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https://github.com/cemu-project/cemu_graphic_packs.git
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Clarity
Fixed DPX, also sould have fixed issue where AMD gpu reports input as a reserved value... (According to amd Shader Valadator.)
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@ -2,7 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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//##########################################################
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#define Preset 3 // 0 - 8:
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#define Preset 3
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// User Defined 0
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// Bruz Option 1
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// BSOD Option 2
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@ -289,7 +289,7 @@ float DPX_Strength = 0.20;
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vec3 RGB_Lift = vec3(0.980, 0.980, 0.980);
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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 1
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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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@ -308,7 +308,7 @@ float DPX_Strength = 0.20;
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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 1
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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_Contrast = 1.0;
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@ -324,8 +324,8 @@ float DPX_Strength = 0.20;
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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_Saturation = 0.0;
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float Colorfulness = 1.0;
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float DPX_Strength = 0.20;
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#elif (Preset == 4)
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#define adjust_bloom 1
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@ -654,8 +654,8 @@ float DPX_Strength = 0.20;
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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_Saturation = 2.0;
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float Colorfulness = 1.5;
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float DPX_Strength = 0.20;
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#endif
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//###########################################################
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@ -1015,24 +1015,24 @@ const mat3 XYZ = mat3(
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);
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vec3 DPXPass(vec3 inputColor)
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{
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vec3 input = inputColor.rgb;
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vec3 color = inputColor;
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vec3 B = input;
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vec3 B = color;
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B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast);
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vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0)));
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B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
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float value = max(max(B.r, B.g), B.b);
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vec3 color = B / value;
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vec3 input = B / value;
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color = pow(abs(color), 1. / vec3(Colorfulness));
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vec3 c0 = color * value;
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vec3 c0 = input * value;
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c0 *= (XYZ, c0);
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float luma = dot(c0, vec3(0.30, 0.59, 0.11));
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c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
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c0 *= (RGB, c0);
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return mix(input, c0, DPX_Strength);
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return mix(color, c0, DPX_Strength);
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}
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//Lift Gamma Gain
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