From b9165797f717718888cc6ba92f68e94197c2235e Mon Sep 17 00:00:00 2001
From: Jamie <RaverX3X@gmail.com>
Date: Sun, 29 Oct 2017 21:47:18 -0700
Subject: [PATCH] ClarityGFX

Added FakeHDR as an optional Shader.
    Thank you to Kiri and Navras for some guidence.
---
 .../BreathOfTheWild_ClarityGFX/ReadME.txt     |  11 +
 ...59e2149449_00000000000003c9_ps.txt.FakeHDR | 265 ++++++++++++++++++
 2 files changed, 276 insertions(+)
 create mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt
 create mode 100644 Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR

diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt b/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt
new file mode 100644
index 00000000..63c7b76f
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt
@@ -0,0 +1,11 @@
+There is currently 3 releases of Clarity in this pack,
+The default is with No lumasharpening or HDR.
+The second titled.lumasharpening is the same file as above but with lumashapening.
+The third FakeHDR is the same but with Faked HDR 
+
+     You cannot Enable all 3 packs at once , so you need to rename the file by removing the ending extention .lumasharpening 
+	 or FakeHDR .   The Origional File I would back upto its name.txt.origional case you want to revert for any reason.
+	 
+	    Please Note sword effect's are slightly off in Faked HDR .. Looking for a solution.
+		lumasharpening and FakeHDR were Brought over from SweetFX, Reshade to be used as a 1- pass shader .. They cannot be enabled
+		or used at the same time..
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR
new file mode 100644
index 00000000..a6e5e8da
--- /dev/null
+++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.FakeHDR
@@ -0,0 +1,265 @@
+#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.
+
+// Changelog V0.1
+// Changed from shader f14bb_ps.txt to bd8bb_ps.txt
+
+// Credit to NAVras for merging to a better shader.
+// 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
+
+// Changelog v0.5
+
+//##########################################################
+
+// Contrast, saturation, Gamma.
+
+//Adjustable Values:
+const float gamma = 1.00;	    // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work
+const float bloomFactor = 0.7; // 1.0 is neutral
+const float brt = 1.0;
+const float con = 0.75;
+const float sat = 0.0;
+//Luma Values for  changing color.  Machinima tool mostly.
+const float AvgLumR = 0.0;      // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
+const float AvgLumG = -0.003;   // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
+const float AvgLumB = 0.0;      // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
+//-----------------------------------------------------------
+
+//End of adjustable values
+
+//###########################################################
+
+//Do not edit under this line.
+	
+const float exposure = 0.00;
+const float Bleach = 0.0;
+
+const vec3 FogColor = vec3(0.0, 0.0, 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
+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; }
+
+//-----------------------------------------------------------
+//   Based on CeeJay.dk's original GLSL/HLSL.
+//-----------------------------------------------------------
+
+vec3 TonemapPass(vec3 inputColor) {
+	vec3 color = inputColor;
+	color *= pow(2.0f, exposure); // exposure
+	color = pow(color, vec3(gamma)); // Gamma
+
+	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;
+}
+
+vec3 brightnessContrast(vec3 color, float brt, float con){
+    return (color - 0.5) * con + 0.5 + brt;
+}
+
+//Fake High Dynamic Range.
+#define HDRPower 1.30 // 0.0 to  8.0 "Raising this seems to make the effect stronger and also brighter."
+#define radius1 0.793 // 0.0 to  8.0 "Raising this seems to make the effect stronger and also brighter."
+#define radius2 0.87  // 0.0 to  8.0 "Raising this seems to make the effect stronger and also brighter."
+	
+vec3 HDRPass(sampler2D tex, vec2 pos){
+    vec4 colorInput = texture(tex, pos);
+    vec3 color = colorInput.rgb;
+	
+	vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1).rgb;
+	bloom_sum1 += texture(tex, pos + vec2( 1.5,  1.5) * radius1).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(-1.5,  1.5) * radius1).rgb;
+	bloom_sum1 += texture(tex, pos + vec2( 0.0, -2.5) * radius1).rgb;
+	bloom_sum1 += texture(tex, pos + vec2( 0.0,  2.5) * radius1).rgb;
+	bloom_sum1 += texture(tex, pos + vec2(-2.5,  0.0) * radius1).rgb;
+	bloom_sum1 += texture(tex, pos + vec2( 2.5,  0.0) * radius1).rgb;
+
+	bloom_sum1 *= 0.005;
+
+	vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2).rgb;
+	bloom_sum2 += texture(tex, pos + vec2( 1.5,  1.5) * radius2).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(-1.5,  1.5) * radius2).rgb;
+	bloom_sum2 += texture(tex, pos + vec2( 0.0, -2.5) * radius2).rgb;	
+	bloom_sum2 += texture(tex, pos + vec2( 0.0,  2.5) * radius2).rgb;
+	bloom_sum2 += texture(tex, pos + vec2(-2.5,  0.0) * radius2).rgb;
+	bloom_sum2 += texture(tex, pos + vec2( 2.5,  0.0) * radius2).rgb;
+
+	bloom_sum2 *= 0.010;
+
+	float dist = radius1 - radius2;
+	vec3 HDR = (colorInput.rgb + (bloom_sum2 - bloom_sum1)) * dist;
+	
+	vec3 blend = HDR + colorInput.rgb;
+	colorInput.rgb = pow(abs(blend), vec3(abs(HDRPower)) + HDR);
+	
+	return clamp(colorInput.rgb, 0.0,1.0);
+}
+
+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);
+R1f.xyz *= bloomFactor;
+R0f.xyz = HDRPass(textureUnitPS1, R0f.xy);
+// 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 = TonemapPass(color);
+const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
+vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
+vec3 brtColor = color * brt;
+vec3 intensity = vec3(dot(color, LumCoeff));
+vec3 satColor = mix(intensity, color, 1.);
+vec3 conColor = mix(AvgLumin, satColor, con);
+passPixelColor0 = vec4(conColor, R0f.w); 
+}
\ No newline at end of file