ClarityGFX

Other Stuffs.
This commit is contained in:
Jamie 2017-12-21 16:42:26 -08:00
parent 2fcbaa6896
commit 8c81bfb17c
4 changed files with 115 additions and 108 deletions

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@ -68,7 +68,7 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjus
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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."; 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.";
#define Tech 1 #define Tech 0 // 0: disable, 1: enable.
//Technicolor //Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); 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
//Fake High Dynamic Range. //Fake High Dynamic Range.
const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30. const float HDRPower = 1.030; // 0.0 to 8.0 Default 1.30.
const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793 const float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
const float radius2 = 0.087; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." const float radius2 = 0.870; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
#define lumapassing 0 // 0: disable, 1: enable. #define lumapassing 0 // 0: disable, 1: enable.
//LumaShapening //LumaShapening
@ -33,7 +33,7 @@ const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits
//Advanced sharpening settings //Advanced sharpening settings
const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern. const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
#define Tone_map 0 // 0: disable, 1-8: enable. #define Tone_map 1 // 0: disable, 1-8: enable.
// Reshade ToneMap Option 1 // Reshade ToneMap Option 1
// linearToneMapping Option 2 // linearToneMapping Option 2
// simpleReinhardToneMapping Option 3 // simpleReinhardToneMapping Option 3
@ -68,7 +68,7 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] A
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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."; 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.";
#define Tech 0 #define Tech 0 // 0: disable, 1: enable.
//Technicolor //Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
@ -89,15 +89,15 @@ const float Contrast = 0.65; // Default 0.65 min -1.0
#define Filmicpass 0 // 0: disable, 1: enable. #define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass //Filmic Pass
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0 const float Filmic_Contrast = 1.00; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float Filmic_Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4 const float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5 const float Linearization = 0.5; // min 0.5 max 2.0 Default 0.5
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5 const float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0 const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68 const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
@ -185,7 +185,7 @@ 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 *= Exposure / (1.0 + color / Exposure);
color = pow(color, vec3(Gamma)); // Gamma color = pow(color, vec3(1. / 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);

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@ -68,7 +68,7 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] A
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation." const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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."; 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.";
#define Tech 1 #define Tech 0 // 0: disable, 1: enable.
//Technicolor //Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0 const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);

