cemu_graphic_packs/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt
getdls fba6a5c07f [WW] Fix missing AO on high res, tweak colour logic
tweak colour logic
Destructive operations (truncation) should be performed as late as
possible

Fix missing AO on high res
Light bleed fix offsets the scaling
* Any sub res should scale x2
* Any actual tv res fx should not
2018-01-01 16:30:02 +01:00

216 lines
7.0 KiB
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#version 420
#extension GL_ARB_texture_gather : enable
// shader ff71dcd2ad4defdc
//AA ps
const float resScale = 4.0;
//old contrasty, or just copy paste clarity
const float gamma = 0.85; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 1.02; // 1.0 is neutral
const float vibrance = 0.015; // 0.0 is neutral
const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
uniform ivec4 uf_remappedPS[4];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5807800 res 1920x1080x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4000800 res 1920x1080x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem2;
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; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R3f = vec4(0.0);
vec4 R4f = vec4(0.0);
vec4 R123f = 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;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem2;
if( activeMaskStackC[1] == true ) {
R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
}
if( activeMaskStackC[1] == true ) {
activeMaskStack[1] = activeMaskStack[0];
activeMaskStackC[2] = activeMaskStackC[1];
// 0
PV0f.x = R1f.y + R1f.x;
R127f.y = intBitsToFloat(uf_remappedPS[0].z) * 0.25;
PV0f.z = R1f.w + -(R1f.x);
PV0f.w = R1f.z + -(R1f.y);
R127f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[1].x));
PS0f = R127f.z;
// 1
R127f.x = PV0f.w + -(PV0f.z);
PV1f.x = R127f.x;
R126f.y = PV0f.w + PV0f.z;
PV1f.y = R126f.y;
PV1f.z = R1f.z + PV0f.x;
R127f.w = min(R1f.z, R1f.x);
R126f.w = min(R1f.w, R1f.y);
PS1f = R126f.w;
// 2
PV0f.x = R1f.w + PV1f.z;
PV0f.y = max(PV1f.x, -(PV1f.x));
PV0f.z = max(PV1f.y, -(PV1f.y));
PV0f.w = max(R1f.z, R1f.x);
PS0f = max(R1f.w, R1f.y);
// 3
PV1f.x = min(PV0f.z, PV0f.y);
R123f.y = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[1].y)) + R127f.z);
PV1f.y = R123f.y;
R127f.z = min(R127f.w, R126f.w);
PV1f.z = R127f.z;
R123f.w = (mul_nonIEEE(R127f.y,PV0f.x) + intBitsToFloat(uf_remappedPS[0].w));
PV1f.w = R123f.w;
R127f.w = max(PV0f.w, PS0f);
PS1f = R127f.w;
// 4
PV0f.x = mul_nonIEEE(PS1f, intBitsToFloat(uf_remappedPS[2].x));
PV0f.y = max(PV1f.y, PS1f);
PV0f.z = min(PV1f.y, PV1f.z);
PV0f.w = max(PV1f.w, PV1f.x);
R4f.z = -(PV1f.z) + PS1f;
PS0f = R4f.z;
// 5
R3f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[2].y));
R3f.y = -(PV0f.z) + PV0f.y;
R4f.w = R127f.z + R127f.w;
PS1f = 1.0 / PV0f.w;
// 6
PV0f.x = mul_nonIEEE(R127f.x, PS1f); //p
PV0f.y = mul_nonIEEE(R126f.y, PS1f);
// 7
PV1f.z = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[0].y))); //p
PV1f.w = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[0].y)));
// 8
R1f.x = min(PV1f.w, intBitsToFloat(uf_remappedPS[0].y));
R1f.y = min(PV1f.z, intBitsToFloat(uf_remappedPS[0].y));
// 9
predResult = (R3f.y > R3f.x);
activeMaskStack[1] = predResult;
activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
}
else {
activeMaskStack[1] = false;
activeMaskStackC[2] = false;
}
if( activeMaskStackC[2] == true ) {
// 0
R3f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].z) / resScale)) + R0f.x);
R3f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].w) / resScale)) + R0f.y);
R0f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].z)) + R0f.x); //leave out, looks better on avg
R0f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].w)) + R0f.y);//leave out, looks better on avg
R4f.x = (mul_nonIEEE(R1f.x,-(intBitsToFloat(uf_remappedPS[3].x) / resScale)) + R0f.x);
PS0f = R4f.x;
// 1
R4f.y = (mul_nonIEEE(R1f.y,-(intBitsToFloat(uf_remappedPS[3].y)/resScale)) + R0f.y);
R3f.z = (mul_nonIEEE(R1f.x,intBitsToFloat(uf_remappedPS[3].x) / resScale) + R0f.x);
R3f.w = (mul_nonIEEE(R1f.y,intBitsToFloat(uf_remappedPS[3].y) / resScale) + R0f.y);
}
if( activeMaskStackC[2] == true ) {
R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
R2f.xyzw = (texture(textureUnitPS0, R4f.xy).xyzw);
R3f.xyzw = (texture(textureUnitPS0, R3f.zw).xyzw);
}
if( activeMaskStackC[2] == true ) {
// 0
R127f.xyz = vec3(R0f.x,R0f.w,R0f.z) + vec3(R1f.x,R1f.w,R1f.z);
PV0f.x = R127f.x;
PV0f.y = R127f.y;
PV0f.z = R127f.z;
R127f.w = R0f.y + R1f.y;
PV0f.w = R127f.w;
// 1
PV1f.x = R2f.x + PV0f.x;
PV1f.y = R2f.w + PV0f.y;
PV1f.z = R2f.z + PV0f.z;
PV1f.w = R2f.y + PV0f.w;
// 2
R126f.x = R3f.x + PV1f.x;
R126f.x /= 2.0;
PV0f.x = R126f.x;
R126f.y = R3f.w + PV1f.y;
R126f.y /= 2.0;
PV0f.y = R126f.y;
R126f.z = R3f.z + PV1f.z;
R126f.z /= 2.0;
PV0f.z = R126f.z;
R126f.w = R3f.y + PV1f.w;
R126f.w /= 2.0;
PV0f.w = R126f.w;
// 3
backupReg0f = R127f.y;
R123f.x = (mul_nonIEEE(PV0f.x,intBitsToFloat(uf_remappedPS[1].x)) + -(R4f.w));
PV1f.x = R123f.x;
R127f.yzw = vec3(R127f.z,R127f.w,R127f.x) + vec3(-(PV0f.z),-(PV0f.w),-(PV0f.x));
R127f.x = backupReg0f + -(PV0f.y);
PS1f = R127f.x;
// 4
R123f.w = (mul_nonIEEE(R126f.w,intBitsToFloat(uf_remappedPS[1].y)) + PV1f.x);
PV0f.w = R123f.w;
// 5
PV1f.z = max(PV0f.w, -(PV0f.w));
// 6
PV0f.y = -(R4f.z) + PV1f.z;
// 7
R123f.x = intBitsToFloat(((PV0f.y >= 0.0)?(floatBitsToInt(1.0)):(0)));
PV1f.x = R123f.x;
// 8
R2f.x = (mul_nonIEEE(R127f.w,PV1f.x) + R126f.x)/2.0;
R2f.y = (mul_nonIEEE(R127f.z,PV1f.x) + R126f.w)/2.0;
R2f.z = (mul_nonIEEE(R127f.y,PV1f.x) + R126f.z)/2.0;
R2f.w = (mul_nonIEEE(R127f.x,PV1f.x) + R126f.y)/2.0;
}
activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
// export
R2f.xyz = contrasty(R2f.xyz);
passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
}