Fixed some Gfx pack issues.
This commit is contained in:
Jamie 2018-01-24 21:26:32 -08:00
parent bf7fcd614b
commit a5153e0458

View File

@ -2,16 +2,16 @@
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e
//##########################################################
#define Preset 3 // 0 - 8:
// User Defined 0
// Bruz Option 1
// BSOD Option 2
// Clarity Option 3 (Jamie Default)
// Contrasty Option 4
// Serfrost Option 5
// Sharpen Only Option 6
// The Complaning Gamer Option 7
// Fillmic Preset Option 8 (kinda broken atm will fix)
#define Preset 3 // 0 - 8:
// User Defined 0
// Bruz Option 1
// BSOD Option 2
// Clarity Option 3 (Jamie Default)
// Contrasty Option 4
// Serfrost Option 5
// Sharpen Only Option 6
// The Complaning Gamer Option 7
// Fillmic Preset Option 8 (kinda broken atm will fix)
//##########################################################
#if (Preset == 0)
// User Defined
@ -46,7 +46,7 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
// filmicToneMapping Option 7
// Uncharted2ToneMapping Option 8
// ACES Filmic Option 9
// Reshade ToneMap Controls / "Contrasty" Parameters
// Reshade ToneMap Controls / "Contrasty" Parameters
const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Gamma = 1.00; // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
@ -60,7 +60,7 @@ const float crushContrast = 0.000; // 0.0 is neutral. Use sm
const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
//---------------------------------------------------------------//
#define blacknwhitepass 0 // 0: disable, 1: enable.
#define blacknwhitepass 0 // 0: disable, 1: enable.
// Levels Control
const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
@ -74,14 +74,14 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] A
#define vibpass 0 // 0: disable, 1: enable.
//VibrancePass
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
#define Tech 0 // 0: disable, 1: enable.
//Technicolor
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
#define Techine 0 // 0: disable, 1: enable.
//Technicolor2
@ -105,7 +105,7 @@ const float Contrast = 0.65; // Default 0.65 min -1.0
#define Filmicpass 0 // 0: disable, 1: enable.
//Filmic Pass
const float Filmic_Contrast = 1.0; // Default 1.0 min 0.5 max 2.0
const float Filmic_Contrast = 1.0; // Default 1.0 min 0.5 max 2.0
const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
@ -132,63 +132,63 @@ float DPX_Strength = 0.20;
//Presets
#elif (Preset == 1)
#define adjust_bloom 1
const float bloomFactor = 0.30;
const float bloomFactor = 0.30;
#define HDRpassing 1
float HDRPower = 1.15;
float radius1 = 0.793;
float radius2 = 0.87;
float HDRPower = 1.15;
float radius1 = 0.793;
float radius2 = 0.87;
#define lumapassing 1
float sharp_strength = 0.65;
float sharp_clamp = 0.035;
float offset_bias = 1.0;
float sharp_strength = 0.45;
float sharp_clamp = 0.085;
float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 1
const int BlackPoint = 15;
const int WhitePoint = 200;
const int BlackPoint = 3;
const int WhitePoint = 200;
#define lggpass 1
vec3 RGB_Lift = vec3(1.00, 1.00, 1.00);
vec3 RGB_Gamma = vec3(1.0, 1.0, 1.1);
vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.100, 1.100, 1.100);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 1
const float Power = 8.0;
const float Power = 8.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.30;
float Strength = 0.30;
#define Techine 1
float Technicolor2_Red_Strength = 0.35;
float Technicolor2_Green_Strength = 0.35;
float Technicolor2_Blue_Strength = 0.35;
float Technicolor2_Brightness = 1.0;
float Technicolor2_Strength = 1.0;
float Technicolor2_Saturation = 1.0;
float Technicolor2_Red_Strength = 0.15;
float Technicolor2_Green_Strength = 0.0;
float Technicolor2_Blue_Strength = 0.1;
float Technicolor2_Brightness = 1.0;
float Technicolor2_Strength = 1.0;
float Technicolor2_Saturation = 0.80;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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 0
const float Contrast = 0.65;
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Strength = 0.60;
const float Filmic_Contrast = 1.03;
const float Fade = 0.0;
const float Linearization = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
const float EffectGamma = 0.68;
const float Filmic_Strength = 0.60;
const float Filmic_Contrast = 1.03;
const float Fade = 0.0;
const float Linearization = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
@ -198,63 +198,63 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 2)
#define adjust_bloom 1
const float bloomFactor = 0.20;
const float bloomFactor = 0.20;
#define HDRpassing 1
const float HDRPower = 1.015;
const float radius1 = 0.793;
const float radius2 = 0.87;
const float HDRPower = 1.015;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.25;
const float sharp_clamp = 0.085;
const float offset_bias = 1.0;
const float sharp_strength = 0.25;
const float sharp_clamp = 0.085;
const float offset_bias = 1.0;
#define Tone_map 1
const float Exposure = 1.00;
const float Bleach = 0.3;
