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https://github.com/cemu-project/cemu_graphic_packs.git
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Clarity
Fixed some Gfx pack issues.
This commit is contained in:
parent
bf7fcd614b
commit
a5153e0458
@ -2,16 +2,16 @@
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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//##########################################################
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#define Preset 3 // 0 - 8:
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// User Defined 0
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// Bruz Option 1
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// BSOD Option 2
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// Clarity Option 3 (Jamie Default)
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// Contrasty Option 4
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// Serfrost Option 5
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// Sharpen Only Option 6
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// The Complaning Gamer Option 7
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// Fillmic Preset Option 8 (kinda broken atm will fix)
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#define Preset 3 // 0 - 8:
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// User Defined 0
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// Bruz Option 1
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// BSOD Option 2
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// Clarity Option 3 (Jamie Default)
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// Contrasty Option 4
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// Serfrost Option 5
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// Sharpen Only Option 6
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// The Complaning Gamer Option 7
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// Fillmic Preset Option 8 (kinda broken atm will fix)
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//##########################################################
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#if (Preset == 0)
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// User Defined
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@ -46,7 +46,7 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls / "Contrasty" Parameters
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// Reshade ToneMap Controls / "Contrasty" Parameters
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const float Exposure = 1.17; // [0.0, 1.0+] Adjust exposure
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const float Bleach = 0.4; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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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."
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@ -60,7 +60,7 @@ const float crushContrast = 0.000; // 0.0 is neutral. Use sm
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const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
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//---------------------------------------------------------------//
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#define blacknwhitepass 0 // 0: disable, 1: enable.
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#define blacknwhitepass 0 // 0: disable, 1: enable.
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// Levels Control
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const int BlackPoint = 16; // [0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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const int WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
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@ -74,14 +74,14 @@ vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] A
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#define vibpass 0 // 0: disable, 1: enable.
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//VibrancePass
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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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.";
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const float Vibrance = 0.150; // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
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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.";
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#define Tech 0 // 0: disable, 1: enable.
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//Technicolor
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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const float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
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float Strength = 0.20; // Min 0.0 Max 1.0 Default 0.4
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#define Techine 0 // 0: disable, 1: enable.
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//Technicolor2
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@ -105,7 +105,7 @@ const float Contrast = 0.65; // Default 0.65 min -1.0
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#define Filmicpass 0 // 0: disable, 1: enable.
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//Filmic Pass
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const float Filmic_Contrast = 1.0; // Default 1.0 min 0.5 max 2.0
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const float Filmic_Contrast = 1.0; // Default 1.0 min 0.5 max 2.0
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const float Filmic_Bleach = 0.0; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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@ -132,63 +132,63 @@ float DPX_Strength = 0.20;
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//Presets
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#elif (Preset == 1)
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#define adjust_bloom 1
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const float bloomFactor = 0.30;
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const float bloomFactor = 0.30;
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#define HDRpassing 1
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float HDRPower = 1.15;
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float radius1 = 0.793;
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float radius2 = 0.87;
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float HDRPower = 1.15;
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float radius1 = 0.793;
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float radius2 = 0.87;
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#define lumapassing 1
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float sharp_strength = 0.65;
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float sharp_clamp = 0.035;
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float offset_bias = 1.0;
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float sharp_strength = 0.45;
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float sharp_clamp = 0.085;
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float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 1.00;
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const float defog = 0.00;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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const float sat = 0.000;
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 1.00;
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const float defog = 0.00;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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const float sat = 0.000;
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const float crushContrast = 0.000;
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#define post_process 0
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const float satFactor = 0.25;
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const float satFactor = 0.25;
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#define blacknwhitepass 1
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const int BlackPoint = 15;
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const int WhitePoint = 200;
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const int BlackPoint = 3;
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const int WhitePoint = 200;
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.00, 1.00, 1.00);
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vec3 RGB_Gamma = vec3(1.0, 1.0, 1.1);
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.100, 1.100, 1.100);
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#define vibpass 0
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 1
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const float Power = 8.0;
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const float Power = 8.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.30;
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float Strength = 0.30;
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#define Techine 1
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float Technicolor2_Red_Strength = 0.35;
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float Technicolor2_Green_Strength = 0.35;
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float Technicolor2_Blue_Strength = 0.35;
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float Technicolor2_Brightness = 1.0;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Saturation = 1.0;
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float Technicolor2_Red_Strength = 0.15;
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float Technicolor2_Green_Strength = 0.0;
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float Technicolor2_Blue_Strength = 0.1;
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float Technicolor2_Brightness = 1.0;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Saturation = 0.80;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 0
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const float Contrast = 0.65;
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const float Contrast = 0.65;
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#define Filmicpass 1
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const float Filmic_Strength = 0.60;
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const float Filmic_Contrast = 1.03;
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const float Fade = 0.0;
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const float Linearization = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.0;
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const float EffectGamma = 0.68;
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const float Filmic_Strength = 0.60;
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const float Filmic_Contrast = 1.03;
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const float Fade = 0.0;
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const float Linearization = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.0;
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const float EffectGamma = 0.68;
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#define dpxpass 0
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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@ -198,63 +198,63 @@ float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#elif (Preset == 2)
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#define adjust_bloom 1
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const float bloomFactor = 0.20;
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const float bloomFactor = 0.20;
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#define HDRpassing 1
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const float HDRPower = 1.015;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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const float HDRPower = 1.015;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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#define lumapassing 1
