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ClarityGFX
Other Stuffs.
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@ -68,7 +68,7 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjus
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
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#define Tech 1
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#define Tech 0 // 0: disable, 1: enable.
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//Technicolor
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//Technicolor
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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@ -23,7 +23,7 @@ const float bloomFactor = 0.197; // Default is 0.020 (roug
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//Fake High Dynamic Range.
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//Fake High Dynamic Range.
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const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
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const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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const float radius2 = 0.087; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define lumapassing 0 // 0: disable, 1: enable.
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#define lumapassing 0 // 0: disable, 1: enable.
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//LumaShapening
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//LumaShapening
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@ -33,7 +33,7 @@ const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits
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//Advanced sharpening settings
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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#define Tone_map 0 // 0: disable, 1-8: enable.
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#define Tone_map 1 // 0: disable, 1-8: enable.
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// Reshade ToneMap Option 1
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// Reshade ToneMap Option 1
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// linearToneMapping Option 2
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// linearToneMapping Option 2
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// simpleReinhardToneMapping Option 3
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// simpleReinhardToneMapping Option 3
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@ -68,7 +68,7 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] A
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
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#define Tech 0
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#define Tech 0 // 0: disable, 1: enable.
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//Technicolor
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//Technicolor
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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@ -89,15 +89,15 @@ const float Contrast = 0.65; // Default 0.65 min -1.0
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#define Filmicpass 0 // 0: disable, 1: enable.
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#define Filmicpass 0 // 0: disable, 1: enable.
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//Filmic Pass
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//Filmic Pass
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const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
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const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
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const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
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const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
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const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
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const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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@ -185,7 +185,7 @@ vec3 ReshadeToneMap(vec3 inputColor) {
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vec3 color = inputColor;
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vec3 color = inputColor;
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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color *= Exposure / (1.0 + color / Exposure);
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color *= Exposure / (1.0 + color / Exposure);
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color = pow(color, vec3(Gamma)); // Gamma
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color = pow(color, vec3(1. / Gamma)); // Gamma
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float lum = dot(coefLuma, color);
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@ -68,7 +68,7 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] A
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
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#define Tech 1
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#define Tech 0 // 0: disable, 1: enable.
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//Technicolor
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//Technicolor
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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@ -19,12 +19,12 @@
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#define adjust_bloom 1 //0: disable, 1: enable.
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#define adjust_bloom 1 //0: disable, 1: enable.
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//BloomFactor
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//BloomFactor
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float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch)
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float bloomFactor = 0.3; //Default is 0.2 (rough estimate based on Switch)
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#define HDRpassing 0 //0: disable, 1: enable.
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#define HDRpassing 1 //0: disable, 1: enable.
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//Fake High Dynamic Range
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//Fake High Dynamic Range
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float HDRPower = 1.085; //0.0 to 8.0 Default 1.30.
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float HDRPower = 1.15; //0.0 to 8.0 Default 1.30.
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float radius1 = 0.793; //0.0 to 8.0 Default 0.793
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float radius1 = 0.793; //0.0 to 8.0 Default 0.793
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float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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@ -58,14 +58,17 @@ float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius o
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//##########################################################
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//##########################################################
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//Reshade ToneMap Controls
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//Reshade ToneMap Controls
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float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
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float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
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float Bleach = 0.0; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
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float Bleach = 0.1; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
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const float Gamma = 1.0; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
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float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
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float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
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// Color you want to Add or Remove, 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color.
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// Color you want to Add or Remove, 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color.
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vec3 FogColor = vec3(1.0, 1.5, 1.7);
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
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float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
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@ -82,7 +85,7 @@ const int WhitePoint = 210; //[0 to 255] The new white point. Everything bright
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#define lggpass 1 //0: disable, 1: enable.
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#define lggpass 1 //0: disable, 1: enable.
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//Lift Gamma Gain
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
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@ -93,59 +96,55 @@ vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights
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#define vibpass 1 //0: disable, 1: enable.
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#define vibpass 1 //0: disable, 1: enable.
