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Clarity GFX
Reversion Tell I can rework a few things with bloom.
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@ -36,7 +36,7 @@ float defog = 0.003; //Default is 0.0
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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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//Curves
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float Contrast = 0.00; //[-1.0, 1.0] The amount of contrast you want
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float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want
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//Levels Control
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const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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@ -90,13 +90,13 @@ float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; retu
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vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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color = (color - defog * FogColor * 2.55);
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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color *= exposure/(1.0+ color / exposure);
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float L = (10.0 * (lum - 0.45));
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float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0f * color * lum;
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@ -292,7 +292,9 @@ bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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vec4 colorBloom = texture(textureUnitPS0, passParameterSem0.xy);
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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bloom *= bloomFactor;
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R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
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float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
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R0f.xyz += vec3(smask);
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@ -391,7 +393,7 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 color = (passPixelColor0.xyz);
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color += vec3(colorBloom) * bloomFactor;
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color += bloom;
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color = TonemapPass(color);
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color = Technicolor2(color);
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color = LevelsPass(color);
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