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[BotW] Add Hexaae's clarity preset and add new resolution
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@ -36,6 +36,7 @@
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// Survival of the Wild Preset (Colder) 13
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// Survival of the Wild Preset (Colder) 13
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// Godot's Mexican Preset 14
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// Godot's Mexican Preset 14
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// BSOD Gaming Preset 15
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// BSOD Gaming Preset 15
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// Hexaae's Clear Preset 16
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//##########################################################
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//##########################################################
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@ -1198,6 +1199,74 @@ float DPX_Strength = 0.20;
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float Colorfulness = 2.5;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#elif (Preset == 16) // Hexaae's Clear Preset
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#define adjust_bloom 1
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const float bloomFactor = 0.613;
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#define HDRpassing 1
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const float HDRPower = 1.53;
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const float radius1 = 0.86;
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const float radius2 = 0.84;
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#define lumapassing 0
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const float sharp_strength = 0.45;
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const float sharp_clamp = 0.085;
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const float offset_bias = 1.0;
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#define Tone_map 0
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 0.9;
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const float defog = 0.00;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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const float sat = -0.002;
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const float crushContrast = 0.000;
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#define post_process 0
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const float satFactor = 0.020;
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#define blacknwhitepass 1
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const int BlackPoint = 0;
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const int WhitePoint = 255;
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#define lggpass 0
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
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#define vibpass 0
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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const float Power = 8.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.3;
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#define Techine 0
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float Technicolor2_Red_Strength = 0.05;
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float Technicolor2_Green_Strength = 0.02;
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float Technicolor2_Blue_Strength = 0.12;
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float Technicolor2_Brightness = 0.4;
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float Technicolor2_Strength = 3.0;
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float Technicolor2_Saturation = 1.0;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 0
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const float Contrast = 0.65;
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#define Filmicpass 0
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const float Filmic_Strength = 0.60;
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const float Filmic_Contrast = 1.03;
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const float Fade = 0.0;
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const float Linearization = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.25;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.0;
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const float EffectGamma = 0.68;
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#define dpxpass 0
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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float DPX_Contrast = 0.1;
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float DPX_Saturation = 3.0;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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#endif
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#endif
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//###########################################################
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//###########################################################
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@ -97,6 +97,11 @@ name = BSoD Gaming's Preset
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category = Clarity
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category = Clarity
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$preset:int = 15
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$preset:int = 15
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[Preset]
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name = Hexaae's Clear Preset
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category = Clarity
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$preset:int = 16
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[Preset]
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[Preset]
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name = User-Defined Preset
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name = User-Defined Preset
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category = Clarity
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category = Clarity
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@ -233,6 +233,13 @@ condition = ((($aspectRatioWidth - 21) == 0) + (($aspectRatioHeight - 9) == 0))
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$width = 4300
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$width = 4300
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$height = 1800
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$height = 1800
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[Preset]
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name = 5120x2160
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category = Resolution
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condition = ((($aspectRatioWidth - 21) == 0) + (($aspectRatioHeight - 9) == 0)) == 2
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$width = 5120
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$height = 2160
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[Preset]
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[Preset]
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name = 6880x2880
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name = 6880x2880
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category = Resolution
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category = Resolution
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