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98 lines
3.3 KiB
Plaintext
98 lines
3.3 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 7b9f05b2bd8f3b71
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//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom
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const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
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const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up.
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const float gamma = 0.93; // 1.0 is neutral
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const float vibrance = 0.3175; // 0.0 is neutral
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const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail
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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(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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vec3 contrasty(vec3 colour) {
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vec3 fColour = (colour.xyz);
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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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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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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 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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R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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// 0
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R0f.xyz = contrasty(R0f.xyz);
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backupReg0f = R0f.x;
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backupReg1f = R0f.w;
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PV0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
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R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].x));
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R127f.z = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[0].x));
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R0f.w = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
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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.w = PS1f * 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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PS0f = tempResultf;
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// 3
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R126f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
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tempResultf = log2(R127f.y);
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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.x = PS1f * intBitsToFloat(0x3ee8ba2e);
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R0f.x = exp2(R127f.w);
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PS0f = R0f.x;
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// 5
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R0f.y = exp2(R126f.w);
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PS1f = R0f.y;
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// 6
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R0f.z = exp2(R127f.x);
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PS0f = R0f.z;
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*postExposure;
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}
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