From 9bb46a31b9964cf80017bde4e74d22ad1747c54b Mon Sep 17 00:00:00 2001 From: Jamie Date: Wed, 8 Nov 2017 17:09:41 -0800 Subject: [PATCH] Clarity GFX Reversion Tell I can rework a few things with bloom. --- .../bd8bba59e2149449_00000000000003c9_ps.txt | 12 +++++++----- 1 file changed, 7 insertions(+), 5 deletions(-) diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt index c226854d..a9b1fca6 100644 --- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt @@ -36,7 +36,7 @@ float defog = 0.003; //Default is 0.0 //Note that a value of 1.0 is a neutral setting that leave the color unchanged. //Curves -float Contrast = 0.00; //[-1.0, 1.0] The amount of contrast you want +float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want //Levels Control const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black @@ -90,13 +90,13 @@ float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; retu vec3 TonemapPass(vec3 inputColor) { vec3 color = inputColor; - color = (color - defog * FogColor * 2.55); + color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog color *= exposure/(1.0+ color / exposure); const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722); float lum = dot(coefLuma, color); - float L = (10.0 * (lum - 0.45)); + float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0); vec3 A2 = Bleach * color; vec3 result1 = 2.0f * color * lum; @@ -292,7 +292,9 @@ bool predResult = true; vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; -vec4 colorBloom = texture(textureUnitPS0, passParameterSem0.xy); +R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); +vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz; +bloom *= bloomFactor; R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy); float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); R0f.xyz += vec3(smask); @@ -391,7 +393,7 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w); vec3 color = (passPixelColor0.xyz); -color += vec3(colorBloom) * bloomFactor; +color += bloom; color = TonemapPass(color); color = Technicolor2(color); color = LevelsPass(color);