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Merge branch 'master' of https://github.com/slashiee/cemu_graphic_packs
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commit
39b0890668
@ -11,14 +11,8 @@ const float bloomFactor = 0.7; // 1.0 is neutral
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// -1: disable, clamp bright detail but keep [0,1] intact, however clamping could lead to desaturation as well
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// 0: (Wii U) BotW original
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// 1: ACES Filmic
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// 2: Reshade/Sweetfx Tonemap, also allow color adjusting during tone mapping
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//-----------------"Reshade Tonemap" Parameters---------------//
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const float Gamma = 1.0; // [ 0.0, 2.0] 1.000 is neutral
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const float Exposure = 0.0; // [-1.0, 1.0] Adjust exposure
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const float Saturation = 0.0; // [-1.0, 1.0] Adjust saturation
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const float Bleach = 0.0; // [ 0.0, 1.0] Brightens the shadows and fades the colors
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const float Detint = 0.0; // [ 0.0, 1.0+] How much of the color tint to remove
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const vec3 tintColor = vec3(0.0, 0.0, 0.0); // [ 0.0, 1.0+] Which color tint to remove
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//--------------------"ACES Filmic" Parameters-----------------//
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const float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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//---------------------------------------------------------------//
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#define post_process 2
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@ -26,7 +20,7 @@ const vec3 tintColor = vec3(0.0, 0.0, 0.0); // [ 0.0, 1.0+] Which color tint to
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// 0: (Wii U) BotW original, only vibrance
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// 1: Reshade Vibrance
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// 2: Contrasty
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// 3: experiment, convert rgb to hsv then adjust s
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// 3: Experimental, convert rgb to hsv then adjust saturation directly
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//----------------"BotW original" vibrance adjust-------------//
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const float satFactor = 0.29; // 0.18 is neutral. Experimental, adjust native saturation
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//---------------------------------------------------------------//
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@ -41,7 +35,7 @@ const float vibrance = 0.45; // 0.0 is neutral
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const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
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//---------------------------------------------------------------//
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//------------------------"hsv experiment"---------------------//
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const float satScale = 1.5;
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const float satScale = 1.5; // 1.0 is neutral
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//---------------------------------------------------------------//
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/*==========================================================================*/
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@ -72,34 +66,10 @@ vec3 BotWToneMap(vec3 color) {
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}
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vec3 ACESFilm(vec3 color) {
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color *= 0.6;
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color *= Exposure;
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return (color*(2.51*color+0.03))/(color*(2.43*color+0.59)+0.14);
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}
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vec3 ReshadeTM(vec3 color) {
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color = clamp(color - Detint * tintColor,0.0,1.0); // Detint, removed 2.55
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color *= pow(2.0f, Exposure); // Exposure
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color = pow(color, vec3(1.0/Gamma)); // Reciprocal Gamma, like contrasty, more intuitive, not exactly midtone anyway
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float lum = getL709(color);
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float L = clamp(10.0 * (lum - 0.45),0.0,1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0 * color * lum;
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vec3 result2 = 1.0 - 2.0 * (1.0 - lum) * (1.0 - color);
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vec3 newColor = mix(result1, result2, L);
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vec3 mixRGB = A2 * newColor;
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color += ((1.0 - A2) * mixRGB);
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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color = (color + diffcolor * Saturation) / (1.0 + (diffcolor * Saturation)); // Saturation
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return color;
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}
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vec3 BotWVibrance(vec3 color) {
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float avg = (color.r + color.g + color.b)/3.0;
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float maxc = max(color.r, max(color.g,color.b));
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@ -172,8 +142,6 @@ color = clamp(color,0.0,1.0);
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color = BotWToneMap(color);
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#elif (tone_mapping == 1)
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color = ACESFilm(color);
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#elif (tone_mapping == 2)
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color = ReshadeTM(color);
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#endif
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#if (post_process == 0)
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