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