#version 420 #extension GL_ARB_texture_gather : enable #extension GL_ARB_separate_shader_objects : enable // shader afa7dc4b804ad02f // sky const float redScale = 0.95; const float greenScale = 1.06; const float blueScale = 1.28; const float hazeFactor = 0.1; //old contrasty, or just copy paste clarity const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage const float exposure = 0.99; // 1.0 is neutral const float vibrance = 0.75; // 0.0 is neutral const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); fColour.x = fColour.x *redScale; fColour.y = fColour.y *greenScale; fColour.z = fColour.z *blueScale; 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[1]; layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0x2f74d800 res 64x64x1 dim 1 tm: 4 format 0001 compSel: 0 0 0 0 mipView: 0x0 (num 0x7) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 0 0 2 border: 0 layout(location = 0) in vec4 passParameterSem0; layout(location = 1) in vec4 passParameterSem1; 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 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 = passParameterSem1; R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz); // 0 backupReg0f = R0f.w; PV0f.x = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000); PV0f.y = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000); PV0f.z = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000); PV0f.w = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000); R127f.x = backupReg0f * intBitsToFloat(0x3f808081); PS0f = R127f.x; // 1 PV1f.x = fract(PV0f.w); PV1f.y = fract(PV0f.x); PV1f.z = fract(PV0f.y); PV1f.w = fract(PV0f.z); // 2 PV0f.y = PV1f.x * intBitsToFloat(0x3f808081); PV0f.z = PV1f.y * intBitsToFloat(0x3f808081); PV0f.w = PV1f.w * intBitsToFloat(0x3f808081); R0f.w = mul_nonIEEE(PV1f.z, R127f.x); R0f.w = clamp(R0f.w, 0.0, 1.0); PS0f = R0f.w; // 3 R0f.x = mul_nonIEEE(R1f.x, PV0f.z); R0f.x = clamp(R0f.x, 0.0, 1.0); R0f.y = mul_nonIEEE(R1f.y, PV0f.y); R0f.y = clamp(R0f.y, 0.0, 1.0); R0f.z = mul_nonIEEE(R1f.z, PV0f.w); R0f.z = clamp(R0f.z, 0.0, 1.0); // export R0f.xyz = contrasty(R0f.xyz); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); }