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const float sharp_strength = 0.25;
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const float sharp_clamp = 0.085;
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const float offset_bias = 1.0;
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const float sharp_strength = 0.25;
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const float sharp_clamp = 0.085;
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const float offset_bias = 1.0;
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#define Tone_map 1
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const float Exposure = 1.00;
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const float Bleach = 0.3;
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const float Gamma = 1.13;
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const float defog = 0.004;
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vec3 FogColor = vec3(1.0, 1.5, 1.7);
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const float sat = 0.000;
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const float Exposure = 1.00;
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const float Bleach = 0.3;
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const float Gamma = 1.13;
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const float defog = 0.004;
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vec3 FogColor = vec3(1.0, 1.5, 1.7);
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const float sat = 0.000;
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const float crushContrast = 0.000;
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#define post_process 0
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const float satFactor = 0.25;
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const float satFactor = 0.25;
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#define blacknwhitepass 0
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const int BlackPoint = 16;
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const int WhitePoint = 235;
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const int BlackPoint = 16;
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const int WhitePoint = 235;
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.05, 1.05, 1.05);
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vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70);
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vec3 RGB_Gain = vec3(1.05, 1.05, 1.05);
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vec3 RGB_Lift = vec3(1.05, 1.05, 1.05);
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vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70);
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vec3 RGB_Gain = vec3(1.05, 1.05, 1.05);
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#define vibpass 1
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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const float Power = 4.0;
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const float Power = 4.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.20;
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float Strength = 0.20;
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#define Techine 1
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const float Technicolor2_Red_Strength = 0.000;
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const float Technicolor2_Green_Strength = 0.000;
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const float Technicolor2_Blue_Strength = 0.000;
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const float Technicolor2_Brightness = 1.0;
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const float Technicolor2_Strength = 0.40;
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const float Technicolor2_Saturation = 0.70;
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const float Technicolor2_Red_Strength = 0.000;
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const float Technicolor2_Green_Strength = 0.000;
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const float Technicolor2_Blue_Strength = 0.000;
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const float Technicolor2_Brightness = 1.0;
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const float Technicolor2_Strength = 0.40;
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const float Technicolor2_Saturation = 0.70;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 1
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const float Contrast = 0.65;
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const float Contrast = 0.65;
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#define Filmicpass 0
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const float Filmic_Contrast = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float Filmic_Strength = 0.85;
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const float Fade = 0.4;
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const float Linearization = 0.5;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.00;
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const float EffectGamma = 0.68;
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const float Filmic_Contrast = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float Filmic_Strength = 0.85;
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const float Fade = 0.4;
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const float Linearization = 0.5;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.00;
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const float EffectGamma = 0.68;
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#define dpxpass 0
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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@ -263,63 +263,63 @@ float DPX_Strength = 0.20;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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#elif (Preset == 3)
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const float bloomFactor = 0.020;
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const float bloomFactor = 0.020;
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#define HDRpassing 1
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const float HDRPower = 1.00;
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const float radius1 = 1.00;
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const float radius2 = 0.80;
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const float HDRPower = 1.00;
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const float radius1 = 1.00;
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const float radius2 = 0.80;
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#define lumapassing 1
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const float sharp_strength = 0.35;
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const float sharp_strength = 0.35;
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const float sharp_clamp = 0.85;
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const float offset_bias = 1.0;
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const float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 1.00;
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const float defog = 0.00;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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const float sat = 0.000;
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const float crushContrast = 0.000;
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 1.00;
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const float defog = 0.00;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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const float sat = 0.000;
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const float crushContrast = 0.000;
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#define post_process 1
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const float satFactor = 0.25;
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const float satFactor = 0.25;
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#define blacknwhitepass 0
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const int BlackPoint = 16;
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const int WhitePoint = 235;
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const int BlackPoint = 16;
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const int WhitePoint = 235;
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#define lggpass 1
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vec3 RGB_Lift = vec3(0.980, 0.980, 0.980);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Lift = vec3(0.980, 0.980, 0.980);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
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#define vibpass 1
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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const float Power = 4.0;
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const float Power = 4.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.20;
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float Strength = 0.20;
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#define Techine 0
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const float Technicolor2_Red_Strength = 0.02;
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const float Technicolor2_Green_Strength = 0.02;
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const float Technicolor2_Blue_Strength = 0.02;
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const float Technicolor2_Brightness = 1.00;
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const float Technicolor2_Strength = 1.00;
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const float Technicolor2_Saturation = 1.00;
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const float Technicolor2_Red_Strength = 0.02;
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const float Technicolor2_Green_Strength = 0.02;
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const float Technicolor2_Blue_Strength = 0.02;
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const float Technicolor2_Brightness = 1.00;
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const float Technicolor2_Strength = 1.00;
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const float Technicolor2_Saturation = 1.00;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 1
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const float Contrast = 0.65;
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const float Contrast = 0.65;
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#define Filmicpass 0
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const float Filmic_Contrast = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float Filmic_Strength = 0.85;
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const float Fade = 0.4;
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const float Linearization = 0.5;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.00;
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const float EffectGamma = 0.68;
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const float Filmic_Contrast = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float Filmic_Strength = 0.85;
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const float Fade = 0.4;
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const float Linearization = 0.5;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.00;
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const float EffectGamma = 0.68;
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#define dpxpass 1
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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@ -329,45 +329,45 @@ float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#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);
|
||||
|
Loading…
Reference in New Issue
Block a user