diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index f7c7824d..4d304bd2 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -30,17 +30,15 @@ const float scale = 255.0/(255.0-0.0); //########################################################## -// Contrast, saturation, brightness +// Contrast, saturation, Gamma , Vibrance , Defog. // For all settings: 1.0 = 100% 0.5=50% 1.5 = 150% //Adjustable Values: - -const float brt = .80; // [0.1 ~ 2.0] [1.0 Default] Brightness Adjustment -const float con = 0.0; // [0.1 ~ 2.0] [0.5 Default] Contrast Adjustment -const float sat = 0.0; // [0.1 ~ 1.0] Color Saturation Adjustment. -const float gamma = 1.50; // [1.0 ~ 2.0] [1.0 Default] [1.43 Serfrost] [1.50 Jamie] -const float vibrance = 0.008; // 0.0 is neutral -const float defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove." +const float con = 0.50; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work +const float sat = 0.00; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work +const float gamma = 1.43; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work +const float vibrance = 0.012; // [0.0 ~ 1.5} [0.0 Default] Vibrance Adjustment - or + values work +const float defog = 0.12; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove." //----------------------------------------------------------- @@ -49,6 +47,7 @@ const float defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to " //########################################################### //Do not edit under this line. +const float brt = 0.00; const float exposure = 0.00; const float Bleach = 0.0; const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color"; @@ -217,7 +216,7 @@ passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 color = (passPixelColor0.xyz); const vec3 diffcolor = vec3(1.0, 1.0, 1.0); color = TonemapPass(color); -vec3 contrasted = (color - 0.5) * con + 0.5 + brt; +vec3(color - 0.5) * con + 0.5 + brt; vec3(pow(abs(color.r), gamma),pow(abs(color.g), gamma),pow(abs(color.b), gamma)); float luminance = color.r*0.2125 + color.g*0.7154 + color.b*0.0721; float mn = min(min(color.r, color.g), color.b);