clamp(color, 0.0, 1.0);
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}
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//LumaShapening
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#define px (1.0/1280.0*uf_fragCoordScale.x)
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#define py (1.0/720.0*uf_fragCoordScale.y)
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722)
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float lumasharping(sampler2D tex, vec2 pos) {
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength);
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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//float px = 1.0/tex_size[0];
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//float py = 1.0/tex_size[1];
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vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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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
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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// -- Combining the values to get the final sharpened pixel --
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//colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color.
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return sharp_luma;
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}
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//Fake High Dynamic Range.
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vec3 HDRPass(sampler2D tex, vec2 pos) {
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vec3 color = texture(tex, pos).rgb;
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vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;
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bloom_sum1 *= 0.005;
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vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;
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bloom_sum2 *= 0.010;
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float dist = radius2 - radius1;
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vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
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vec3 blend = HDR + color;
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color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;
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return color;
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}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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bloom *= bloomFactor;
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R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
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float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
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R0f.xyz += vec3(smask);
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// -- Original shader code
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// 0
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R126f.x = R1f.x + R0f.x;
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PV0f.x = R126f.x;
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R127f.y = R1f.y + R0f.y;
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PV0f.y = R127f.y;
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R126f.z = R1f.z + R0f.z;
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PV0f.z = R126f.z;
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R125f.w = 1.0;
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// 1
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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// 2
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R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b);
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PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b);
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R126f.w = 1.0 / PV1f.x;
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PS0f = R126f.w;
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// 3
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PS1f = exp2(PV0f.y);
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// 4
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PV0f.x = -(PS1f) + 1.0;
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PS0f = exp2(R127f.x);
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// 5
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R127f.x = -(PS0f) + 1.0;
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R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
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PV1f.z = PV0f.x * R126f.w;
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PS1f = exp2(R127f.w);
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// 6
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backupReg0f = R126f.x;
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backupReg1f = R127f.z;
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R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
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PV0f.y = -(PS1f) + 1.0;
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R127f.z = mul_nonIEEE(R126f.z, PV1f.z);
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PV0f.z = R127f.z;
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R127f.w = mul_nonIEEE(R127f.y, PV1f.z);
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PV0f.w = R127f.w;
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PS0f = exp2(backupReg1f);
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// 7
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PV1f.x = R127f.x + -(PV0f.w);
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PV1f.y = PV0f.y + -(PV0f.z);
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PV1f.w = -(PS0f) + 1.0;
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// 8
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backupReg0f = R127f.z;
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R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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PV0f.x = R127f.x;
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PV0f.y = PV1f.w + -(R126f.x);
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R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PV0f.z = R127f.z;
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// 9
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backupReg0f = R126f.x;
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R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f);
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV1f.x = R126f.x;
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PV1f.w = max(PV0f.x, PV0f.z);
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// 10
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tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R126f.z = max(PV1f.x, PV1f.w);
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PS0f = R126f.z;
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// 11
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backupReg0f = R127f.x;
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backupReg1f = R127f.z;
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R127f.x = R126f.x + -(PS0f);
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R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
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PV1f.y = R123f.y;
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R127f.z = backupReg0f + -(PS0f);
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R125f.w = backupReg1f + -(PS0f);
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// 12
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R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
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PV0f.x = R123f.x;
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// 13
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R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
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R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
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R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
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// -- End original shader code
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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|
|
vec3 color = (passPixelColor0.xyz);
|
|
color += bloom;
|
|
color = TonemapPass(color);
|
|
color = Technicolor2(color);
|
|
color = LevelsPass(color);
|
|
color = CurvesPass(color);
|
|
color = LiftGammaGainPass(color);
|
|
passPixelColor0 = vec4(color, R0f.w);
|
|
} |