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ClarityGFX
Added Gamma Gain to AVG Luma Build.
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@ -21,13 +21,18 @@
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//##########################################################
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//Control Pannel
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float bloomFactor = 0.4; //Default is 1.0 Affacts Games bloom
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float exposure = 2.0;
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float brt = 0.0; //Default is 0.0 Now much brightness to add to the RGB color.
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float con = 0.75; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
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float sat = 0.50; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
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float gamma = 0.60; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work
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float defog = 0.0; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."
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float bloomFactor = 0.4; //Default is 1.0 Affacts Games bloom
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float exposure = 2.0; // Exposure setting
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float brt = 0.0; //Default is 0.0 Now much brightness to add to the RGB color.
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float con = 0.75; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
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float sat = 0.50; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
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float defog = 0.0; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."
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//Lift Gamma Gain
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#define RGB_Lift vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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#define RGB_Gamma vec3(0.60, 0.60, 0.60) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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#define RGB_Gain vec3(1.0, 1.0, 1.0) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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//Luma Values
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float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
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@ -93,6 +98,8 @@ vec3 ContrastSaturationBrightness( vec3 color, float brt, float sat, float con)
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return color;
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}
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//Clarity Tone Map
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vec3 claritytonemap(vec3 color) {
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color = max(vec3(0.), color - vec3(0.004));
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color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
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@ -103,6 +110,29 @@ vec3 claritytonemap(vec3 color) {
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return color;
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}
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//Lift Gamma Gain
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vec3 LiftGammaGainPass( vec3 colorInput )
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{
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// -- Get input --
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vec3 color = colorInput;
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// -- Lift --
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color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
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// -- Gain --
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color *= RGB_Gain;
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// -- Gamma --
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color = pow(color, 1.0 / RGB_Gamma); //Gamma
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// -- Return output --
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return clamp(color, 0.0, 1.0);
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}
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//LumaShapening
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#define px (1.0/1280.0*uf_fragCoordScale.x)
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@ -305,6 +335,6 @@ passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 color = (passPixelColor0.xyz);
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color = claritytonemap(color);
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color = ContrastSaturationBrightness(color, brt, sat, con);
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color = pow(color, vec3(1.0 / gamma));
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color = LiftGammaGainPass(color);
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passPixelColor0 = vec4(color, R0f.w);
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}
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