mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 01:59:18 +01:00
136 lines
4.6 KiB
Plaintext
136 lines
4.6 KiB
Plaintext
#version 420
|
|
#extension GL_ARB_texture_gather : enable
|
|
// Adjustable Bloom + Tone Mapping + Adjustable Vibrance(Contrasty)
|
|
|
|
/*=============================Settings=====================================*/
|
|
|
|
#define adjust_bloom 1 // 0: disable, 1: enable.
|
|
const float bloomFactor = 0.7; // 1.0 is neutral [0,1+]
|
|
|
|
#define tone_mapping 1
|
|
// -1: disable, loss of bright detail/color but keep [0,1] intact
|
|
// 0: (Wii U) BotW original
|
|
// 1: ACES Filmic
|
|
//---------------"ACES Filmic","disable" Parameters-------------//
|
|
const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
|
|
//---------------------------------------------------------------//
|
|
|
|
#define post_process 0
|
|
// -1: disable
|
|
// 0: (Wii U) BotW original, only vibrance
|
|
// 1: Contrasty
|
|
//----------------"BotW original" vibrance adjust-------------//
|
|
const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
|
|
//---------------------------------------------------------------//
|
|
//---------------------"Contrasty" Parameters-----------------//
|
|
const float gamma = 0.81; // 1.0 is neutral. Botw is already colour graded at this stage
|
|
const float exposure = 1.17; // 1.0 is neutral
|
|
const float vibrance = 0.40; // >0: saturate <0: desaturate
|
|
const vec3 vibrance_RGB_balance = 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.
|
|
const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
|
|
//---------------------------------------------------------------//
|
|
|
|
/*==========================================================================*/
|
|
|
|
|
|
// shader bd8bba59e2149449 // bloom(add), tonemap, saturate
|
|
uniform ivec4 uf_remappedPS[1];
|
|
layout(binding = 0) uniform sampler2D textureUnitPS0; //bloom
|
|
layout(binding = 1) uniform sampler2D textureUnitPS1; //texture, hdr
|
|
layout(location = 0) in vec4 passParameterSem0;
|
|
layout(location = 0) out vec4 passPixelColor0;
|
|
uniform vec2 uf_fragCoordScale;
|
|
|
|
float getL601(vec3 rgb) {
|
|
return dot(rgb,vec3(0.2989,0.5866,0.1145));
|
|
}
|
|
|
|
float getL709(vec3 rgb) {
|
|
return dot(rgb,vec3(0.2126,0.7152,0.0722));
|
|
}
|
|
|
|
vec3 BotWToneMap(vec3 color) {
|
|
float Lumn = getL601(color);
|
|
vec4 exptm = 1.0 - exp(-vec4(color,Lumn));
|
|
vec3 cpre = exptm.w / Lumn * color;
|
|
vec3 colorldr = mix(cpre,exptm.rgb,vec3(pow(exptm.w,2.0)));//refine
|
|
return colorldr;
|
|
}
|
|
|
|
vec3 ACESFilm(vec3 color) {
|
|
color *= Exposure;
|
|
float Lumn = getL709(color);
|
|
vec4 tm = vec4(color,Lumn);
|
|
tm = (tm*(2.51*tm+0.03))/(tm*(2.43*tm+0.59)+0.14); // tonemap
|
|
vec3 cpre = tm.w / Lumn * color;
|
|
vec3 colorldr = mix(cpre,tm.rgb,vec3(pow(tm.w,2.0)));//refine
|
|
return colorldr;
|
|
}
|
|
|
|
vec3 BotWVibrance(vec3 color) {
|
|
float avg = (color.r + color.g + color.b)/3.0;
|
|
float maxc = max(color.r, max(color.g,color.b));
|
|
float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0);
|
|
float weight = 1.0 + w * satFactor;
|
|
vec3 satcolor = mix(vec3(maxc), color, weight);
|
|
return satcolor;
|
|
}
|
|
|
|
vec3 ReshadeVibrance(vec3 color) {
|
|
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
|
|
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
|
|
float luma = getL709(color);
|
|
float color_saturation = max_color - min_color; // The difference between the two is the saturation
|
|
vec3 coeffVibrance = vibrance_RGB_balance * vibrance;
|
|
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
|
|
return color;
|
|
}
|
|
|
|
vec3 Contrasty(vec3 fColour) {
|
|
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
|
fColour = clamp(exposure * fColour, 0.0, 1.0);
|
|
fColour = pow(fColour, vec3(1.0 / gamma));
|
|
fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting
|
|
return fColour;
|
|
}
|
|
|
|
// bad curve, see reshade curves.fx
|
|
//vec3 Contrasty2(vec3 color) {
|
|
// color = clamp(color,0.0,1.0);
|
|
// vec3 dark = pow(color,vec3(1.0/dark_thr));
|
|
// vec3 bright = pow(color,vec3(1.0/bright_thr));
|
|
// float lumn = getL709(color);
|
|
// color = mix(dark,bright,lumn);
|
|
// color = ReshadeVibrance(color);
|
|
// return color;
|
|
//}
|
|
|
|
void main()
|
|
{
|
|
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
|
|
vec3 color = texture(textureUnitPS1, passParameterSem0.xy).xyz;
|
|
|
|
#if (adjust_bloom == 1)
|
|
bloom *= bloomFactor;
|
|
#endif
|
|
|
|
color += bloom;
|
|
|
|
#if (tone_mapping == -1)
|
|
color = clamp(color*Exposure,0.0,1.0);
|
|
#elif (tone_mapping == 0)
|
|
color = BotWToneMap(color);
|
|
#elif (tone_mapping == 1)
|
|
color = ACESFilm(color);
|
|
#endif
|
|
|
|
#if (post_process == 0)
|
|
color = BotWVibrance(color);
|
|
#elif (post_process == 1)
|
|
color = Contrasty(color);
|
|
#endif
|
|
|
|
// export
|
|
passPixelColor0 = vec4(color, passParameterSem0.w);
|
|
}
|