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[TPHD] Remove Bloom from Contrasty in favor of dedicated bloom pack
1 parent dbda512 commit 2ddb628

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5 files changed

+690
-690
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Enhancements/TwilightPrincessHD_Contrasty/rules.txt

Lines changed: 23 additions & 23 deletions
Original file line numberDiff line numberDiff line change
@@ -19,12 +19,12 @@ $blueHilight = 1.0
1919

2020
$contrastCurve = 0.0
2121
$hazeFactor = 1.0
22-
$bloom = 1.0
22+
# $bloom = 1.0
2323
$gamma = 1.0
2424
$exposure = 1.0
2525
$vibrance = 0.0
2626
$crushContrast = 0.0
27-
$bleach = 1.0
27+
# $bleach = 1.0
2828
$sharp_mix = 0.0
2929

3030
[Preset] # Preserve original washed out look, but balances bloom white point towards neutral
@@ -41,12 +41,12 @@ $blueHilight = 1.15
4141

4242
$contrastCurve = 0.0
4343
$hazeFactor = 0.1
44-
$bloom = 1.0
44+
# $bloom = 1.0
4545
$gamma = 1.0
4646
$exposure = 1.0
4747
$vibrance = 0.25
4848
$crushContrast = 0.0
49-
$bleach = 0.85
49+
# $bleach = 0.85
5050
$sharp_mix = 0.0
5151

5252
[Preset] #Warm and washed out light-sources and bloom, original look "enhanced".
@@ -63,12 +63,12 @@ $blueHilight = 1.0
6363

6464
$contrastCurve = 0.5
6565
$hazeFactor = 0.71
66-
$bloom = 0.85
66+
# $bloom = 0.85
6767
$gamma = 1.1
6868
$exposure = 1.07
6969
$vibrance = 0.15
7070
$crushContrast = 0.00
71-
$bleach = 0.85
71+
# $bleach = 0.85
7272
$sharp_mix = 0.05
7373

7474
[Preset] # Colourful midway between original and cold
@@ -85,15 +85,15 @@ $blueHilight = 1.01
8585

8686
$contrastCurve = 0.25
8787
$hazeFactor = 0.1
88-
$bloom = 1.0
88+
# $bloom = 1.0
8989
$gamma = 1.075
9090
$exposure = 1.01
9191
$vibrance = 0.55
9292
$crushContrast = 0.0
93-
$bleach = 0.85
93+
# $bleach = 0.85
9494
$sharp_mix = 0.05
9595

96-
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
96+
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
9797
name = Cold
9898
$redShadows = 0.99 #0.99
9999
$greenShadows = 1.0 # 1.0
@@ -107,15 +107,15 @@ $blueHilight = 1.11 #1.14
107107

108108
$contrastCurve = 0.25
109109
$hazeFactor = 0.1
110-
$bloom = 0.975
110+
111111
$gamma = 1.025
112112
$exposure = 1.025
113113
$vibrance = 0.48
114114
$crushContrast = 0.0
115-
$bleach = 0.875
115+
# $bleach = 0.875
116116
$sharp_mix = 0.00
117117

118-
[Preset] #Warm colour palette, light and shadows interplay, caves are dark.
118+
[Preset] #Warm colour palette, light and shadows interplay, caves are dark.
119119
name = Warm contrast crush
120120
$redShadows = 1.0 #1.02 #0.99
121121
$greenShadows = 1.0 #1.05 # 1.0
@@ -129,15 +129,15 @@ $blueHilight = 1.05 #1.14
129129

130130
$contrastCurve = 0.75
131131
$hazeFactor = 0.1
132-
$bloom = 0.975
132+
# $bloom = 0.975
133133
$gamma = 1.03
134134
$exposure = 1.01
135135
$vibrance = 0.25
136136
$crushContrast = 0.0
137-
$bleach = 0.875
137+
# $bleach = 0.875
138138
$sharp_mix = 0.00
139139

