github build fix?

This commit is contained in:
M&M 2021-01-13 15:14:38 -08:00
parent 2dc4c0f0f4
commit 1ebde74ae8
2 changed files with 141 additions and 66 deletions

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@ -22,7 +22,7 @@
// User Defined Preset 0
// Bruz Preset 1
// BSOD Gaming Preset 2
// t3nka Neutral+ 2
// Jamie Preset 3
// Contrasty Preset 4
// The Complaining Gamer Preset 5
@ -34,6 +34,8 @@
// ViskClarity Preset 11
// Survival of the Wild Preset (Warmer) 12
// Survival of the Wild Preset (Colder) 13
// Godot's Mexican Preset 14
// BSOD Gaming Preset 15
//##########################################################
@ -1062,71 +1064,139 @@ float DPX_Strength = 0.20;
#elif (Preset == 14) //Godot's Mexican Preset
#define adjust_bloom 1
const float bloomFactor = 0.684;
#define HDRpassing 1
const float HDRPower = 0.80;
const float radius1 = 0.80;
const float radius2 = 1.10;
#define lumapassing 1
const float sharp_strength = 0.23;
const float sharp_clamp = 0.035;
const float offset_bias = 1.0;
#define Tone_map 4
const float Exposure = 0.69;
const float Bleach = 0.6;
const float Gamma = 1.00;
const float defog = 0;
vec3 FogColor = vec3(0, 0, 0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.16;
#define blacknwhitepass 1
const int BlackPoint = 5;
const int WhitePoint = 167;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.92;
#define Filmicpass 1
const float Filmic_Contrast = 0.8;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.50;
const float Filmic_Strength = 0.3;
const float Fade = 0.0;
const float Linearization = 0.7;
const float BaseCurve = 1.5;
const float BaseGamma = 0.93;
const float EffectGamma = 0.69;
#define dpxpass 1
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 0.6;
float Colorfulness = 0.8;
float DPX_Strength = 0.10;
#define adjust_bloom 1
const float bloomFactor = 0.684;
#define HDRpassing 1
const float HDRPower = 0.80;
const float radius1 = 0.80;
const float radius2 = 1.10;
#define lumapassing 1
const float sharp_strength = 0.23;
const float sharp_clamp = 0.035;
const float offset_bias = 1.0;
#define Tone_map 4
const float Exposure = 0.69;
const float Bleach = 0.6;
const float Gamma = 1.00;
const float defog = 0;
vec3 FogColor = vec3(0, 0, 0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.16;
#define blacknwhitepass 1
const int BlackPoint = 5;
const int WhitePoint = 167;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1 // 0: disable, 1: enable.
const float Contrast = 0.92;
#define Filmicpass 1
const float Filmic_Contrast = 0.8;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.50;
const float Filmic_Strength = 0.3;
const float Fade = 0.0;
const float Linearization = 0.7;
const float BaseCurve = 1.5;
const float BaseGamma = 0.93;
const float EffectGamma = 0.69;
#define dpxpass 1
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 0.6;
float Colorfulness = 0.8;
float DPX_Strength = 0.10;
#elif (Preset == 15) //BSoD Gaming
#define adjust_bloom 1
const float bloomFactor = 0.010;
#define HDRpassing 1
const float HDRPower = 1.085;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.25;
const float sharp_clamp = 0.085;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 0.6;
const float Bleach = 0.3;
const float Gamma = 1.00;
const float defog = 0.004;
vec3 FogColor = vec3(1.0, 1.5, 1.7);
const float sat = 0.050;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 8;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(0.994, 0.994, 0.994);
vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0);
vec3 RGB_Gain = vec3(1.0, 0.990, 1.00);
#define vibpass 1
const float Vibrance = 0.113;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 1.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Saturation = 0.70;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 0.7;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#endif

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@ -92,6 +92,11 @@ name = Godot's Mexican Preset
category = Clarity
$preset:int = 14
[Preset]
name = BSoD Gaming's Preset
category = Clarity
$preset:int = 15
[Preset]
name = User-Defined Preset
category = Clarity