mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-25 17:31:51 +01:00
[TP Contrasty] More neutral default, late game fixes
This commit is contained in:
parent
89dc3f8c51
commit
3afafd47c4
@ -4,7 +4,7 @@
|
||||
// shader 49865bd2e62efda1
|
||||
//dark world bloom
|
||||
|
||||
const float bloom = 0.975;
|
||||
const float bloom = 0.98;
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
layout(location = 0) in vec4 passParameterSem0;
|
||||
|
@ -4,7 +4,7 @@
|
||||
// shader 95a5a89d62998e0d
|
||||
|
||||
// blur
|
||||
const float bloom = 0.975;
|
||||
const float bloom = 0.98;
|
||||
|
||||
uniform ivec4 uf_remappedPS[3];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
|
||||
|
@ -2,15 +2,15 @@
|
||||
#extension GL_ARB_texture_gather : enable
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader c14019840473ff86 //aa
|
||||
const float redScale = 0.95;
|
||||
const float greenScale = 1.06;
|
||||
const float blueScale = 1.26;
|
||||
const float redScale = 0.92;
|
||||
const float greenScale = 1.02; //5
|
||||
const float blueScale = 1.24;
|
||||
const float hazeFactor = 0.1;
|
||||
|
||||
const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = 0.99; // 1.0 is neutral
|
||||
const float vibrance = 0.75; // 0.0 is neutral
|
||||
const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = 1.075; // 1.0 is neutral
|
||||
const float vibrance = 0.37; // 0.0 is neutral
|
||||
const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
|
||||
float Sigmoid (float x) {
|
||||
|
||||
@ -164,8 +164,10 @@ R0f.z = PV0f.y * 0.25;
|
||||
R0f.w = PV0f.x * 0.25;
|
||||
// export
|
||||
//R0f.xyz = vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z));
|
||||
R0f.xyz = contrasty(R0f.xyz);
|
||||
//R0f.xyz = contrasty(R0f.xyz);
|
||||
//R0f.xyz = clamp(R0f.xyz,0,1);
|
||||
|
||||
//vec3 mix(vec3 x, vec3 y, float a)
|
||||
R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25);
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
||||
|
@ -3,15 +3,20 @@
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
// shader f42bb0ed469dd804 //sun
|
||||
|
||||
const float redScale = 0.95;
|
||||
const float greenScale = 1.06;
|
||||
const float blueScale = 1.26;
|
||||
const float redScale = 0.92;
|
||||
const float greenScale = 1.02; //5
|
||||
const float blueScale = 1.24;
|
||||
const float hazeFactor = 0.1;
|
||||
|
||||
const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = 0.99; // 1.0 is neutral
|
||||
const float vibrance = 0.75; // 0.0 is neutral
|
||||
const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage
|
||||
const float exposure = 1.075; // 1.0 is neutral
|
||||
const float vibrance = 0.37; // 0.0 is neutral
|
||||
const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail
|
||||
|
||||
float Sigmoid (float x) {
|
||||
|
||||
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
|
||||
}
|
||||
|
||||
vec3 contrasty(vec3 colour){
|
||||
vec3 fColour = (colour.xyz);
|
||||
@ -176,7 +181,7 @@ R0f.y = clamp(R0f.y, 0.0, 1.0);
|
||||
R0f.z = mul_nonIEEE(R1f.z, PV0f.y);
|
||||
R0f.z = clamp(R0f.z, 0.0, 1.0);
|
||||
// export
|
||||
R0f.xyz = contrasty(R0f.xyz);
|
||||
|
||||
R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25);
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
}
|
||||
|
@ -4,9 +4,9 @@ moduleMatches = 0x1A03E108
|
||||
|
||||
#rodata constants
|
||||
###exp and haze settings
|
||||
0x100C3EB8 = .float 0.003 ## Near world (over)exposure
|
||||
0x100C3EB8 = .float 0.0034 ## Near world (over)exposure
|
||||
0x100C36C4 = .float 0.0035 ## Bloom npc/object (over) "
|
||||
0x100C3780 = .float 0.003 ## Distant world (over)exposure
|
||||
0x100C3780 = .float 0.0034 ## Distant world (over)exposure
|
||||
0x100C3774 = .float 22.0 ### haze 21 = default 21++~ gradually less
|
||||
|
||||
#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float
|
||||
|
Loading…
Reference in New Issue
Block a user