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214c858cce
Add - Configurable contrast/colour preference shader. v2 less agressive commit
79 lines
2.9 KiB
Plaintext
79 lines
2.9 KiB
Plaintext
#version 420 //Credit to bestminr for vibrance logic
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#extension GL_ARB_texture_gather : enable
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/*Gamma, exposure, vibrance and crushContrast can be modified */
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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 = 0.008; // 0.0 is neutral
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const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
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//Uncomment below and in body to scale 16-235 not recommended */
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/*
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const float floor = 16.0 / 255;
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const float scale = 255.0/(235.0-16.0);
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*/
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// shader f14bb57cd5c9cb77 //
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) 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 0x38784000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 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 passParameterSem2;
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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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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 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem2;
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vec4 colour = (texture(textureUnitPS0, R0f.xy).xyzw);
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vec3 fColour = (colour.xyz);
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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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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx)/2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
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passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0);
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}
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