const float Gamma = 1.13;
const float defog = 0.004;
vec3 FogColor = vec3(1.0, 1.5, 1.7);
const float sat = 0.000;
const float Exposure = 1.00;
const float Bleach = 0.3;
const float Gamma = 1.13;
const float defog = 0.004;
vec3 FogColor = vec3(1.0, 1.5, 1.7);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(1.05, 1.05, 1.05);
vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70);
vec3 RGB_Gain = vec3(1.05, 1.05, 1.05);
vec3 RGB_Lift = vec3(1.05, 1.05, 1.05);
vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70);
vec3 RGB_Gain = vec3(1.05, 1.05, 1.05);
#define vibpass 1
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
float Strength = 0.20;
#define Techine 1
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 1.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Saturation = 0.70;
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 1.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Saturation = 0.70;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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
const float Contrast = 0.65;
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
@ -263,63 +263,63 @@ float DPX_Strength = 0.20;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 3)
const float bloomFactor = 0.020;
const float bloomFactor = 0.020;
#define HDRpassing 1
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 1
const float sharp_strength = 0.35;
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 1
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);
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
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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
const float Contrast = 0.65;
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 1
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
@ -329,45 +329,45 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 4)
#define adjust_bloom 1
const float bloomFactor = 0.020;
const float bloomFactor = 0.020;
#define HDRpassing 0
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 0
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
const float sharp_strength = 0.35;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 1
const float Exposure = 1.17;
const float Bleach = 0.3;
const float Gamma = 0.810;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float Exposure = 1.17;
const float Bleach = 0.3;
const float Gamma = 0.810;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
@ -375,17 +375,17 @@ float DPX_Strength = 0.20;
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.65;
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
@ -395,63 +395,63 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 5)
#define adjust_bloom 1
const float bloomFactor = 0.30;
const float bloomFactor = 0.30;
#define HDRpassing 1
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
const float HDRPower = 1.20;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.45;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
const float sharp_strength = 0.45;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 1
const int BlackPoint = 2;
const int WhitePoint = 220;
const int BlackPoint = 2;
const int WhitePoint = 220;
#define lggpass 1
vec3 RGB_Lift = vec3(1.027, 1.035, 1.027);
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
vec3 RGB_Gain = vec3(1.000, 1.10, 1.10);
vec3 RGB_Lift = vec3(1.027, 1.035, 1.027);
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
vec3 RGB_Gain = vec3(1.000, 1.10, 1.10);
#define vibpass 1
const float Vibrance = 0.5;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
const float Vibrance = 0.5;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
#define Tech 1
const float Power = 6.0;
const float Power = 6.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.30;
float Strength = 0.30;
#define Techine 1
float Technicolor2_Red_Strength = -0.12;
float Technicolor2_Green_Strength = -0.25;
float Technicolor2_Blue_Strength = -0.15;
float Technicolor2_Brightness = 0.6;
float Technicolor2_Strength = 1.0;
float Technicolor2_Saturation = 0.85;
float Technicolor2_Red_Strength = -0.12;
float Technicolor2_Green_Strength = -0.25;
float Technicolor2_Blue_Strength = -0.15;
float Technicolor2_Brightness = 0.6;
float Technicolor2_Strength = 0.80;
float Technicolor2_Saturation = 0.85;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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
const float Contrast = 0.65;
#define CurvesPss 0
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Contrast = 1.03;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.35;
const float Filmic_Strength = 0.60;
const float Fade = 0.1;
const float Linearization = 1.0;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
const float Filmic_Contrast = 1.03;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.35;
const float Filmic_Strength = 0.60;
const float Fade = 0.1;
const float Linearization = 1.0;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
@ -461,45 +461,45 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 6)
