diff --git a/Enhancement/BreathOfTheWild_Sharpen/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Sharpen/37040a485a29d54e_00000000000003c9_ps.txt new file mode 100644 index 00000000..012adbe6 --- /dev/null +++ b/Enhancement/BreathOfTheWild_Sharpen/37040a485a29d54e_00000000000003c9_ps.txt @@ -0,0 +1,82 @@ +#version 420 +#extension GL_ARB_texture_gather : enable +// shader 37040a485a29d54e + +// This is based on the work of the following people: +// Clarity GFX +// Credit to Jamie for main coding. +// Credit to Kiri coding & Reshade logic. +// Credit to Cremtif for Help. +// Credit to Serfrost for preset values. +// +// The idea was to modify the Clarity GFX to keep the games as close as +// possible to the original, only adding lumasharpening (since Reshade has bugs with the inventory in full screen). +// Enjoy! + +//LumaSharpening +const float sharp_strength = 1.70; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +//Advanced sharpening settings +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. + +//########################################################### + +//Do not edit under this line. + +uniform ivec4 uf_remappedPS[1]; +layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom +layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. +layout(location = 0) in vec4 passParameterSem0; +layout(location = 0) out vec4 passPixelColor0; +uniform vec2 uf_fragCoordScale; + + +//LumaSharpening + +#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 ] + + 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 + + return sharp_luma; +} + + +void main() +{ + passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz; + + float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); + passPixelColor0.xyz += vec3(smask); + vec3 color = (passPixelColor0.xyz); + + passPixelColor0 = vec4(color, passParameterSem0.w); +} \ No newline at end of file diff --git a/Enhancement/BreathOfTheWild_Sharpen/rules.txt b/Enhancement/BreathOfTheWild_Sharpen/rules.txt new file mode 100644 index 00000000..52fbe8ee --- /dev/null +++ b/Enhancement/BreathOfTheWild_Sharpen/rules.txt @@ -0,0 +1,4 @@ +[Definition] +titleIds = 00050000101C9300,00050000101C9400,00050000101C9500 +name = "The Legend of Zelda: Breath of the Wild - Sharpen" +version = 2 \ No newline at end of file