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//VibrancePass
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//VibrancePass
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float Vibrance = 0.5; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
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float Vibrance = 0.45; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.1); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3); // A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.
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//##########################################################
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//##########################################################
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#define Tech 1 //0: disable, 1: enable.
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#define Tech 1 //0: disable, 1: enable.
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//Technicolor
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//Technicolor
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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float Power = 5.0; //Min 0.0 Max 8.0 Default 4.0
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float Power = 6.0; //[0.0 to 8.0][Default 4.0]
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.3; //[0.0 to 1.0][Default 0.4]
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//##########################################################
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//##########################################################
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#define Techine 1 //0: disable, 1: enable.
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#define Techine 1 //0: disable, 1: enable.
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//Technicolor2
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//Technicolor2
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float Technicolor2_Red_Strength = -0.02; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Red_Strength = -0.12; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Brightness = 0.3; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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float Technicolor2_Brightness = 0.4; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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float Technicolor2_Strength = 1.0; //[Default is 1.0]
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float Technicolor2_Strength = 1.0; //[Default is 1.0]
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float Technicolor2_Saturation = 0.90; //[Default is 1.0]
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float Technicolor2_Saturation = 0.90; //[Default is 1.0]
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//##########################################################
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//##########################################################
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// Contrast - Curves /or/ Filmic Pass
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//Curves Contrast
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#define CurvesPss 0 // 0: disable, 1: enable.
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#define CurvesPss 0 //1 for Curves Style, 0 for Filmic Pass Style
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const float Contrast = 0.5; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
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float Contrast = 1.0;
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//##########################################################
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//##########################################################
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#define Filmicpass 1 // 0: disable, 1: enable.
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#define Filmicpass 1 // 0: disable, 1: enable.
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//Filmic Pass
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//Filmic Pass
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float Strength = 0.60; //[0.0 to 1.5] [Default 0.85] Strength of the color curve altering
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const float Filmic_Strength = 0.60; //[0.0 to 1.5][Default 0.85] Strength of the color curve altering.
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float Fade = 0.1; //[0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image
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const float Filmic_Contrast = 1.03; //[0.5 to 2.0][Default 1.0]
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float Linearization = 1.0; //[0.5 to 2.0] [Default 0.5]
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float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15]
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float RedCurve = 1.0; //[0.0 to 2.0] [Default 1.0]
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const float Fade = 0.1; //[0.0 to 0.6][Default 0.4] Decreases contrast to imitate faded image.
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float GreenCurve = 1.0; //[0.0 to 2.0] [Default 1.0]
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const float Linearization = 1.0; //[0.5 to 2.0][Default 0.5]
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float BlueCurve = 1.0; //[0.0 to 2.0] [Default 1.0]
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float BaseCurve = 1.5; //[0.0 to 2.0] [Default 1.5]
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float BaseGamma = 1.0; //[0.7 to 2.0] [Default 1.0]
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const float Filmic_Bleach = 0.0; //[-0.5 to 1.0][Default 0.0] More bleach means more contrasted and less colorful image.
