cemu-game-mods/Enhancement/TwilightPrincessHD_contrasty/_S_6437bc3fbba05d3a_000000000000000f_ps.txt
getdls 3260f9d2a7 [TP] contrasty patch
Tweaks
less haze
Neutral colour / color bleach removed
Less bloom haloing
Expisure no longer crushes hilights
2018-09-29 19:15:35 +02:00

88 lines
2.8 KiB
Plaintext

#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 6437bc3fbba05d3a //skyline
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(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);
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;
// 0
PV0f.x = intBitsToFloat(uf_remappedPS[0].w) * intBitsToFloat(0x3f7f0000);
PV0f.y = intBitsToFloat(uf_remappedPS[0].z) * intBitsToFloat(0x3f7f0000);
PV0f.z = intBitsToFloat(uf_remappedPS[0].y) * intBitsToFloat(0x3f7f0000);
PV0f.w = intBitsToFloat(uf_remappedPS[0].x) * intBitsToFloat(0x3f7f0000);
// 1
PV1f.x = fract(PV0f.w);
PV1f.y = fract(PV0f.x);
PV1f.z = fract(PV0f.y);
PV1f.w = fract(PV0f.z);
// 2
R0f.x = PV1f.x * intBitsToFloat(0x3f808081);
R0f.x = clamp(R0f.x, 0.0, 1.0);
R0f.y = PV1f.w * intBitsToFloat(0x3f808081);
R0f.y = clamp(R0f.y, 0.0, 1.0);
R0f.z = PV1f.z * intBitsToFloat(0x3f808081);
R0f.z = clamp(R0f.z, 0.0, 1.0);
R0f.w = PV1f.y * intBitsToFloat(0x3f808081);
R0f.w = clamp(R0f.w, 0.0, 1.0);
// export
R0f.xyz = contrasty(R0f.xyz);
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
//passPixelColor0 = vec4(R0f.x*redScale, R0f.y*greenScale, R0f.z*blueScale, R0f.w);
}