diff --git a/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt index f50cec15..4d017f5b 100644 --- a/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Contrasty/bd8bba59e2149449_00000000000003c9_ps.txt @@ -28,7 +28,7 @@ const vec3 tintColor = vec3(0.0, 0.0, 0.0); // [ 0.0, 1.0+] Which color tint to // 2: Contrasty // 3: experiment, convert rgb to hsv then adjust s //----------------"BotW original" vibrance adjust-------------// -const float satFactor = 1.1; // 1.0 is neutral. Experimental, adjust native saturation +const float satFactor = 0.29; // 0.18 is neutral. Experimental, adjust native saturation //---------------------------------------------------------------// //-----------------"Reshade Vibrance" Parameters--------------// const float Vibrance = 0.40; // Saturates (or desaturates if you use negative values) the pixels depending on their original saturation. @@ -104,8 +104,7 @@ vec3 BotWVibrance(vec3 color) { float avg = (color.r + color.g + color.b)/3.0; float maxc = max(color.r, max(color.g,color.b)); float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0); - float weight = intBitsToFloat(uf_remappedPS[0].x) + w * intBitsToFloat(uf_remappedPS[0].y); - weight *= satFactor; + float weight = 1.0 + w * satFactor; vec3 satcolor = mix(vec3(maxc), color, weight); return satcolor; }