Clarity GFX

Reversion Tell I can rework a few things with bloom.
This commit is contained in:
Jamie 2017-11-08 17:09:41 -08:00
parent d8e6907007
commit 9bb46a31b9

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@ -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. //Note that a value of 1.0 is a neutral setting that leave the color unchanged.
//Curves //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 //Levels Control
const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black 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 TonemapPass(vec3 inputColor) {
vec3 color = 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); color *= exposure/(1.0+ color / exposure);
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);
float L = (10.0 * (lum - 0.45)); float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
vec3 A2 = Bleach * color; vec3 A2 = Bleach * color;
vec3 result1 = 2.0f * color * lum; vec3 result1 = 2.0f * color * lum;
@ -292,7 +292,9 @@ bool predResult = true;
vec3 cubeMapSTM; vec3 cubeMapSTM;
int cubeMapFaceId; int cubeMapFaceId;
R0f = passParameterSem0; 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); R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy); float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
R0f.xyz += vec3(smask); 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); passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
vec3 color = (passPixelColor0.xyz); vec3 color = (passPixelColor0.xyz);
color += vec3(colorBloom) * bloomFactor; color += bloom;
color = TonemapPass(color); color = TonemapPass(color);
color = Technicolor2(color); color = Technicolor2(color);
color = LevelsPass(color); color = LevelsPass(color);