diff --git a/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt index 84671525..4c5e52d7 100644 --- a/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt @@ -12,7 +12,7 @@ #define only_adjustbloom 0 //0 false, 1 true: all features except 'adjustable bloom' in contrasty will be disabled. -1 disable all of the contrasty. -const float bloomFactor = 0.4; // 1.0 is neutral +const float bloomFactor = 0.7; // 1.0 is neutral const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage const float exposure = 1.17; // 1.0 is neutral const float vibrance = 0.008; // 0.0 is neutral @@ -55,8 +55,8 @@ vec3 cubeMapSTM; int cubeMapFaceId; R0f = passParameterSem0; R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz); -#if (only_adjustbloom == (0||1)) -R1f *= bloomFactor; +#if (only_adjustbloom == 0||only_adjustbloom == 1) +R1f.xyz *= bloomFactor; #endif R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz); // 0 @@ -173,7 +173,7 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); #endif #if (tone_mapping == 1) -R0f.xyz = PV0f * intBitsToFloat(0x3f2aaaab); +R0f.xyz = PV0f.xyz * intBitsToFloat(0x3f2aaaab); R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14); R0f.xyz = clamp(R0f.xyz,0.0,1.0); #endif @@ -183,7 +183,7 @@ R0f.xyz = clamp(R0f.xyz,0.0,1.0); const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors const float Bleach = 0.0; -vec3 color = PV0f; +vec3 color = PV0f.xyz; color *= intBitsToFloat(0x3f2aaaab); // Exposure const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c)); float lum = dot(coefLuma, color);