From 190b79f9baaf3494aad36110e33f8a737e871aa3 Mon Sep 17 00:00:00 2001 From: Jamie Date: Mon, 18 Dec 2017 21:54:38 -0800 Subject: [PATCH] ClarityGFX Fixed Uniform Const Problem. --- .../37040a485a29d54e_00000000000003c9_ps.txt | 62 ++++++++--------- ...p_37040a485a29d54e_00000000000003c9_ps.txt | 62 ++++++++--------- ...l_37040a485a29d54e_00000000000003c9_ps.txt | 68 +++++++++---------- 3 files changed, 96 insertions(+), 96 deletions(-) diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt index 2bf713ad..6c754206 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt @@ -21,17 +21,17 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug #define HDRpassing 1 // 0: disable, 1: enable. //Fake High Dynamic Range. -uniform float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. -uniform float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -uniform float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 1 // 0: disable, 1: enable. //LumaShapening -uniform float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -uniform float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings -uniform float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define Tone_map 4 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 @@ -44,11 +44,11 @@ uniform float offset_bias = 1.0; //[0.0 to 6.0] Offset bia // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 // Reshade ToneMap Controls -uniform float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure -uniform float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -uniform float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." -uniform float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 #define blacknwhitepass 0 // 0: disable, 1: enable. //Levels Control @@ -69,41 +69,41 @@ vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multipl #define Tech 0 //Technicolor -uniform float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 +const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic #define Techine 1 // 0: disable, 1: enable. //Technicolor2 -uniform float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -uniform float Technicolor2_Strength = 0.0; // Default is 1.0 -uniform float Technicolor2_Saturation = 0.660; // Default is 1.0 +const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +const float Technicolor2_Strength = 0.0; // Default is 1.0 +const float Technicolor2_Saturation = 0.660; // Default is 1.0 //Curves / Filmic Pass Contrast #define CurvesPss 0 // 0: disable, 1: enable. -uniform float Contrast = 0.750; +const float Contrast = 0.750; // 1 To use curves Contrast, 0 off or to use with Filmic Pass. #define Filmicpass 1 // 0: disable, 1: enable. //Filmic Pass -uniform float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 -uniform float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -uniform float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 -uniform float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 -uniform float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 -uniform float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 -uniform float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 -uniform float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 +const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 //########################################################### diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt index 2bf713ad..6c754206 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt @@ -21,17 +21,17 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug #define HDRpassing 1 // 0: disable, 1: enable. //Fake High Dynamic Range. -uniform float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. -uniform float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -uniform float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 1 // 0: disable, 1: enable. //LumaShapening -uniform float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -uniform float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings -uniform float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define Tone_map 4 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 @@ -44,11 +44,11 @@ uniform float offset_bias = 1.0; //[0.0 to 6.0] Offset bia // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 // Reshade ToneMap Controls -uniform float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure -uniform float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -uniform float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." -uniform float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 #define blacknwhitepass 0 // 0: disable, 1: enable. //Levels Control @@ -69,41 +69,41 @@ vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multipl #define Tech 0 //Technicolor -uniform float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 +const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic #define Techine 1 // 0: disable, 1: enable. //Technicolor2 -uniform float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -uniform float Technicolor2_Strength = 0.0; // Default is 1.0 -uniform float Technicolor2_Saturation = 0.660; // Default is 1.0 +const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +const float Technicolor2_Strength = 0.0; // Default is 1.0 +const float Technicolor2_Saturation = 0.660; // Default is 1.0 //Curves / Filmic Pass Contrast #define CurvesPss 0 // 0: disable, 1: enable. -uniform float Contrast = 0.750; +const float Contrast = 0.750; // 1 To use curves Contrast, 0 off or to use with Filmic Pass. #define Filmicpass 1 // 0: disable, 1: enable. //Filmic Pass -uniform float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 -uniform float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -uniform float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 -uniform float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 -uniform float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 -uniform float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 -uniform float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 -uniform float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 +const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 //########################################################### diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt index 4652662e..9f475412 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_jamie_personal_37040a485a29d54e_00000000000003c9_ps.txt @@ -21,17 +21,17 @@ const float bloomFactor = 0.010; // Default is 0.020 (roug #define HDRpassing 1 // 0: disable, 1: enable. //Fake High Dynamic Range. -uniform float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. -uniform float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 -uniform float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." +const float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30. +const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 +const float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." #define lumapassing 1 // 0: disable, 1: enable. //LumaShapening -uniform float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 -uniform float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 +const float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65 +const float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035 //Advanced sharpening settings -uniform float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. +const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. #define Tone_map 4 // 0: disable, 1-8: enable. // Reshade ToneMap Option 1 @@ -44,20 +44,20 @@ uniform float offset_bias = 1.0; //[0.0 to 6.0] Offset bia // Uncharted2ToneMapping Option 8 // ACES Filmic Option 9 // Reshade ToneMap Controls -uniform float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure -uniform float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 -uniform float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. +const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure +const float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 +const float defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor. vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color." -uniform float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 +const float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0 -#define blacknwhitepass 0 // 0: disable, 1: enable. +#define blacknwhitepass 1 // 0: disable, 1: enable. //Levels Control const int BlackPoint = 6; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black -const int WhitePoint = 255; // [0, 255] The new white point. Everything brighter than this becomes completely white +const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white #define lggpass 1 // 0: disable, 1: enable. //Lift Gamma Gain -vec3 RGB_Lift = vec3(0.979, 0.979, 0.979); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. +vec3 RGB_Lift = vec3(0.996, 0.996, 0.996); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Gamma = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gain = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue // Note that a value of 1.0 is a neutral setting that leave the color unchanged. @@ -69,41 +69,41 @@ vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0); // "A per channel multipl #define Tech 0 //Technicolor -uniform float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 +const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); //To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic #define Techine 1 // 0: disable, 1: enable. //Technicolor2 -uniform float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 -uniform float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 -uniform float Technicolor2_Strength = 0.0; // Default is 1.0 -uniform float Technicolor2_Saturation = 0.660; // Default is 1.0 +const float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2 +const float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0 +const float Technicolor2_Strength = 0.0; // Default is 1.0 +const float Technicolor2_Saturation = 0.660; // Default is 1.0 //Curves / Filmic Pass Contrast #define CurvesPss 0 // 0: disable, 1: enable. -uniform float Contrast = 0.750; +const float Contrast = 0.750; // 1 To use curves Contrast, 0 off or to use with Filmic Pass. #define Filmicpass 1 // 0: disable, 1: enable. //Filmic Pass -uniform float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 -uniform float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 -uniform float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 -uniform float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 +const float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85 +const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 +const float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5 +const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15 -uniform float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 +const float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 -uniform float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 -uniform float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 -uniform float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 -uniform float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 +const float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0 +const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 +const float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0 +const float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0 //###########################################################