From 97a504d9b17f2a60cb68453bcf0834b768c5b3d9 Mon Sep 17 00:00:00 2001
From: Jamie <RaverX3X@gmail.com>
Date: Fri, 10 Nov 2017 19:51:30 -0800
Subject: [PATCH] ClarityGFX

New Presets added, Name Adjustment on some of the presets.
---
 ...9e2149449_00000000000003c9_ps.avgluma.txt} |   0
 ...9449_00000000000003c9_ps.skyrim.Jamie.txt} |   0
 ...49449_00000000000003c9_ps.skyrim.frost.txt | 402 ++++++++++++++++++
 3 files changed, 402 insertions(+)
 rename Enhancement/BreathOfTheWild_ClarityGFX/{bd8bba59e2149449_00000000000003c9_ps.txt.avgluma => bd8bba59e2149449_00000000000003c9_ps.avgluma.txt} (100%)
 rename Enhancement/BreathOfTheWild_ClarityGFX/{bd8bba59e2149449_00000000000003c9_ps.txt.skyrimpresetbotw => bd8bba59e2149449_00000000000003c9_ps.skyrim.Jamie.txt} (100%)
 create mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.skyrim.frost.txt

diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.avgluma b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.avgluma.txt
similarity index 100%
rename from Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.avgluma
rename to Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.avgluma.txt
diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.skyrimpresetbotw b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.skyrim.Jamie.txt
similarity index 100%
rename from Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.skyrimpresetbotw
rename to Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.skyrim.Jamie.txt
diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.skyrim.frost.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.skyrim.frost.txt
new file mode 100644
index 00000000..175ef32d
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.skyrim.frost.txt
@@ -0,0 +1,402 @@
+#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
+
+//v0.9b
+
+//##########################################################
+
+//ToneMapping
+float bloomFactor = 0.15;   //Default is 1.0
+float Bleach = 0.3;         //Default is 0.0
+float exposure = 1.10;      //Default is 1.0
+float defog = 0.001;	    //Default is 0.0
+
+//Lift Gamma Gain
+#define RGB_Lift  vec3(1.00, 1.00, 1.00)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+#define RGB_Gamma vec3(0.70, 0.70, 0.70)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
+#define RGB_Gain  vec3(1.00, 1.00, 1.00)  //[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 = 0.30;      //[-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] Strength of the sharpening Default is 0.65
+#define sharp_clamp    0.035  //[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 -0.40	  //Default is 0.0	
+#define Technicolor2_Green_Strength -0.40 //Default is 0.0	
+#define Technicolor2_Blue_Strength -0.40  //Default is 0.0	
+#define Technicolor2_Brightness 0.10      //Default is 1.0
+#define Technicolor2_Strength 1.0         //Default is 1.0
+#define Technicolor2_Saturation 0.80      //Default is 1.0	
+
+//Fake High Dynamic Range.
+#define HDRPower 1.05  // 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(1.0, 1.5, 1.0); //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;
+
+	// -- Lift --
+
+	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
+	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
+
+	// -- Gain --
+	color *= RGB_Gain;
+
+	// -- Gamma --
+	color = pow(color, 1.0 / RGB_Gamma); //Gamma
+
+	// -- Return output --
+	return clamp(color, 0.0, 1.0);
+}
+
+//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);
+}
\ No newline at end of file