mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-11-25 19:16:52 +01:00
[TP Contrasty] minor tweaks
This commit is contained in:
parent
a4cef062b0
commit
89dc3f8c51
@ -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;
|
||||||
|
@ -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
|
||||||
|
@ -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
|
||||||
|
@ -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
|
||||||
|
@ -5,4 +5,17 @@ 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
|
Loading…
Reference in New Issue
Block a user