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e4fb9421db
Add - Cross fade shader, or the grading will jump instead of fade between scenes
297 lines
11 KiB
Plaintext
297 lines
11 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader d936195db0dd8e7d //crossfade exposure
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//Xenoblade FX
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//Version 0.01Beta
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//Shader Dumped from 1.01
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//Shader Edits by Jamie
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//
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//ToneMapping
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#define Bleach 0.3 //Default is 0.0
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#define exposure 1.25 //Default is 1.0
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#define defog 0.000 //Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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#define FogColor vec3(1.0, 1.0, 1.0) //Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
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//VibrancePass
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#define Vibrance 0.15 //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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#define VibranceRGBBalance 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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//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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#define Contrast 0.50 //[-1.0, 1.0] The amount of contrast you want
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//LumaShapening
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#define sharp_strength 0.25 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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#define sharp_clamp 0.085 //[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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//Fake High Dynamic Range.
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#define HDRPower 1.70 // 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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uniform ivec4 uf_remappedPS[1];
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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
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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
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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
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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){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
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//----------------------------------------------------------------------------
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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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float sat = 0.0;
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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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//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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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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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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//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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//VibrancePass
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vec3 VibrancePass(vec3 color) {
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float luma = dot(coefLuma, 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 color_saturation = max_color - min_color; // The difference between the two is the saturation
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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vec3 coeffVibrance = VibranceRGBBalance * 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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//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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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 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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R0f.xyz = HDRPass(textureUnitPS0, passParameterSem0.xy);
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float smask = lumasharping(textureUnitPS0, passParameterSem0.xy);
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R0f.xyz += vec3(smask);
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//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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// -- Original shader code
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// 0
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backupReg0f = R0f.x;
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PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
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PV0f.x = clamp(PV0f.x, 0.0, 1.0);
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R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
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R127f.w = clamp(R127f.w, 0.0, 1.0);
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R2f.w = 1.0;
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PS0f = R2f.w;
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// 1
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tempResultf = log2(PV0f.x);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 2
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R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.w);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS0f = tempResultf;
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// 3
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R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.z);
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if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
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PS1f = tempResultf;
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// 4
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R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
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PS0f = exp2(R127f.x);
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// 5
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R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS1f = exp2(R127f.y);
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// 6
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R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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PS0f = exp2(R127f.w);
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// 7
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R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
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R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
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// 0
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backupReg0f = R0f.y;
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backupReg1f = R0f.x;
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PV0f.x = R1f.z + -(R0f.z);
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PV0f.y = R1f.y + -(backupReg0f);
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PV0f.z = R1f.x + -(backupReg1f);
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// 1
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R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
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R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
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R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.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 = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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color = TonemapPass(color);
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color = CurvesPass(color);
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color = LiftGammaGainPass(color);
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color = VibrancePass(color);
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passPixelColor0 = vec4(color, passParameterSem0.w);
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//passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w);
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//passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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}
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