#define adjust_bloom 0
const float bloomFactor = 0.20;
const float bloomFactor = 0.20;
#define HDRpassing 0
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
const float HDRPower = 1.00;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 1
const float sharp_strength = 1.70;
const float sharp_clamp = 0.35;
const float offset_bias = 1.0;
const float sharp_strength = 1.70;
const float sharp_clamp = 0.35;
const float offset_bias = 1.0;
#define Tone_map 0
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 0
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 0
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
float Strength = 0.20;
#define Techine 0
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Red_Strength = 0.02;
const float Technicolor2_Green_Strength = 0.02;
const float Technicolor2_Blue_Strength = 0.02;
const float Technicolor2_Brightness = 1.00;
const float Technicolor2_Strength = 1.00;
const float Technicolor2_Saturation = 1.00;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
@ -507,17 +507,17 @@ float DPX_Strength = 0.20;
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.65;
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
@ -527,45 +527,45 @@ float DPX_Strength = 0.20;
float DPX_Strength = 0.20;
#elif (Preset == 7)
#define adjust_bloom 1
const float bloomFactor = 0.33;
const float bloomFactor = 0.33;
#define HDRpassing 1
const float HDRPower = 1.020;
const float radius1 = 0.793;
const float radius2 = 0.87;
const float HDRPower = 1.020;
const float radius1 = 0.793;
const float radius2 = 0.87;
#define lumapassing 1
const float sharp_strength = 0.25;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
const float sharp_strength = 0.25;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 1
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
const float Vibrance = 0.150;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
float Strength = 0.20;
#define Techine 1
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 1.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Red_Strength = 0.000;
const float Technicolor2_Green_Strength = 0.000;
const float Technicolor2_Blue_Strength = 0.000;
const float Technicolor2_Brightness = 1.0;
const float Technicolor2_Strength = 0.40;
const float Technicolor2_Saturation = 0.51;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
@ -573,17 +573,17 @@ float DPX_Strength = 0.20;
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 1
const float Contrast = 0.65;
const float Contrast = 0.65;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
const float Filmic_Contrast = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
@ -592,63 +592,63 @@ float DPX_Strength = 0.20;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#elif (Preset == 8)
const float bloomFactor = 0.17;
const float bloomFactor = 0.17;
#define HDRpassing 1
const float HDRPower = 3.040;
const float radius1 = 1.00;
const float radius2 = 0.80;
const float HDRPower = 3.040;
const float radius1 = 1.00;
const float radius2 = 0.80;
#define lumapassing 1
const float sharp_strength = 0.25;
const float sharp_strength = 0.25;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
const float Exposure = 1.17;
const float Bleach = 0.4;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 1
const float satFactor = 0.25;
const float satFactor = 0.25;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 1
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define vibpass 1
const float Vibrance = 0.013;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
const float Vibrance = 0.013;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
#define Tech 0
const float Power = 4.0;
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.20;
float Strength = 0.20;
#define Techine 1
const float Technicolor2_Red_Strength = 0.51;
const float Technicolor2_Green_Strength = 0.51;
const float Technicolor2_Blue_Strength = 0.51;
const float Technicolor2_Brightness = 1.75;
const float Technicolor2_Strength = 0.80;
const float Technicolor2_Saturation = 0.20;
const float Technicolor2_Red_Strength = 0.51;
const float Technicolor2_Green_Strength = 0.51;
const float Technicolor2_Blue_Strength = 0.51;
const float Technicolor2_Brightness = 1.75;
const float Technicolor2_Strength = 0.80;
const float Technicolor2_Saturation = 0.20;
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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
const float Contrast = 0.65;
const float Contrast = 0.65;
#define Filmicpass 1
const float Filmic_Contrast = 0.750;
const float Filmic_Bleach = 0.5;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.7;
const float BaseCurve = 1.1;
const float BaseGamma = 0.98;
const float EffectGamma = 0.97;
const float Filmic_Contrast = 0.750;
const float Filmic_Bleach = 0.5;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.7;
const float BaseCurve = 1.1;
const float BaseGamma = 0.98;
const float EffectGamma = 0.97;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);