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float EffectGamma = 0.68; //[0.0 to 2.0] [Default 0.68]
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const float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15]
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float EffectGammaR = 1.0; //[0.0 to 2.0] [Default 1.0]
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float EffectGammaG = 1.0; //[0.0 to 2.0] [Default 1.0]
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const float BaseCurve = 1.5; //[0.0 to 2.0][Default 1.5]
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float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0]
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const float BaseGamma = 1.00; //[0.7 to 2.0][Default 1.0]
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const float EffectGamma = 0.68; //[0.0 to 2.0][Default 0.68]
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//###########################################################
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//###########################################################
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@ -157,14 +156,6 @@ float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0]
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float getL601(vec3 rgb) {
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return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
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}
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float getL709(vec3 rgb) {
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return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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}
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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; // Bloom
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layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
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layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
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layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
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@ -178,6 +169,7 @@ vec3 linearToneMapping(vec3 color)
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{
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{
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float exposure = 1.;
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float exposure = 1.;
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color = clamp(exposure * color, 0., 1.);
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color = clamp(exposure * color, 0., 1.);
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color = pow(color, vec3(1. / Gamma));
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return color;
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return color;
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}
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}
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@ -185,6 +177,7 @@ vec3 simpleReinhardToneMapping(vec3 color)
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{
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{
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float exposure = 1.5;
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float exposure = 1.5;
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color *= exposure/(1. + color / exposure);
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color *= exposure/(1. + color / exposure);
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color = pow(color, vec3(1. / Gamma));
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return color;
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return color;
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}
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}
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@ -193,6 +186,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color)
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
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float toneMappedLuma = luma / (1. + luma);
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float toneMappedLuma = luma / (1. + luma);
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color *= toneMappedLuma / luma;
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color *= toneMappedLuma / luma;
|
||||||
|
color = pow(color, vec3(1. / Gamma));
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -202,12 +196,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
|
|||||||
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
|
||||||
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
|
float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
|
||||||
color *= toneMappedLuma / luma;
|
color *= toneMappedLuma / luma;
|
||||||
|
color = pow(color, vec3(1. / Gamma));
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 RomBinDaHouseToneMapping(vec3 color)
|
vec3 RomBinDaHouseToneMapping(vec3 color)
|
||||||
{
|
{
|
||||||
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
|
color = exp( -1.0 / ( 2.72*color + 0.15 ) );
|
||||||
|
color = pow(color, vec3(1. / Gamma));
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||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -232,12 +228,15 @@ vec3 Uncharted2ToneMapping(vec3 color)
|
|||||||
