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[BotW] contrasty experimental saturation... again
only scales original weight (saturation) so at least doesn't potentially mess things up like the last one. still no idea what's that two in uf_remappedPS, together they affect the threshold of saturate/desaturate and how much. perhaps just two calculated values based on some preset.
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@ -7,11 +7,14 @@
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//----------------------------settings-------------------------------------
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//----------------------------settings-------------------------------------
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#define adjust_bloom 1
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#define adjust_bloom 1
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#define adjust_saturation 1
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#define contrasty 1
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#define contrasty 1
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// 0: disable, 1: enable.
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// 0: disable, 1: enable.
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const float bloomFactor = 0.7; // 1.0 is neutral
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const float bloomFactor = 0.7; // 1.0 is neutral
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const float satFactor = 1.3; // 1.0 is neutral. Experimental, adjust native saturation
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const float gamma = 0.81; // 1.0 is neutral. Botw is already colour graded at this stage
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const float gamma = 0.81; // 1.0 is neutral. Botw is already colour graded at this stage
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const float exposure = 1.17; // 1.0 is neutral
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const float exposure = 1.17; // 1.0 is neutral
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const float vibrance = 0.008; // 0.0 is neutral
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const float vibrance = 0.008; // 0.0 is neutral
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@ -140,7 +143,13 @@ R125f.w = R126f.x + -(PS0f);
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R126f.y = backupReg1f + -(PS0f);
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R126f.y = backupReg1f + -(PS0f);
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PS1f = R126f.y;
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PS1f = R126f.y;
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// 12
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// 12
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#if (adjust_saturation == 1)
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R126f.x = satFactor * (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
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#else
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R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
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R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
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#endif
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PV0f.x = R126f.x;
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PV0f.x = R126f.x;
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PV0f.y = -(R126f.z) + PV1f.x;
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PV0f.y = -(R126f.z) + PV1f.x;
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// 13
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// 13
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