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Clarity
Fixed a few bugs
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f2eeef5e08
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@ -32,7 +32,7 @@ const float sharp_clamp = 0.02; //[0.000 to 1.000] Limits
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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#define Tone_map 8 // 0: disable, -1 to 8: enable.
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#define Tone_map 8 // 0: disable, -1 to 9: enable.
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// -1: disable, loss of bright detail/color but keep [0,1] intact
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// 0: (Wii U) BotW original
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// Reshade ToneMap Option 1
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@ -44,7 +44,6 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// BOTW Tone Map (Contrasty) Option 10
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// Reshade ToneMap Controls / "Contrasty" Parameters
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const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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@ -676,8 +675,6 @@ void main()
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color = Uncharted2ToneMapping(color);
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#elif (tone_mapping == 9)
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color = ACESFilm(color);
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#elif (tone_mapping == 10)
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color = BotWToneMap(color);
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#endif
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// Post Processing
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@ -696,6 +693,12 @@ void main()
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#if (Filmicpass == 1)
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color = FilmPass(color);
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#endif
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#if (post_process == 0)
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color = BotWVibrance(color);
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#endif
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#if (post_process == 1)
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color = Contrasty(color);
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#endif
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#if (lggpass == 1)
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color = LiftGammaGainPass(color);
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#endif
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@ -704,11 +707,6 @@ void main()
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#endif
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#if (vibpass == 1)
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color = VibrancePass(color);
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#endif
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#if (post_process == 0)
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color = BotWVibrance(color);
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#elif (post_process == 1)
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color = Contrasty(color);
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#endif
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passPixelColor0 = vec4(color, passParameterSem0.w);
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}
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