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[TP Contrasty] More neutral default, late game fixes
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@ -4,7 +4,7 @@
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// shader 49865bd2e62efda1
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//dark world bloom
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const float bloom = 0.975;
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const float bloom = 0.98;
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uniform ivec4 uf_remappedPS[1];
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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
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layout(location = 0) in vec4 passParameterSem0;
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@ -4,7 +4,7 @@
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// shader 95a5a89d62998e0d
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// blur
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const float bloom = 0.975;
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const float bloom = 0.98;
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uniform ivec4 uf_remappedPS[3];
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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
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@ -2,15 +2,15 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_separate_shader_objects : enable
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// shader c14019840473ff86 //aa
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const float redScale = 0.95;
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const float greenScale = 1.06;
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const float blueScale = 1.26;
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const float redScale = 0.92;
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const float greenScale = 1.02; //5
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const float blueScale = 1.24;
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const float hazeFactor = 0.1;
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const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 0.99; // 1.0 is neutral
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const float vibrance = 0.75; // 0.0 is neutral
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const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 1.075; // 1.0 is neutral
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const float vibrance = 0.37; // 0.0 is neutral
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const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail
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float Sigmoid (float x) {
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@ -164,8 +164,10 @@ R0f.z = PV0f.y * 0.25;
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R0f.w = PV0f.x * 0.25;
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// export
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//R0f.xyz = vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z));
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R0f.xyz = contrasty(R0f.xyz);
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//R0f.xyz = contrasty(R0f.xyz);
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//R0f.xyz = clamp(R0f.xyz,0,1);
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//vec3 mix(vec3 x, vec3 y, float a)
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R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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@ -3,15 +3,20 @@
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#extension GL_ARB_separate_shader_objects : enable
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// shader f42bb0ed469dd804 //sun
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const float redScale = 0.95;
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const float greenScale = 1.06;
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const float blueScale = 1.26;
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const float redScale = 0.92;
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const float greenScale = 1.02; //5
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const float blueScale = 1.24;
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const float hazeFactor = 0.1;
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const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 0.99; // 1.0 is neutral
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const float vibrance = 0.75; // 0.0 is neutral
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const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float gamma = 0.98; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 1.075; // 1.0 is neutral
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const float vibrance = 0.37; // 0.0 is neutral
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const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail
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float Sigmoid (float x) {
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return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
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}
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vec3 contrasty(vec3 colour){
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vec3 fColour = (colour.xyz);
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@ -176,7 +181,7 @@ R0f.y = clamp(R0f.y, 0.0, 1.0);
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R0f.z = mul_nonIEEE(R1f.z, PV0f.y);
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R0f.z = clamp(R0f.z, 0.0, 1.0);
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// export
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R0f.xyz = contrasty(R0f.xyz);
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R0f.xyz = mix(contrasty(R0f.xyz), vec3(Sigmoid(R0f.x), Sigmoid(R0f.y),Sigmoid(R0f.z)), 0.25);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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}
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@ -4,9 +4,9 @@ moduleMatches = 0x1A03E108
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#rodata constants
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###exp and haze settings
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0x100C3EB8 = .float 0.003 ## Near world (over)exposure
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0x100C3EB8 = .float 0.0034 ## Near world (over)exposure
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0x100C36C4 = .float 0.0035 ## Bloom npc/object (over) "
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0x100C3780 = .float 0.003 ## Distant world (over)exposure
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0x100C3780 = .float 0.0034 ## Distant world (over)exposure
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0x100C3774 = .float 22.0 ### haze 21 = default 21++~ gradually less
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#0x100871C8 = .float 0.01 #100871C8:.float 0.00050000002 ###cloud float
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