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[TP Contrasty] minor tweaks
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@ -4,7 +4,7 @@
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// shader 49865bd2e62efda1
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// shader 49865bd2e62efda1
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//dark world bloom
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//dark world bloom
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const float bloom = 0.95;
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const float bloom = 0.975;
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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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
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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
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) in vec4 passParameterSem0;
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@ -4,7 +4,7 @@
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// shader 95a5a89d62998e0d
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// shader 95a5a89d62998e0d
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// blur
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// blur
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const float bloom = 0.95;
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const float bloom = 0.975;
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uniform ivec4 uf_remappedPS[3];
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uniform ivec4 uf_remappedPS[3];
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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
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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
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@ -4,10 +4,10 @@
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// shader c14019840473ff86 //aa
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// shader c14019840473ff86 //aa
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const float redScale = 0.95;
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const float redScale = 0.95;
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const float greenScale = 1.06;
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const float greenScale = 1.06;
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const float blueScale = 1.28;
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const float blueScale = 1.26;
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const float hazeFactor = 0.1;
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const float hazeFactor = 0.1;
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const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage
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const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 0.99; // 1.0 is neutral
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const float exposure = 0.99; // 1.0 is neutral
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const float vibrance = 0.75; // 0.0 is neutral
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const float vibrance = 0.75; // 0.0 is neutral
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const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
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@ -5,10 +5,10 @@
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const float redScale = 0.95;
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const float redScale = 0.95;
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const float greenScale = 1.06;
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const float greenScale = 1.06;
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const float blueScale = 1.28;
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const float blueScale = 1.26;
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const float hazeFactor = 0.1;
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const float hazeFactor = 0.1;
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const float gamma = 1.025; // 1.0 is neutral Botw is already colour graded at this stage
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const float gamma = 1.015; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 0.99; // 1.0 is neutral
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const float exposure = 0.99; // 1.0 is neutral
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const float vibrance = 0.75; // 0.0 is neutral
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const float vibrance = 0.75; // 0.0 is neutral
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const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
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const float crushContrast = 0.0; // 0.0 is neutral. Use small increments, loss of shadow detail
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@ -6,3 +6,16 @@ version = 2
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#v0.0 Lets see of this works
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#v0.0 Lets see of this works
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#v0.1 "Baked" overexposure
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#v0.1 "Baked" overexposure
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#v0.2 haze world exposure
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#v0.2 haze world exposure
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#[TextureRedefine] #general
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#formats = 0x19,0x1a
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#overwriteFormat = 0x1f
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#[TextureRedefine] #horizon
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#formats = 0x001
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#overwriteFormat = 0x005
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#[TextureRedefine] #clouds
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#formats = 0x007
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#overwriteFormat = 0x00f
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