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@ -19,12 +19,12 @@
#define adjust_bloom 1 //0: disable, 1: enable. #define adjust_bloom 1 //0: disable, 1: enable.
//BloomFactor //BloomFactor
float bloomFactor = 0.2; //Default is 0.2 (rough estimate based on Switch) float bloomFactor = 0.3; //Default is 0.2 (rough estimate based on Switch)
#define HDRpassing 0 //0: disable, 1: enable. #define HDRpassing 1 //0: disable, 1: enable.
//Fake High Dynamic Range //Fake High Dynamic Range
float HDRPower = 1.085; //0.0 to 8.0 Default 1.30. float HDRPower = 1.15; //0.0 to 8.0 Default 1.30.
float radius1 = 0.793; //0.0 to 8.0 Default 0.793 float radius1 = 0.793; //0.0 to 8.0 Default 0.793
float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter." float radius2 = 0.87; //0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
@ -58,14 +58,17 @@ float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius o
//########################################################## //##########################################################
//Reshade ToneMap Controls //Reshade ToneMap Controls
float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure float Exposure = 1.0; //[0.0 to 1.0+] Adjust exposure
float Bleach = 0.0; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image float Bleach = 0.1; //[-0.5 to 1.0] [Default 0] More bleach means more contrasted and less colorful image
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."
float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor. float defog = 0.0; //[Default is 0.0] How much of the overall color you want removed form the values of FogColor.
// 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. // 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.
vec3 FogColor = vec3(1.0, 1.5, 1.7); vec3 FogColor = vec3(1.0, 1.0, 1.0);
float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation float sat = 0.00; //[-1.0 to 1.0] [Default 0.0] Adjust saturation
@ -82,7 +85,7 @@ const int WhitePoint = 210; //[0 to 255] The new white point. Everything bright
#define lggpass 1 //0: disable, 1: enable. #define lggpass 1 //0: disable, 1: enable.
//Lift Gamma Gain //Lift Gamma Gain
vec3 RGB_Lift = vec3(1.00, 1.00, 1.00); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. vec3 RGB_Lift = vec3(1.027, 1.027, 1.027); //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83); //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
@ -93,59 +96,55 @@ vec3 RGB_Gain = vec3(1.10, 1.10, 1.10); //[0.000 to 2.000] Adjust highlights
#define vibpass 1 //0: disable, 1: enable. #define vibpass 1 //0: disable, 1: enable.
//VibrancePass //VibrancePass
float Vibrance = 0.5; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. float Vibrance = 0.45; //Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
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.
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.
//########################################################## //##########################################################
#define Tech 1 //0: disable, 1: enable. #define Tech 1 //0: disable, 1: enable.
//Technicolor //Technicolor
//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
float Power = 5.0; //Min 0.0 Max 8.0 Default 4.0 float Power = 6.0; //[0.0 to 8.0][Default 4.0]
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88); vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.3; //[0.0 to 1.0][Default 0.4]
//########################################################## //##########################################################
#define Techine 1 //0: disable, 1: enable. #define Techine 1 //0: disable, 1: enable.
//Technicolor2 //Technicolor2
float Technicolor2_Red_Strength = -0.02; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Red_Strength = -0.12; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Green_Strength = -0.25; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2 float Technicolor2_Blue_Strength = -0.15; //[Default 0.2] "Higher means darker and more intense colors." Default 0.2
float Technicolor2_Brightness = 0.3; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0 float Technicolor2_Brightness = 0.4; //[Default 0.2] "Higher means brighter image." min 0.5 max 1.5 Default 1.0
float Technicolor2_Strength = 1.0; //[Default is 1.0] float Technicolor2_Strength = 1.0; //[Default is 1.0]
float Technicolor2_Saturation = 0.90; //[Default is 1.0] float Technicolor2_Saturation = 0.90; //[Default is 1.0]
//########################################################## //##########################################################
// Contrast - Curves /or/ Filmic Pass //Curves Contrast
#define CurvesPss 0 // 0: disable, 1: enable.
#define CurvesPss 0 //1 for Curves Style, 0 for Filmic Pass Style const float Contrast = 0.5; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
float Contrast = 1.0;
//########################################################## //##########################################################
#define Filmicpass 1 //0: disable, 1: enable. #define Filmicpass 1 // 0: disable, 1: enable.
//Filmic Pass //Filmic Pass
float Strength = 0.60; //[0.0 to 1.5] [Default 0.85] Strength of the color curve altering const float Filmic_Strength = 0.60; //[0.0 to 1.5][Default 0.85] Strength of the color curve altering.
float Fade = 0.1; //[0.0 to 0.6] [Default 0.4] Decreases contrast to imitate faded image const float Filmic_Contrast = 1.03; //[0.5 to 2.0][Default 1.0]
float Linearization = 1.0; //[0.5 to 2.0] [Default 0.5]
float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15]
float RedCurve = 1.0; //[0.0 to 2.0] [Default 1.0] const float Fade = 0.1; //[0.0 to 0.6][Default 0.4] Decreases contrast to imitate faded image.
float GreenCurve = 1.0; //[0.0 to 2.0] [Default 1.0] const float Linearization = 1.0; //[0.5 to 2.0][Default 0.5]
float BlueCurve = 1.0; //[0.0 to 2.0] [Default 1.0]
float BaseCurve = 1.5; //[0.0 to 2.0] [Default 1.5]
float BaseGamma = 1.0; //[0.7 to 2.0] [Default 1.0] const float Filmic_Bleach = 0.0; //[-0.5 to 1.0][Default 0.0] More bleach means more contrasted and less colorful image.
float EffectGamma = 0.68; //[0.0 to 2.0] [Default 0.68] const float Saturation = -0.35; //[-1.0 to 1.0][Default -0.15]
float EffectGammaR = 1.0; //[0.0 to 2.0] [Default 1.0]
float EffectGammaG = 1.0; //[0.0 to 2.0] [Default 1.0] const float BaseCurve = 1.5; //[0.0 to 2.0][Default 1.5]
float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0] const float BaseGamma = 1.00; //[0.7 to 2.0][Default 1.0]
const float EffectGamma = 0.68; //[0.0 to 2.0][Default 0.68]
//########################################################### //###########################################################
@ -157,14 +156,6 @@ float EffectGammaB = 1.0; //[0.0 to 2.0] [Default 1.0]
float getL601(vec3 rgb) {
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
}
float getL709(vec3 rgb) {
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
uniform ivec4 uf_remappedPS[1]; uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening. layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
@ -178,13 +169,15 @@ vec3 linearToneMapping(vec3 color)
{ {
float exposure = 1.; float exposure = 1.;
color = clamp(exposure * color, 0., 1.); color = clamp(exposure * color, 0., 1.);
color = pow(color, vec3(1. / Gamma));
return color; return color;
} }
vec3 simpleReinhardToneMapping(vec3 color) vec3 simpleReinhardToneMapping(vec3 color)
{ {
float exposure = 1.5; float exposure = 1.5;
color *= exposure / (1. + color / exposure); color *= exposure/(1. + color / exposure);
color = pow(color, vec3(1. / Gamma));
return color; return color;
} }
@ -193,6 +186,7 @@ vec3 lumaBasedReinhardToneMapping(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); float toneMappedLuma = luma / (1. + luma);
color *= toneMappedLuma / luma; 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));
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;
} }
@ -452,13 +459,13 @@ vec3 LiftGammaGainPass(vec3 colorInput)
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance. color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
// -- Gain -- // -- Gain --
color *= RGB_Gain; color *= RGB_Gain;
// -- Gamma -- // -- Gamma --
color = pow(color, 1.0 / RGB_Gamma); //Gamma color = pow(color, 1.0 / RGB_Gamma); //Gamma
// -- Return output -- // -- Return output --
return clamp(color, 0.0, 1.0); return clamp(color, 0.0, 1.0);
} }
@ -473,7 +480,7 @@ vec3 VibrancePass(vec3 color) {
float color_saturation = max_color - min_color; // The difference between the two is the saturation float color_saturation = max_color - min_color; // The difference between the two is the saturation
// Extrapolate between luma and original by 1 + (1-saturation) - current // Extrapolate between luma and original by 1 + (1-saturation) - current
vec3 coeffVibrance = VibranceRGBBalance * Vibrance; vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation)))); color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
@ -507,10 +514,10 @@ float lumasharping(sampler2D tex, vec2 pos) {
blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
// -- Calculate the sharpening -- // -- Calculate the sharpening --
vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
// -- Adjust strength of the sharpening and clamp it-- // -- Adjust strength of the sharpening and clamp it--
vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
@ -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