mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-23 10:09:18 +01:00
ClarityGFX
Removed some Duplicated values, ConColor should now work as intended.
This commit is contained in:
parent
e8ee451ff2
commit
3d66e2eff7
@ -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);
|
|
||||||
}
|
}
|
Loading…
Reference in New Issue
Block a user