mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 18:19:16 +01:00
abc63dd890
Updated values , added in its own bloom / fog effects .
403 lines
13 KiB
Plaintext
403 lines
13 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.
|
|
//(Thank you NAVras for debugging and answering silly questions.)
|
|
// Couldn't have got this far without you.
|
|
|
|
// 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
|
|
|
|
//v0.9
|
|
|
|
//##########################################################
|
|
|
|
//ToneMapping
|
|
float bloomFactor = 0.35; //Default is 1.0
|
|
float Bleach = 0.0002; //Default is 0.0
|
|
float exposure = 1.25; //Default is 1.0
|
|
float defog = 0.003; //Default is 0.0
|
|
|
|
//Lift Gamma Gain
|
|
#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
|
|
#define RGB_Gamma vec3(0.90, 0.90, 0.90) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
|
|
#define RGB_Gain vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
|
|
//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
|
|
|
|
//Curves
|
|
float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want
|
|
|
|
//Levels Control
|
|
const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
|
|
const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white
|
|
|
|
//LumaShapening
|
|
#define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening Default is 0.65
|
|
#define sharp_clamp 0.060 //[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.
|
|
|
|
//Technicolor2
|
|
#define Technicolor2_Red_Strength 0.0 //Default is 0.0
|
|
#define Technicolor2_Green_Strength 0.0 //Default is 0.0
|
|
#define Technicolor2_Blue_Strength 0.0 //Default is 0.0
|
|
#define Technicolor2_Brightness 0.95 //Default is 1.0
|
|
#define Technicolor2_Strength 0.40 //Default is 1.0
|
|
#define Technicolor2_Saturation 0.85 //Default is 1.0
|
|
|
|
//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."
|
|
|
|
//###########################################################
|
|
|
|
//Do not edit under this line.
|
|
|
|
float sat = 0.0;
|
|
|
|
const vec3 FogColor = vec3(0.0, 1.03, 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; }
|
|
|
|
//ToneMapping
|
|
|
|
vec3 TonemapPass(vec3 inputColor) {
|
|
vec3 color = inputColor;
|
|
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
|
|
color *= exposure/(1.0+ color / exposure);
|
|
|
|
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
|
|
float lum = dot(coefLuma, color);
|
|
|
|
float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
|
|
vec3 A2 = Bleach * color;
|
|
|
|
vec3 result1 = 2.0f * color * lum;
|
|
vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
|
|
|
|
vec3 newColor = mix(result1, result2, L);
|
|
vec3 mixRGB = A2 * newColor;
|
|
color += ((1.0f - A2) * mixRGB);
|
|
|
|
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
|
|
vec3 diffcolor = color - middlegray;
|
|
color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
|
|
|
|
return color;
|
|
}
|
|
|
|
// Levels
|
|
|
|
vec3 LevelsPass(vec3 inputColor) {
|
|
float black_point_float = BlackPoint / 255.0;
|
|
float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
|
|
|
|
vec3 color = inputColor;
|
|
color = color * white_point_float - (black_point_float * white_point_float);
|
|
|
|
return color;
|
|
}
|
|
|
|
//Curves
|
|
|
|
vec3 CurvesPass(vec3 inputColor) {
|
|
vec3 colorInput = inputColor;
|
|
float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
|
|
vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
|
|
x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
|
|
vec3 color = x; //if the curve should be applied to both Luma and Chroma
|
|
colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
|
|
return colorInput;
|
|
}
|
|
|
|
|
|
//TECHNICOLOR2
|
|
|
|
vec3 Technicolor2(vec3 inputColor) {
|
|
vec3 color = inputColor;
|
|
vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
|
|
vec3 source = color;
|
|
vec3 temp = 1.0 - source;
|
|
vec3 target = temp.grg;
|
|
vec3 target2 = temp.bbr;
|
|
vec3 temp2 = source * target;
|
|
temp2 *= target2;
|
|
|
|
temp = temp2 * Color_Strength;
|
|
temp2 *= Technicolor2_Brightness;
|
|
|
|
target = temp.grg;
|
|
target2 = temp.bbr;
|
|
|
|
temp = source - target;
|
|
temp += temp2;
|
|
temp2 = temp - target2;
|
|
|
|
color = mix(source, temp2, Technicolor2_Strength);
|
|
|
|
color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
|
|
|
|
return color;
|
|
}
|
|
|
|
|
|
//Lift Gamma Gain
|
|
|
|
vec3 LiftGammaGainPass( vec3 colorInput )
|
|
{
|
|
// -- Get input --
|
|
vec3 color = colorInput.rgb;
|
|
|
|
// -- Lift --
|
|
|
|
color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
|
|
color = clamp(color, 0.0, 1. ); //isn't strictly necessary, but doesn't cost performance.
|
|
|
|
// -- Gain --
|
|
color *= RGB_Gain;
|
|
|
|
// -- Gamma --
|
|
colorInput.rgb = pow(color, 1.0 / RGB_Gamma); //Gamma
|
|
|
|
// -- Return output --
|
|
//return (colorInput);
|
|
return clamp(color, 0.0, 1. );
|
|
}
|
|
|
|
//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);
|
|
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
|
|
bloom *= 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 += bloom;
|
|
color = TonemapPass(color);
|
|
color = Technicolor2(color);
|
|
color = LevelsPass(color);
|
|
color = CurvesPass(color);
|
|
color = LiftGammaGainPass(color);
|
|
passPixelColor0 = vec4(color, R0f.w);
|
|
} |