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ClarityGfx
Cleaned up Language for people to understand values , file looks more uniform.
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@ -30,17 +30,15 @@ const float scale = 255.0/(255.0-0.0);
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//##########################################################
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// Contrast, saturation, brightness
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// Contrast, saturation, Gamma , Vibrance , Defog.
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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//Adjustable Values:
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const float brt = .80; // [0.1 ~ 2.0] [1.0 Default] Brightness Adjustment
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const float con = 0.0; // [0.1 ~ 2.0] [0.5 Default] Contrast Adjustment
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const float sat = 0.0; // [0.1 ~ 1.0] Color Saturation Adjustment.
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const float gamma = 1.50; // [1.0 ~ 2.0] [1.0 Default] [1.43 Serfrost] [1.50 Jamie]
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const float vibrance = 0.008; // 0.0 is neutral
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const float defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove."
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const float con = 0.50; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
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const float sat = 0.00; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
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const float gamma = 1.43; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work
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const float vibrance = 0.012; // [0.0 ~ 1.5} [0.0 Default] Vibrance Adjustment - or + values work
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const float defog = 0.12; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."
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//-----------------------------------------------------------
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@ -49,6 +47,7 @@ const float defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "
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//###########################################################
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//Do not edit under this line.
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const float brt = 0.00;
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const float exposure = 0.00;
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const float Bleach = 0.0;
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color";
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@ -217,7 +216,7 @@ passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 color = (passPixelColor0.xyz);
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const vec3 diffcolor = vec3(1.0, 1.0, 1.0);
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color = TonemapPass(color);
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vec3 contrasted = (color - 0.5) * con + 0.5 + brt;
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vec3(color - 0.5) * con + 0.5 + brt;
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vec3(pow(abs(color.r), gamma),pow(abs(color.g), gamma),pow(abs(color.b), gamma));
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float luminance = color.r*0.2125 + color.g*0.7154 + color.b*0.0721;
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float mn = min(min(color.r, color.g), color.b);
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