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https://github.com/cemu-project/cemu_graphic_packs.git
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ClarityGFX
Removed some Duplicated values, ConColor should now work as intended.
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@ -19,14 +19,7 @@
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// Credit to Serfrost for preset values.
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// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// Changelog v0.4
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//##########################################################
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//Don't touch.
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const float floor = 0.0 / 255;
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const float scale = 255.0/(255.0-0.0);
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//Don't touch.
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// Changelog v0.5
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//##########################################################
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@ -54,7 +47,7 @@ const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small incr
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const float exposure = 0.00;
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const float Bleach = 0.0;
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float brt = 1.0;
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const float brt = 0.0;
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color";
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uniform ivec4 uf_remappedPS[1];
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@ -103,6 +96,10 @@ vec3 TonemapPass(vec3 inputColor) {
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return color;
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}
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vec3 brightnessContrast(vec3 color, float brt, float con){
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return (color - 0.5) * con + 0.5 + brt;
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}
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void main()
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{
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vec4 R0f = vec4(0.0);
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@ -234,9 +231,7 @@ float mn = min(min(color.r, color.g), color.b);
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float mx = max(max(color.r, color.g), color.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx)/2.0);
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color = brightnessContrast(color, brt, con);
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color = mix(color, mix(color, lightness, -vibrance), sat);
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vec3((color - 0.5) * con + 0.5 + brt);
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color = vec3(conColor);
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color = (color.xyz - floor) * scale;
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passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
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passPixelColor0 = vec4(conColor, R0f.w);
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}
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