ClarityGFX

Removed some Duplicated values, ConColor should now work as intended.
This commit is contained in:
Jamie 2017-10-26 17:58:57 -07:00
parent e8ee451ff2
commit 3d66e2eff7

View File

@ -19,14 +19,7 @@
// Credit to Serfrost for preset values. // Credit to Serfrost for preset values.
// Original shader dumped using cemu 1.10.0f, BotW 1.3.1 // Original shader dumped using cemu 1.10.0f, BotW 1.3.1
// Changelog v0.4 // Changelog v0.5
//##########################################################
//Don't touch.
const float floor = 0.0 / 255;
const float scale = 255.0/(255.0-0.0);
//Don't touch.
//########################################################## //##########################################################
@ -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 exposure = 0.00;
const float Bleach = 0.0; 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"; const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color";
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
@ -103,6 +96,10 @@ vec3 TonemapPass(vec3 inputColor) {
return color; return color;
} }
vec3 brightnessContrast(vec3 color, float brt, float con){
return (color - 0.5) * con + 0.5 + brt;
}
void main() void main()
{ {
vec4 R0f = vec4(0.0); 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 mx = max(max(color.r, color.g), color.b);
float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0; float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx)/2.0); vec3 lightness = vec3((mn + mx)/2.0);
color = brightnessContrast(color, brt, con);
color = mix(color, mix(color, lightness, -vibrance), sat); color = mix(color, mix(color, lightness, -vibrance), sat);
vec3((color - 0.5) * con + 0.5 + brt); passPixelColor0 = vec4(conColor, R0f.w);
color = vec3(conColor);
color = (color.xyz - floor) * scale;
passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
} }