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[BotW] Proper fix for Clarity's dark shadows issue with Vulkan
Simply changing the value to 0 fixes it for some reason.
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@ -1331,11 +1331,7 @@ vec3 LevelsPass(vec3 inputColor) {
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float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
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float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
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vec3 color = inputColor;
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vec3 color = inputColor;
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#ifdef VULKAN
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color = color * white_point_float;
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#else
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color = color * white_point_float - (black_point_float * white_point_float);
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color = color * white_point_float - (black_point_float * white_point_float);
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#endif
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return color;
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return color;
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}
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}
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@ -1345,7 +1341,7 @@ vec3 LevelsPass(vec3 inputColor) {
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vec3 FilmPass(vec3 inputColor) {
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vec3 FilmPass(vec3 inputColor) {
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vec3 B = inputColor.rgb;
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vec3 B = inputColor.rgb;
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vec3 G = B;
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vec3 G = B;
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vec3 H = vec3(0.01);
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vec3 H = vec3(0.0);
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B = clamp(B, 0.0, 1.);
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B = clamp(B, 0.0, 1.);
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B = pow(vec3(B), vec3(Linearization));
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B = pow(vec3(B), vec3(Linearization));
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