140-
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
140+
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
141141
name = Cold contrast crush
142142
$redShadows = 1.01 #1.02 #0.99
143143
$greenShadows = 1.03 #1.05 # 1.0
@@ -151,15 +151,15 @@ $blueHilight = 1.08 #1.14
151151

152152
$contrastCurve = 0.75
153153
$hazeFactor = 0.1
154-
$bloom = 0.975
154+
# $bloom = 0.975
155155
$gamma = 1.01
156156
$exposure = 1.01
157157
$vibrance = 0.29
158158
$crushContrast = 0.0
159-
$bleach = 0.875
159+
# $bleach = 0.875
160160
$sharp_mix = 0.00
161161

162-
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
162+
[Preset] #Neutral/cold white point, light and shadows interplay, caves are dark. Some discoloration of multi layer fx
163163
name = Cold contrast preserve highlights
164164
$redShadows = 1.01 #1.02 #0.99
165165
$greenShadows = 1.02 #1.05 # 1.0
@@ -173,17 +173,17 @@ $blueHilight = 1.09 #1.14
173173

174174
$contrastCurve = 0.25
175175
$hazeFactor = 0.1
176-
$bloom = 0.975
176+
# $bloom = 0.975
177177
$gamma = 0.75
178178
$exposure = 1.125
179179
$vibrance = 0.35
180180
$crushContrast = 0.0
181-
$bleach = 0.875
181+
# $bleach = 0.875
182182
$sharp_mix = 0.00
183183

184184

185185
[Preset] # jff
186-
name = Skyward Swordish
186+
name = Skyward Swordish
187187
$redShadows = 0.95
188188
$greenShadows = 0.95
189189
$blueSadows = 1.0
@@ -196,10 +196,10 @@ $blueHilight = 1.01
196196

