diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index cac60249..e326e8a1 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -2,7 +2,7 @@ #extension GL_ARB_texture_gather : enable // shader 37040a485a29d54e //########################################################## -#define Preset 3 // 0 - 8: +#define Preset 3 // User Defined 0 // Bruz Option 1 // BSOD Option 2 @@ -289,7 +289,7 @@ float DPX_Strength = 0.20; vec3 RGB_Lift = vec3(0.980, 0.980, 0.980); vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); - #define vibpass 1 + #define vibpass 0 const float Vibrance = 0.150; vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); #define Tech 0 @@ -308,7 +308,7 @@ float DPX_Strength = 0.20; vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000); vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875); float CM_Strength = 1.0; - #define CurvesPss 1 + #define CurvesPss 0 const float Contrast = 0.65; #define Filmicpass 0 const float Filmic_Contrast = 1.0; @@ -324,8 +324,8 @@ float DPX_Strength = 0.20; vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); vec3 RGB_C = vec3(0.36, 0.36, 0.34); float DPX_Contrast = 0.1; - float DPX_Saturation = 3.0; - float Colorfulness = 2.5; + float DPX_Saturation = 0.0; + float Colorfulness = 1.0; float DPX_Strength = 0.20; #elif (Preset == 4) #define adjust_bloom 1 @@ -654,8 +654,8 @@ float DPX_Strength = 0.20; vec3 RGB_Curve = vec3(8.0, 8.0, 8.0); vec3 RGB_C = vec3(0.36, 0.36, 0.34); float DPX_Contrast = 0.1; - float DPX_Saturation = 3.0; - float Colorfulness = 2.5; + float DPX_Saturation = 2.0; + float Colorfulness = 1.5; float DPX_Strength = 0.20; #endif //########################################################### @@ -1015,24 +1015,24 @@ const mat3 XYZ = mat3( ); vec3 DPXPass(vec3 inputColor) { - vec3 input = inputColor.rgb; + vec3 color = inputColor; - vec3 B = input; + vec3 B = color; B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast); vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0))); B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0)); float value = max(max(B.r, B.g), B.b); - vec3 color = B / value; + vec3 input = B / value; color = pow(abs(color), 1. / vec3(Colorfulness)); - vec3 c0 = color * value; + vec3 c0 = input * value; c0 *= (XYZ, c0); float luma = dot(c0, vec3(0.30, 0.59, 0.11)); c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0; c0 *= (RGB, c0); - return mix(input, c0, DPX_Strength); + return mix(color, c0, DPX_Strength); } //Lift Gamma Gain