
Tweaks less haze Neutral colour / color bleach removed Less bloom haloing Expisure no longer crushes hilights
88 lines
2.8 KiB
Plaintext
88 lines
2.8 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader 6437bc3fbba05d3a //skyline
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const float redScale = 0.95;
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const float greenScale = 1.06;
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const float blueScale = 1.28;
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const float hazeFactor = 0.1;
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//old contrasty, or just copy paste clarity
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const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 0.99; // 1.0 is neutral
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const float vibrance = 0.75; // 0.0 is neutral
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const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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fColour.x = fColour.x *redScale;
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fColour.y = fColour.y *greenScale;
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fColour.z = fColour.z *blueScale;
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx) / 2.0);
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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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return fColour;
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}
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uniform ivec4 uf_remappedPS[1];
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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void main()
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{
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vec4 R0f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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// 0
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PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000);
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PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000);
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PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000);
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PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000);
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// 1
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PV1f.x = fract(PV0f.w);
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PV1f.y = fract(PV0f.x);
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PV1f.z = fract(PV0f.y);
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PV1f.w = fract(PV0f.z);
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// 2
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R0f.x = PV1f.x * intBitsToFloat(0x3f808081);
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R0f.x = clamp(R0f.x, 0.0, 1.0);
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R0f.y = PV1f.w * intBitsToFloat(0x3f808081);
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R0f.y = clamp(R0f.y, 0.0, 1.0);
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R0f.z = PV1f.z * intBitsToFloat(0x3f808081);
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R0f.z = clamp(R0f.z, 0.0, 1.0);
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R0f.w = PV1f.y * intBitsToFloat(0x3f808081);
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R0f.w = clamp(R0f.w, 0.0, 1.0);
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// export
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R0f.xyz = contrasty(R0f.xyz);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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//passPixelColor0 = vec4(R0f.x*redScale, R0f.y*greenScale, R0f.z*blueScale, R0f.w);
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}
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