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
||||||
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
|
float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
|
||||||
color /= white;
|
color /= white;
|
||||||
|
color = pow(color, vec3(1. / Gamma));
|
||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
vec3 ReshadeToneMap(vec3 inputColor) {
|
vec3 ReshadeToneMap(vec3 inputColor) {
|
||||||
vec3 color = inputColor;
|
vec3 color = inputColor;
|
||||||
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
|
color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
|
||||||
|
color *= Exposure / (1.0 + color / Exposure);
|
||||||
|
color = pow(color, vec3(Gamma)); // Gamma
|
||||||
|
|
||||||
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
|
const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
|
||||||
float lum = dot(coefLuma, color);
|
float lum = dot(coefLuma, color);
|
||||||
@ -260,6 +259,9 @@ vec3 ReshadeToneMap(vec3 inputColor) {
|
|||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
float getL709(vec3 rgb) {
|
||||||
|
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||||
|
}
|
||||||
vec3 ACESFilm(vec3 color) {
|
vec3 ACESFilm(vec3 color) {
|
||||||
color *= Exposure;
|
color *= Exposure;
|
||||||
float Lumn = getL709(color);
|
float Lumn = getL709(color);
|
||||||
@ -314,7 +316,7 @@ vec3 Technicolor2(vec3 inputColor) {
|
|||||||
//Technicolor
|
//Technicolor
|
||||||
vec3 TechnicolorPass(vec3 color)
|
vec3 TechnicolorPass(vec3 color)
|
||||||
{
|
{
|
||||||
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
|
|
||||||
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
|
const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
|
||||||
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
|
const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
|
||||||
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
|
const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
|
||||||
@ -355,14 +357,17 @@ vec3 FilmPass(vec3 inputColor) {
|
|||||||
|
|
||||||
B = clamp(B, 0.0, 1.);
|
B = clamp(B, 0.0, 1.);
|
||||||
B = pow(vec3(B), vec3(Linearization));
|
B = pow(vec3(B), vec3(Linearization));
|
||||||
B = mix(H, B, Contrast);
|
B = mix(H, B, Filmic_Contrast);
|
||||||
|
|
||||||
vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
|
vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
|
||||||
float A = dot(B.rgb, LumCoeff);
|
float A = dot(B.rgb, LumCoeff);
|
||||||
vec3 D = vec3(A);
|
vec3 D = vec3(A);
|
||||||
|
|
||||||
B = pow(B, 1.0 / vec3(BaseGamma));
|
B = pow(B, 1.0 / vec3(BaseGamma));
|
||||||
|
|
||||||
|
float RedCurve = 1.0;
|
||||||
|
float GreenCurve = 1.0;
|
||||||
|
float BlueCurve = 1.0;
|
||||||
float a = RedCurve;
|
float a = RedCurve;
|
||||||
float b = GreenCurve;
|
float b = GreenCurve;
|
||||||
float c = BlueCurve;
|
float c = BlueCurve;
|
||||||
@ -383,8 +388,10 @@ vec3 FilmPass(vec3 inputColor) {
|
|||||||
|
|
||||||
vec3 Di = 1.0 - D;
|
vec3 Di = 1.0 - D;
|
||||||
|
|
||||||
D = mix(D, Di, Bleach);
|
D = mix(D, Di, Filmic_Bleach);
|
||||||
|
float EffectGammaR = 1.0;
|
||||||
|
float EffectGammaG = 1.0;
|
||||||
|
float EffectGammaB = 1.0;
|
||||||
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
|
D.r = pow(abs(D.r), 1.0 / EffectGammaR);
|
||||||
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
|
D.g = pow(abs(D.g), 1.0 / EffectGammaG);
|
||||||
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
|
D.b = pow(abs(D.b), 1.0 / EffectGammaB);
|
||||||
@ -436,7 +443,7 @@ vec3 FilmPass(vec3 inputColor) {
|
|||||||
|
|
||||||
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
|
Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
|
||||||
|
|
||||||
vec3 Fn = mix(B, Cn, Strength);
|
vec3 Fn = mix(B, Cn, Filmic_Strength);
|
||||||
return Fn;
|
return Fn;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -573,6 +580,9 @@ void main()
|
|||||||
#endif
|
#endif
|
||||||
vec3 color = (passPixelColor0.xyz);
|
vec3 color = (passPixelColor0.xyz);
|
||||||
color += bloom;
|
color += bloom;
|
||||||
|
#if (blacknwhitepass == 1)
|
||||||
|
color = LevelsPass(color);
|
||||||
|
#endif
|
||||||
#if (Tone_map == 1)
|
#if (Tone_map == 1)
|
||||||
color = ReshadeToneMap(color);
|
color = ReshadeToneMap(color);
|
||||||
#endif
|
#endif
|
||||||
@ -600,24 +610,21 @@ void main()
|
|||||||
#if (tone_mapping == 9)
|
#if (tone_mapping == 9)
|
||||||
color = ACESFilm(color);
|
color = ACESFilm(color);
|
||||||
#endif
|
#endif
|
||||||
#if (blacknwhitepass == 1)
|
#if (Tech == 1)
|
||||||
color = LevelsPass(color);
|
color = TechnicolorPass(color);
|
||||||
#endif
|
#endif
|
||||||
#if (Techine == 1)
|
#if (Techine == 1)
|
||||||
color = Technicolor2(color);
|
color = Technicolor2(color);
|
||||||
#endif
|
#endif
|
||||||
#if (Tech == 1)
|
|
||||||
color = TechnicolorPass(color);
|
|
||||||
#endif
|
|
||||||
#if (Filmicpass == 1)
|
#if (Filmicpass == 1)
|
||||||
color = FilmPass(color);
|
color = FilmPass(color);
|
||||||
#endif
|
#endif
|
||||||
#if (CurvesPss == 1)
|
|
||||||
color = CurvesPass(color);
|
|
||||||
#endif
|
|
||||||
#if (lggpass == 1)
|
#if (lggpass == 1)
|
||||||
color = LiftGammaGainPass(color);
|
color = LiftGammaGainPass(color);
|
||||||
#endif
|
#endif
|
||||||
|
#if (CurvesPss == 1)
|
||||||
|
color = CurvesPass(color);
|
||||||
|
#endif
|
||||||
#if (vibpass == 1)
|
#if (vibpass == 1)
|
||||||
color = VibrancePass(color);
|
color = VibrancePass(color);
|
||||||
#endif
|
#endif
|
||||||
|
Loading…
Reference in New Issue
Block a user