From 3d66e2eff76ed324a57fe130fd6f60ee60d4376e Mon Sep 17 00:00:00 2001 From: Jamie Date: Thu, 26 Oct 2017 17:58:57 -0700 Subject: [PATCH] ClarityGFX Removed some Duplicated values, ConColor should now work as intended. --- .../bd8bba59e2149449_00000000000003c9_ps.txt | 21 +++++++------------ 1 file changed, 8 insertions(+), 13 deletions(-) diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index 87759af8..68bb5feb 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -19,14 +19,7 @@ // Credit to Serfrost for preset values. // Original shader dumped using cemu 1.10.0f, BotW 1.3.1 -// Changelog v0.4 - -//########################################################## - -//Don't touch. -const float floor = 0.0 / 255; -const float scale = 255.0/(255.0-0.0); -//Don't touch. +// Changelog v0.5 //########################################################## @@ -54,7 +47,7 @@ const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small incr const float exposure = 0.00; const float Bleach = 0.0; -float brt = 1.0; +const float brt = 0.0; const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; uniform ivec4 uf_remappedPS[1]; @@ -103,6 +96,10 @@ vec3 TonemapPass(vec3 inputColor) { return color; } +vec3 brightnessContrast(vec3 color, float brt, float con){ + return (color - 0.5) * con + 0.5 + brt; +} + void main() { vec4 R0f = vec4(0.0); @@ -234,9 +231,7 @@ float mn = min(min(color.r, color.g), color.b); float mx = max(max(color.r, color.g), color.b); float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; vec3 lightness = vec3((mn + mx)/2.0); +color = brightnessContrast(color, brt, con); color = mix(color, mix(color, lightness, -vibrance), sat); -vec3((color - 0.5) * con + 0.5 + brt); -color = vec3(conColor); -color = (color.xyz - floor) * scale; -passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w); +passPixelColor0 = vec4(conColor, R0f.w); } \ No newline at end of file