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https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-24 17:01:49 +01:00
Clarity
Fixed some Gfx pack issues.
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@ -2,16 +2,16 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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// shader 37040a485a29d54e
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//##########################################################
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//##########################################################
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#define Preset 3 // 0 - 8:
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#define Preset 3 // 0 - 8:
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// User Defined 0
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// User Defined 0
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// Bruz Option 1
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// Bruz Option 1
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// BSOD Option 2
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// BSOD Option 2
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// Clarity Option 3 (Jamie Default)
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// Clarity Option 3 (Jamie Default)
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// Contrasty Option 4
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// Contrasty Option 4
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// Serfrost Option 5
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// Serfrost Option 5
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// Sharpen Only Option 6
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// Sharpen Only Option 6
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// The Complaning Gamer Option 7
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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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// Fillmic Preset Option 8 (kinda broken atm will fix)
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//##########################################################
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//##########################################################
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#if (Preset == 0)
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#if (Preset == 0)
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// User Defined
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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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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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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 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 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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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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const float satFactor = 0.25; // 0.18 is neutral. Experimental, adjust native saturation
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//---------------------------------------------------------------//
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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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// 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 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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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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#define vibpass 0 // 0: disable, 1: enable.
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//VibrancePass
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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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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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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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#define Tech 0 // 0: disable, 1: enable.
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//Technicolor
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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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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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#define Techine 0 // 0: disable, 1: enable.
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//Technicolor2
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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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#define Filmicpass 0 // 0: disable, 1: enable.
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//Filmic Pass
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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 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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const float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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@ -135,12 +135,12 @@ float DPX_Strength = 0.20;
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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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#define HDRpassing 1
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float HDRPower = 1.15;
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float HDRPower = 1.15;
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float radius1 = 0.793;
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float radius1 = 0.793;
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float radius2 = 0.87;
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float radius2 = 0.87;
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#define lumapassing 1
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#define lumapassing 1
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float sharp_strength = 0.65;
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float sharp_strength = 0.45;
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float sharp_clamp = 0.035;
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float sharp_clamp = 0.085;
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float offset_bias = 1.0;
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float offset_bias = 1.0;
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#define Tone_map 8
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Bleach = 0.4;
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@ -152,12 +152,12 @@ float DPX_Strength = 0.20;
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#define post_process 0
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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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#define blacknwhitepass 1
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const int BlackPoint = 15;
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const int BlackPoint = 3;
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const int WhitePoint = 200;
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const int WhitePoint = 200;
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#define lggpass 1
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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_Lift = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gamma = vec3(1.0, 1.0, 1.1);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
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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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#define vibpass 0
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const float Vibrance = 0.150;
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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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@ -166,12 +166,12 @@ float DPX_Strength = 0.20;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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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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#define Techine 1
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float Technicolor2_Red_Strength = 0.35;
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float Technicolor2_Red_Strength = 0.15;
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float Technicolor2_Green_Strength = 0.35;
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float Technicolor2_Green_Strength = 0.0;
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float Technicolor2_Blue_Strength = 0.35;
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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_Brightness = 1.0;
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float Technicolor2_Strength = 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_Saturation = 0.80;
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#define cmatrix 0
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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_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_Green = vec3(0.333, 0.667, 0.000);
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@ -181,14 +181,14 @@ float DPX_Strength = 0.20;
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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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#define Filmicpass 1
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const float Filmic_Strength = 0.60;
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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 Filmic_Contrast = 1.03;
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const float Fade = 0.0;
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const float Fade = 0.0;
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const float Linearization = 1.0;
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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 Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float Saturation = -0.15;
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const float BaseCurve = 1.5;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.0;
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const float BaseGamma = 1.0;
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const float EffectGamma = 0.68;
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const float EffectGamma = 0.68;
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#define dpxpass 0
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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_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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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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@ -201,12 +201,12 @@ float DPX_Strength = 0.20;
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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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#define HDRpassing 1
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const float HDRPower = 1.015;
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const float HDRPower = 1.015;
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const float radius1 = 0.793;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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const float radius2 = 0.87;
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#define lumapassing 1
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#define lumapassing 1
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const float sharp_strength = 0.25;
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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 sharp_clamp = 0.085;
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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 1
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#define Tone_map 1
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const float Exposure = 1.00;
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const float Exposure = 1.00;
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const float Bleach = 0.3;
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const float Bleach = 0.3;
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@ -222,8 +222,8 @@ float DPX_Strength = 0.20;
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const int WhitePoint = 235;
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const int WhitePoint = 235;
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#define lggpass 1
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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_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_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_Gain = vec3(1.05, 1.05, 1.05);
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#define vibpass 1
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#define vibpass 1
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const float Vibrance = 0.150;
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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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@ -430,17 +430,17 @@ float DPX_Strength = 0.20;
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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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#define Techine 1
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float Technicolor2_Red_Strength = -0.12;
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float Technicolor2_Red_Strength = -0.12;
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float Technicolor2_Green_Strength = -0.25;
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float Technicolor2_Green_Strength = -0.25;
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float Technicolor2_Blue_Strength = -0.15;
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float Technicolor2_Blue_Strength = -0.15;
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float Technicolor2_Brightness = 0.6;
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float Technicolor2_Brightness = 0.6;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Strength = 0.80;
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float Technicolor2_Saturation = 0.85;
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float Technicolor2_Saturation = 0.85;
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#define cmatrix 0
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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_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_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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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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float CM_Strength = 1.0;
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#define CurvesPss 1
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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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#define Filmicpass 1
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const float Filmic_Contrast = 1.03;
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const float Filmic_Contrast = 1.03;
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