mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-27 02:11:50 +01:00
a5e693e25b
Just another version of Clarity with Diffrent color controls.
310 lines
11 KiB
Plaintext
310 lines
11 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.
|
|
// Credit to getdls for adding exposure & Original Contrasty.
|
|
|
|
// Clarity GFX
|
|
// Credit to Jamie for main coding.
|
|
// Credit to Kiri coding & Reshade logic.
|
|
// Credit to Serfrost for preset values.
|
|
// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
|
|
|
|
// Changelog v0.0 -- Special Very Special Edition.
|
|
|
|
//##########################################################
|
|
|
|
//Control Pannel
|
|
float bloomFactor = 0.4; //Default is 1.0 Affacts Games bloom
|
|
float exposure = 2.0;
|
|
float brt = 0.0; //Default is 0.0 Now much brightness to add to the RGB color.
|
|
float con = 0.75; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
|
|
float sat = 0.50; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
|
|
float gamma = 0.60; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work
|
|
float defog = 0.0; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."
|
|
|
|
//Luma Values
|
|
float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
|
|
float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
|
|
float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
|
|
|
|
//LumaShapening
|
|
#define sharp_strength 0.25 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
|
|
#define sharp_clamp 0.085 //[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.
|
|
|
|
//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."
|
|
//-----------------------------------------------------------
|
|
|
|
//End of adjustable values
|
|
|
|
//###########################################################
|
|
|
|
//Do not edit under this line.
|
|
const vec3 FogColor = vec3(0.0, 0.0, 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; }
|
|
|
|
//-----------------------------------------------------------
|
|
// Based on CeeJay.dk's original GLSL/HLSL.
|
|
//-----------------------------------------------------------
|
|
|
|
vec3 ContrastSaturationBrightness( vec3 color, float brt, float sat, float con) {
|
|
|
|
//Luminace Coefficients for brightness of image
|
|
vec3 LuminaceCoeff = vec3(0.2125,0.7154,0.0721);
|
|
|
|
//Brigntess calculations
|
|
vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
|
|
vec3 brtColor = color * brt;
|
|
float intensityf = dot(brtColor, LuminaceCoeff);
|
|
vec3 intensity = vec3(intensityf, intensityf, intensityf);
|
|
|
|
//Saturation calculation
|
|
vec3 satColor = mix(intensity, brtColor, sat);
|
|
|
|
//Contrast calculations
|
|
vec3 conColor = mix(AvgLumin, satColor, con);
|
|
|
|
return color;
|
|
}
|
|
|
|
vec3 claritytonemap(vec3 color) {
|
|
color = max(vec3(0.), color - vec3(0.004));
|
|
color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
|
|
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
|
float toneMappedLuma = luma / (1. + luma);
|
|
color *= toneMappedLuma / luma;
|
|
color *= exposure/(1. + color / exposure);
|
|
return color;
|
|
}
|
|
|
|
//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);
|
|
color = claritytonemap(color);
|
|
color = ContrastSaturationBrightness(color, brt, sat, con);
|
|
color = pow(color, vec3(1.0 / gamma));
|
|
passPixelColor0 = vec4(color, R0f.w);
|
|
} |