diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt index 710461be..745d155d 100644 --- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt @@ -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);