Clarity GFX

Updated values , added in its own bloom / fog effects .
This commit is contained in:
Jamie 2017-11-07 19:25:07 -08:00
parent 1a2f99f1d6
commit abc63dd890
2 changed files with 135 additions and 38 deletions

View file

@ -0,0 +1,44 @@
#version 420
#extension GL_ARB_texture_gather : enable
float fogFactor = 1.0;
// shader 38d70ed9280bb3bc
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(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; }
void main()
{
vec4 R0f = 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;
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
// 0
backupReg0f = R0f.x;
backupReg1f = R0f.y;
backupReg2f = R0f.z;
R0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x) * fogFactor);
R0f.y = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].y) * fogFactor);
R0f.z = mul_nonIEEE(backupReg2f, intBitsToFloat(uf_remappedPS[0].z) * fogFactor);
R0f.w = 0.0;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}

View file

@ -3,11 +3,13 @@
// 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.
// (Special thanks to NAVras for helping debug and answer silly questions.)
// Could not have got this far without you.
//(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.
@ -17,52 +19,56 @@
// Credit to Serfrost for preset values.
// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
// Changelog v0.8
//v0.9
//##########################################################
//ToneMapping
const float bloomFactor = 0.2; //Default is 1.0
const float gamma = 0.80; //Default is 1.0
const float Bleach = 0.0; //Default is 0.0
float exposure = 1.1; //Default is 1.0
const float defog = 0.12; //Default is 0.0
const float vibrance = 0.0; //Default is 0.0
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 0.65 //[0.10 to 3.00] Default 0.65 , Strength of the sharpening.
#define sharp_clamp 0.085 //[0.000 to 1.000] Default 0.035 , Limits maximum amount of sharpening a pixel recieves.
#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.
#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 -0.2 //Default is 0.0
#define Technicolor2_Blue_Strength 0.0 //Default is 0.0
#define Technicolor2_Brightness 0.38 //Default is 1.0
#define Technicolor2_Strength 1.0 //Default is 1.0
#define Technicolor2_Saturation 0.52 //Default is 1.0
#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 1.75 //0.0 to 8.0 Default 1.30 , Raising this seems to make the effect stronger and also darker.
#define radius1 0.793 //0.0 to 8.0 Default 0.793 , will affect FX.
#define radius2 0.870 //0.0 to 8.0 Default 0.870 , will affect FX.
#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 float sat = 1.0;
const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color";
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
@ -107,6 +113,31 @@ vec3 TonemapPass(vec3 inputColor) {
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) {
@ -136,6 +167,30 @@ vec3 Technicolor2(vec3 inputColor) {
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)
@ -238,7 +293,8 @@ vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
R1f.xyz *= bloomFactor;
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);
@ -337,14 +393,11 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec3 color = (passPixelColor0.xyz);
float luminance = color.r*intBitsToFloat(0x3e99096c) + color.g*intBitsToFloat(0x3f162b6b) + color.b*intBitsToFloat(0x3dea4a8c);
float mn = min(min(color.r, color.g), color.b);
float mx = max(max(color.r, color.g), color.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0);
color += bloom;
color = TonemapPass(color);
color = Technicolor2(color);
color = pow(color, vec3(1.0 / gamma));
color = mix(color, mix(color, lightness, -vibrance), sat);
color = LevelsPass(color);
color = CurvesPass(color);
color = LiftGammaGainPass(color);
passPixelColor0 = vec4(color, R0f.w);
}