mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-30 13:24:15 +01:00
1a2f99f1d6
this one does not seem to make a different in my test, assume it's safe to change it like this
192 lines
6.8 KiB
Plaintext
192 lines
6.8 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
|
|
|
|
#define tone_mapping 0
|
|
// -1: disable, clamp bright detail but keep [0,1] intact, however clamping could lead to desaturation as well
|
|
// 0: (Wii U) BotW original
|
|
// 1: ACES Filmic
|
|
// 2: Reshade/Sweetfx Tonemap, also allow color adjusting during tone mapping
|
|
//-----------------"Reshade Tonemap" Parameters---------------//
|
|
const float Gamma = 1.0; // [ 0.0, 2.0] 1.000 is neutral
|
|
const float Exposure = 0.0; // [-1.0, 1.0] Adjust exposure
|
|
const float Saturation = 0.0; // [-1.0, 1.0] Adjust saturation
|
|
const float Bleach = 0.0; // [ 0.0, 1.0] Brightens the shadows and fades the colors
|
|
const float Detint = 0.0; // [ 0.0, 1.0+] How much of the color tint to remove
|
|
const vec3 tintColor = vec3(0.0, 0.0, 0.0); // [ 0.0, 1.0+] Which color tint to remove
|
|
//---------------------------------------------------------------//
|
|
|
|
#define post_process 2
|
|
// -1: disable
|
|
// 0: (Wii U) BotW original, only vibrance
|
|
// 1: Reshade Vibrance
|
|
// 2: Contrasty
|
|
// 3: experiment, convert rgb to hsv then adjust s
|
|
//----------------"BotW original" vibrance adjust-------------//
|
|
const float satFactor = 0.29; // 0.18 is neutral. Experimental, adjust native saturation
|
|
//---------------------------------------------------------------//
|
|
//-----------------"Reshade Vibrance" Parameters--------------//
|
|
const float Vibrance = 0.40; // Saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
|
|
const vec3 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.
|
|
//---------------------------------------------------------------//
|
|
//---------------------"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 = 0.45; // 0.0 is neutral
|
|
const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
|
|
//---------------------------------------------------------------//
|
|
//------------------------"hsv experiment"---------------------//
|
|
const float satScale = 1.5;
|
|
//---------------------------------------------------------------//
|
|
|
|
/*==========================================================================*/
|
|
|
|
|
|
// 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 *= 0.6;
|
|
return (color*(2.51*color+0.03))/(color*(2.43*color+0.59)+0.14);
|
|
}
|
|
|
|
vec3 ReshadeTM(vec3 color) {
|
|
color = clamp(color - Detint * tintColor,0.0,1.0); // Detint, removed 2.55
|
|
color *= pow(2.0f, Exposure); // Exposure
|
|
color = pow(color, vec3(1.0/Gamma)); // Reciprocal Gamma, like contrasty, more intuitive, not exactly midtone anyway
|
|
|
|
float lum = getL709(color);
|
|
|
|
float L = clamp(10.0 * (lum - 0.45),0.0,1.0);
|
|
vec3 A2 = Bleach * color;
|
|
|
|
vec3 result1 = 2.0 * color * lum;
|
|
vec3 result2 = 1.0 - 2.0 * (1.0 - lum) * (1.0 - color);
|
|
|
|
vec3 newColor = mix(result1, result2, L);
|
|
vec3 mixRGB = A2 * newColor;
|
|
color += ((1.0 - A2) * mixRGB);
|
|
|
|
vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
|
|
vec3 diffcolor = color - middlegray;
|
|
color = (color + diffcolor * Saturation) / (1.0 + (diffcolor * Saturation)); // Saturation
|
|
|
|
return color;
|
|
}
|
|
|
|
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 = VibranceRGBBalance * 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));
|
|
float luminance = getL601(fColour);
|
|
float mn = min(min(fColour.r, fColour.g), fColour.b);
|
|
float mx = max(max(fColour.r, fColour.g), fColour.b);
|
|
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
|
|
vec3 lightness = vec3((mn + mx)/2.0);
|
|
// vibrance
|
|
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
|
|
return fColour;
|
|
}
|
|
|
|
vec3 rgb2hsv(vec3 c) {
|
|
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
|
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
|
|
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
|
|
|
|
float d = q.x - min(q.w, q.y);
|
|
float e = 1.0e-10;
|
|
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
|
|
}
|
|
vec3 hsv2rgb(vec3 c) {
|
|
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
|
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
|
|
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
|
|
}
|
|
|
|
vec3 HSV(vec3 color) {
|
|
vec3 hsv = rgb2hsv(color);
|
|
hsv.y = pow(hsv.y, 1.0/satScale);
|
|
color = hsv2rgb(hsv);
|
|
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,0.0,1.0);
|
|
#elif (tone_mapping == 0)
|
|
color = BotWToneMap(color);
|
|
#elif (tone_mapping == 1)
|
|
color = ACESFilm(color);
|
|
#elif (tone_mapping == 2)
|
|
color = ReshadeTM(color);
|
|
#endif
|
|
|
|
#if (post_process == 0)
|
|
color = BotWVibrance(color);
|
|
#elif (post_process == 1)
|
|
color = ReshadeVibrance(color);
|
|
#elif (post_process == 2)
|
|
color = Contrasty(color);
|
|
#elif (post_process == 3)
|
|
color = HSV(color);
|
|
#endif
|
|
|
|
// export
|
|
passPixelColor0 = vec4(color, passParameterSem0.w);
|
|
}
|