From 5645417e3461b865b27f0b58831027c7e2387db3 Mon Sep 17 00:00:00 2001 From: Jamie Date: Sat, 27 Jan 2018 03:58:56 -0800 Subject: [PATCH] Clarity AMD fix... This should hopefully elimate any issue. --- .../37040a485a29d54e_00000000000003c9_ps.txt | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index e326e8a1..3427d7c6 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -2,7 +2,7 @@ #extension GL_ARB_texture_gather : enable // shader 37040a485a29d54e //########################################################## -#define Preset 3 +#define Preset 3 // User Defined 0 // Bruz Option 1 // BSOD Option 2 @@ -1023,10 +1023,10 @@ vec3 DPXPass(vec3 inputColor) B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0)); float value = max(max(B.r, B.g), B.b); - vec3 input = B / value; + vec3 Ztemp = B / value; color = pow(abs(color), 1. / vec3(Colorfulness)); - vec3 c0 = input * value; + vec3 c0 = Ztemp * value; c0 *= (XYZ, c0); float luma = dot(c0, vec3(0.30, 0.59, 0.11)); c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;