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[TPHD] Remove Bloom from Contrasty in favor of dedicated bloom pack
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Crementif authored Oct 15, 2024
1 parent dbda512 commit 2ddb628
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46 changes: 23 additions & 23 deletions Enhancements/TwilightPrincessHD_Contrasty/rules.txt
Original file line number Diff line number Diff line change
Expand Up @@ -19,12 +19,12 @@ $blueHilight = 1.0

$contrastCurve = 0.0
$hazeFactor = 1.0
$bloom = 1.0
# $bloom = 1.0
$gamma = 1.0
$exposure = 1.0
$vibrance = 0.0
$crushContrast = 0.0
$bleach = 1.0
# $bleach = 1.0
$sharp_mix = 0.0

[Preset] # Preserve original washed out look, but balances bloom white point towards neutral
Expand All @@ -41,12 +41,12 @@ $blueHilight = 1.15

$contrastCurve = 0.0
$hazeFactor = 0.1
$bloom = 1.0
# $bloom = 1.0
$gamma = 1.0
$exposure = 1.0
$vibrance = 0.25
$crushContrast = 0.0
$bleach = 0.85
# $bleach = 0.85
$sharp_mix = 0.0

[Preset] #Warm and washed out light-sources and bloom, original look "enhanced".
Expand All @@ -63,12 +63,12 @@ $blueHilight = 1.0

$contrastCurve = 0.5
$hazeFactor = 0.71
$bloom = 0.85
# $bloom = 0.85
$gamma = 1.1
$exposure = 1.07
$vibrance = 0.15
$crushContrast = 0.00
$bleach = 0.85
# $bleach = 0.85
$sharp_mix = 0.05

[Preset] # Colourful midway between original and cold
Expand All @@ -85,15 +85,15 @@ $blueHilight = 1.01

$contrastCurve = 0.25
$hazeFactor = 0.1
$bloom = 1.0
# $bloom = 1.0
$gamma = 1.075
$exposure = 1.01
$vibrance = 0.55
$crushContrast = 0.0
$bleach = 0.85
# $bleach = 0.85
$sharp_mix = 0.05

[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
name = Cold
$redShadows = 0.99 #0.99
$greenShadows = 1.0 # 1.0
Expand All @@ -107,15 +107,15 @@ $blueHilight = 1.11 #1.14

$contrastCurve = 0.25
$hazeFactor = 0.1
$bloom = 0.975

$gamma = 1.025
$exposure = 1.025
$vibrance = 0.48
$crushContrast = 0.0
$bleach = 0.875
# $bleach = 0.875
$sharp_mix = 0.00

[Preset] #Warm colour palette, light and shadows interplay, caves are dark.
[Preset] #Warm colour palette, light and shadows interplay, caves are dark.
name = Warm contrast crush
$redShadows = 1.0 #1.02 #0.99
$greenShadows = 1.0 #1.05 # 1.0
Expand All @@ -129,15 +129,15 @@ $blueHilight = 1.05 #1.14

$contrastCurve = 0.75
$hazeFactor = 0.1
$bloom = 0.975
# $bloom = 0.975
$gamma = 1.03
$exposure = 1.01
$vibrance = 0.25
$crushContrast = 0.0
$bleach = 0.875
# $bleach = 0.875
$sharp_mix = 0.00

[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
name = Cold contrast crush
$redShadows = 1.01 #1.02 #0.99
$greenShadows = 1.03 #1.05 # 1.0
Expand All @@ -151,15 +151,15 @@ $blueHilight = 1.08 #1.14

$contrastCurve = 0.75
$hazeFactor = 0.1
$bloom = 0.975
# $bloom = 0.975
$gamma = 1.01
$exposure = 1.01
$vibrance = 0.29
$crushContrast = 0.0
$bleach = 0.875
# $bleach = 0.875
$sharp_mix = 0.00

[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
name = Cold contrast preserve highlights
$redShadows = 1.01 #1.02 #0.99
$greenShadows = 1.02 #1.05 # 1.0
Expand All @@ -173,17 +173,17 @@ $blueHilight = 1.09 #1.14

$contrastCurve = 0.25
$hazeFactor = 0.1
$bloom = 0.975
# $bloom = 0.975
$gamma = 0.75
$exposure = 1.125
$vibrance = 0.35
$crushContrast = 0.0
$bleach = 0.875
# $bleach = 0.875
$sharp_mix = 0.00


[Preset] # jff
name = Skyward Swordish
name = Skyward Swordish
$redShadows = 0.95
$greenShadows = 0.95
$blueSadows = 1.0
Expand All @@ -196,10 +196,10 @@ $blueHilight = 1.01

$contrastCurve = 0.95
$hazeFactor = 0.71
$bloom = 0.85
# $bloom = 0.85
$gamma = 1.25
$exposure = 1.1
$vibrance = 1.25
$crushContrast = 0.00
$bleach = 0.85
# $bleach = 0.85
$sharp_mix = 0.05
Original file line number Diff line number Diff line change
@@ -1,82 +1,82 @@
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.

// shader 49865bd2e62efda1
//dark world bloom

const float bloom = $bloom;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
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;
R0f = passParameterSem0;
R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
// 1
PV1f.x = max(PV0f.w, 0.0);
PV1f.y = max(PV0f.x, 0.0);
PV1f.z = max(PV0f.y, 0.0);
PV1f.w = max(PV0f.z, 0.0);
// 2
R0f.x = min(PV1f.w, 1.0);
R0f.y = min(PV1f.z, 1.0);
R0f.z = min(PV1f.y, 1.0);
R0f.w = min(PV1f.x, 1.0);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
// shader 49865bd2e62efda1
//dark world bloom
const float bloom = $bloom;
#ifdef VULKAN
layout(set = 1, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock
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;
R0f = passParameterSem0;
R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
// 1
PV1f.x = max(PV0f.w, 0.0);
PV1f.y = max(PV0f.x, 0.0);
PV1f.z = max(PV0f.y, 0.0);
PV1f.w = max(PV0f.z, 0.0);
// 2
R0f.x = min(PV1f.w, 1.0);
R0f.y = min(PV1f.z, 1.0);
R0f.z = min(PV1f.y, 1.0);
R0f.w = min(PV1f.x, 1.0);
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
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