[XCX] Brighter night values

This commit is contained in:
getdls 2018-03-28 01:04:06 +02:00
parent f5f38ce2fe
commit 486a20ec2a
3 changed files with 3 additions and 3 deletions

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@ -8,7 +8,7 @@
const float gamma = 0.92; // 1.0 is neutral const float gamma = 0.92; // 1.0 is neutral
const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
const float vibrance = 0.318; // 0.0 is neutral const float vibrance = 0.318; // 0.0 is neutral
const float lift = 0.001; // 0.0 is neutral. loss of shadow detail const float lift = 0.002; // 0.0 is neutral. loss of shadow detail
const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up.
vec3 contrasty(vec3 colour){ vec3 contrasty(vec3 colour){

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@ -5,7 +5,7 @@
//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom //skell cockpit brigthtness fix + minor colour tweak to balance broken bloom
const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
const float postExposure = 1.09; // 1.0 is neutral, then slightly raise exposure back up. const float postExposure = 1.09; // 1.0 is neutral, then slightly raise exposure back up.
const float gamma = 0.95; // 1.0 is neutral const float gamma = 0.92; // 1.0 is neutral
const float vibrance = 0.3175; // 0.0 is neutral const float vibrance = 0.3175; // 0.0 is neutral
const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail

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@ -9,7 +9,7 @@
const float gamma = 0.92; // 1.0 is neutral const float gamma = 0.92; // 1.0 is neutral
const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. const float exposure = 0.52; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon.
const float vibrance = 0.318; // 0.0 is neutral const float vibrance = 0.318; // 0.0 is neutral
const float lift = 0.001; // 0.0 is neutral. loss of shadow detail const float lift = 0.002; // 0.0 is neutral. loss of shadow detail
const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up.
vec3 contrasty(vec3 colour){ vec3 contrasty(vec3 colour){