Fixed a few bugs
This commit is contained in:
Jamie 2018-01-07 14:39:15 -08:00
parent f2eeef5e08
commit 253c731a7a

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@ -32,7 +32,7 @@ const float sharp_clamp = 0.02; //[0.000 to 1.000] Limits
//Advanced sharpening settings //Advanced sharpening settings
const 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 8 // 0: disable, -1 to 8: enable. #define Tone_map 8 // 0: disable, -1 to 9: enable.
// -1: disable, loss of bright detail/color but keep [0,1] intact // -1: disable, loss of bright detail/color but keep [0,1] intact
// 0: (Wii U) BotW original // 0: (Wii U) BotW original
// Reshade ToneMap Option 1 // Reshade ToneMap Option 1
@ -44,7 +44,6 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
// filmicToneMapping Option 7 // filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8 // Uncharted2ToneMapping Option 8
// ACES Filmic Option 9 // ACES Filmic Option 9
// BOTW Tone Map (Contrasty) Option 10
// Reshade ToneMap Controls / "Contrasty" Parameters // Reshade ToneMap Controls / "Contrasty" Parameters
const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0 const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
@ -676,8 +675,6 @@ void main()
color = Uncharted2ToneMapping(color); color = Uncharted2ToneMapping(color);
#elif (tone_mapping == 9) #elif (tone_mapping == 9)
color = ACESFilm(color); color = ACESFilm(color);
#elif (tone_mapping == 10)
color = BotWToneMap(color);
#endif #endif
// Post Processing // Post Processing
@ -696,6 +693,12 @@ void main()
#if (Filmicpass == 1) #if (Filmicpass == 1)
color = FilmPass(color); color = FilmPass(color);
#endif #endif
#if (post_process == 0)
color = BotWVibrance(color);
#endif
#if (post_process == 1)
color = Contrasty(color);
#endif
#if (lggpass == 1) #if (lggpass == 1)
color = LiftGammaGainPass(color); color = LiftGammaGainPass(color);
#endif #endif
@ -704,11 +707,6 @@ void main()
#endif #endif
#if (vibpass == 1) #if (vibpass == 1)
color = VibrancePass(color); color = VibrancePass(color);
#endif
#if (post_process == 0)
color = BotWVibrance(color);
#elif (post_process == 1)
color = Contrasty(color);
#endif #endif
passPixelColor0 = vec4(color, passParameterSem0.w); passPixelColor0 = vec4(color, passParameterSem0.w);
} }