[TP Contrasty] minor tweaks

This commit is contained in:
getdls 2018-09-30 01:46:20 +02:00
parent a4cef062b0
commit 89dc3f8c51
5 changed files with 20 additions and 7 deletions

View File

@ -4,7 +4,7 @@
// shader 49865bd2e62efda1 // shader 49865bd2e62efda1
//dark world bloom //dark world bloom
const float bloom = 0.95; const float bloom = 0.975;
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf597f000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0; layout(location = 0) in vec4 passParameterSem0;

View File

@ -4,7 +4,7 @@
// shader 95a5a89d62998e0d // shader 95a5a89d62998e0d
// blur // blur
const float bloom = 0.95; const float bloom = 0.975;
uniform ivec4 uf_remappedPS[3]; uniform ivec4 uf_remappedPS[3];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0 layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf59ff000 res 480x270x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0

View File

@ -4,10 +4,10 @@
// shader c14019840473ff86 //aa // shader c14019840473ff86 //aa
const float redScale = 0.95; const float redScale = 0.95;
const float greenScale = 1.06; const float greenScale = 1.06;
const float blueScale = 1.28; const float blueScale = 1.26;
const float hazeFactor = 0.1; const float hazeFactor = 0.1;
const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 0.99; // 1.0 is neutral const float exposure = 0.99; // 1.0 is neutral
const float vibrance = 0.75; // 0.0 is neutral const float vibrance = 0.75; // 0.0 is neutral
const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail

View File

@ -5,10 +5,10 @@
const float redScale = 0.95; const float redScale = 0.95;
const float greenScale = 1.06; const float greenScale = 1.06;
const float blueScale = 1.28; const float blueScale = 1.26;
const float hazeFactor = 0.1; const float hazeFactor = 0.1;
const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = 0.99; // 1.0 is neutral const float exposure = 0.99; // 1.0 is neutral
const float vibrance = 0.75; // 0.0 is neutral const float vibrance = 0.75; // 0.0 is neutral
const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail

View File

@ -6,3 +6,16 @@ version = 2
#v0.0 Lets see of this works #v0.0 Lets see of this works
#v0.1 "Baked" overexposure #v0.1 "Baked" overexposure
#v0.2 haze world exposure #v0.2 haze world exposure
#[TextureRedefine] #general
#formats = 0x19,0x1a
#overwriteFormat = 0x1f
#[TextureRedefine] #horizon
#formats = 0x001
#overwriteFormat = 0x005
#[TextureRedefine] #clouds
#formats = 0x007
#overwriteFormat = 0x00f