Update thy clarity preset

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CellHunter 2019-01-12 15:15:25 -06:00 committed by GitHub
parent c3ed12dd95
commit 64261f9733
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@ -579,44 +579,44 @@ float DPX_Strength = 0.20;
#elif (Preset == 7) //CellHunter
#define adjust_bloom 1
const float bloomFactor = 0.455;
const float bloomFactor = 0.115;
#define HDRpassing 1
const float HDRPower = 1.000;
const float radius1 = 1.100;
const float radius2 = 1.235;
#define lumapassing 1
const float sharp_strength = 0.65;
const float sharp_clamp = 0.45;
const float offset_bias = 1.0;
const float HDRPower = 1.150;
const float radius1 = 1.200;
const float radius2 = 1.000;
#define lumapassing 0
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.00;
#define Tone_map 8
const float Exposure = 1.17;
const float Exposure = 1.00;
const float Bleach = 0.0;
const float Gamma = 1.00;
const float defog = 0.00;
const float defog = 0.003;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
const float satFactor = 0.05;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 215;
#define lggpass 1
vec3 RGB_Lift = vec3(0.980, 0.970, 1.000);
vec3 RGB_Gamma = vec3(0.970, 0.965, 1.010);
vec3 RGB_Gain = vec3(0.980, 0.970, 1.005);
vec3 RGB_Lift = vec3(1.000, 0.985, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 1
const float Vibrance = 0.385;
vec3 VibranceRGBBalance = vec3(1.10, 1.05, 1.15);
#define Tech 1
const float Power = 5.0;
const float Vibrance = 0.735;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 1.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.10;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
float Strength = 0.05;
#define Techine 1
const float Technicolor2_Red_Strength = -0.15;
const float Technicolor2_Green_Strength = 0.25;
const float Technicolor2_Blue_Strength = 0.55;
const float Technicolor2_Brightness = 1.65;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
@ -625,17 +625,17 @@ float DPX_Strength = 0.20;
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.165;
#define Filmicpass 0
const float Filmic_Contrast = 0.97;
const float Contrast = 0.115;
#define Filmicpass 1
const float Filmic_Contrast = 1.00;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.65;
const float Fade = 0.2;
const float Filmic_Strength = 0.60;
const float Fade = 0.45;
const float Linearization = 0.7;
const float BaseCurve = 1.5;
const float BaseGamma = 0.90;
const float EffectGamma = 0.68;
const float BaseCurve = 0.7;
const float BaseGamma = 1.00;
const float EffectGamma = 1.75;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);