197197
$contrastCurve = 0.95
198198
$hazeFactor = 0.71
199-
$bloom = 0.85
199+
# $bloom = 0.85
200200
$gamma = 1.25
201201
$exposure = 1.1
202202
$vibrance = 1.25
203203
$crushContrast = 0.00
204-
$bleach = 0.85
204+
# $bleach = 0.85
205205
$sharp_mix = 0.05
Lines changed: 82 additions & 82 deletions
Original file line numberDiff line numberDiff line change
@@ -1,82 +1,82 @@
1-
#version 420
2-
#extension GL_ARB_texture_gather : enable
3-
#extension GL_ARB_separate_shader_objects : enable
4-
#ifdef VULKAN
5-
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
6-
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
7-
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
8-
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
9-
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
10-
#define gl_VertexID gl_VertexIndex
11-
#define gl_InstanceID gl_InstanceIndex
12-
#else
13-
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
14-
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
15-
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
16-
#define SET_POSITION(_v) gl_Position = _v
17-
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
18-
#endif
19-
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
20-
21-
// shader 49865bd2e62efda1
22-
//dark world bloom
23-
24-
const float bloom = $bloom;
25-
#ifdef VULKAN
26-
layout(set = 1, binding = 1) uniform ufBlock
27-
{
28-
uniform ivec4 uf_remappedPS[1];
29-
uniform vec4 uf_fragCoordScale;
30-
};
31-
#else
32-
uniform ivec4 uf_remappedPS[1];
33-
uniform vec2 uf_fragCoordScale;
34-
#endif
35-
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
36-
layout(location = 0) in vec4 passParameterSem0;
37-
layout(location = 0) out vec4 passPixelColor0;
38-
// uf_fragCoordScale was moved to the ufBlock
39-
int clampFI32(int v)
40-
{
41-
if( v == 0x7FFFFFFF )
42-
return floatBitsToInt(1.0);
43-
else if( v == 0xFFFFFFFF )
44-
return floatBitsToInt(0.0);
45-
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
46-
}
47-
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
48-
void main()
49-
{
50-
vec4 R0f = vec4(0.0);
51-
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
52-
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
53-
float PS0f = 0.0, PS1f = 0.0;
54-
vec4 tempf = vec4(0.0);
55-
float tempResultf;
56-
int tempResulti;
57-
ivec4 ARi = ivec4(0);
58-
bool predResult = true;
59-
vec3 cubeMapSTM;
60-
int cubeMapFaceId;
61-
R0f = passParameterSem0;
62-
R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
63-
// 0
64-
backupReg0f = R0f.y;
65-
backupReg1f = R0f.x;
66-
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
67-
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
68-
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
69-
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
70-
// 1
71-
PV1f.x = max(PV0f.w, 0.0);
72-
PV1f.y = max(PV0f.x, 0.0);
73-
PV1f.z = max(PV0f.y, 0.0);
74-
PV1f.w = max(PV0f.z, 0.0);
75-
// 2
76-
R0f.x = min(PV1f.w, 1.0);
77-
R0f.y = min(PV1f.z, 1.0);
78-
R0f.z = min(PV1f.y, 1.0);
79-
R0f.w = min(PV1f.x, 1.0);
80-
// export
81-
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
82-
}
1+
#version 420
2+
#extension GL_ARB_texture_gather : enable
3+
#extension GL_ARB_separate_shader_objects : enable
4+
#ifdef VULKAN
5+
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
6+
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
7+
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
8+
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
9+
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
10+
#define gl_VertexID gl_VertexIndex
11+
#define gl_InstanceID gl_InstanceIndex
12+
#else
13+
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
14+
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140)
15+
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
16+
#define SET_POSITION(_v) gl_Position = _v
17+
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
18+
#endif
19+
// This shader was automatically converted to be cross-compatible with Vulkan and OpenGL.
20+
21+
// shader 49865bd2e62efda1
22+
//dark world bloom
23+
24+
const float bloom = $bloom;
25+
#ifdef VULKAN
26+
layout(set = 1, binding = 1) uniform ufBlock
27+
{
28+
uniform ivec4 uf_remappedPS[1];
29+
uniform vec4 uf_fragCoordScale;
30+
};
31+
#else
32+
uniform ivec4 uf_remappedPS[1];
33+
uniform vec2 uf_fragCoordScale;
34+
#endif
35+
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
36+
layout(location = 0) in vec4 passParameterSem0;
37+
layout(location = 0) out vec4 passPixelColor0;
38+
// uf_fragCoordScale was moved to the ufBlock
39+
int clampFI32(int v)
40+
{
41+
if( v == 0x7FFFFFFF )
42+
return floatBitsToInt(1.0);
43+
else if( v == 0xFFFFFFFF )
44+
return floatBitsToInt(0.0);
45+
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
46+
}
47+
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
48+
void main()
49+
{
50+
vec4 R0f = vec4(0.0);
51+
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
52+
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
53+
float PS0f = 0.0, PS1f = 0.0;
54+
vec4 tempf = vec4(0.0);
55+
float tempResultf;
56+
int tempResulti;
57+
ivec4 ARi = ivec4(0);
58+
bool predResult = true;
59+
vec3 cubeMapSTM;
60+
int cubeMapFaceId;
61+
R0f = passParameterSem0;
62+
R0f.xyz = (textureLod(textureUnitPS0, R0f.xy,0.0).xyz)*bloom;
63+
// 0
64+
backupReg0f = R0f.y;
65+
backupReg1f = R0f.x;
66+
PV0f.x = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].z));
67+
PV0f.y = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].y));
68+
PV0f.z = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
69+
PV0f.w = intBitsToFloat(uf_remappedPS[0].w);
70+
// 1
71+
PV1f.x = max(PV0f.w, 0.0);
72+
PV1f.y = max(PV0f.x, 0.0);
73+
PV1f.z = max(PV0f.y, 0.0);
74+
PV1f.w = max(PV0f.z, 0.0);
75+
// 2
76+
R0f.x = min(PV1f.w, 1.0);
77+
R0f.y = min(PV1f.z, 1.0);
78+
R0f.z = min(PV1f.y, 1.0);
79+
R0f.w = min(PV1f.x, 1.0);
80+
// export
81+
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
82+
}

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