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https://github.com/cemu-project/cemu_graphic_packs.git
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New CellHunter's Clarity Preset
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@ -12,6 +12,7 @@
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// Sharpen Only Option 6
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// The Complaning Gamer Option 7
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// Filmic Preset Option 8
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// CellHunter Option 9
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//##########################################################
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#if (Preset == 0)
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// User Defined
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@ -658,6 +659,72 @@ float DPX_Strength = 0.20;
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float DPX_Saturation = 2.0;
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float Colorfulness = 1.5;
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float DPX_Strength = 0.20;
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#elif (Preset == 9)
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#define adjust_bloom 1
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const float bloomFactor = 0;
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#define HDRpassing 1
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const float HDRPower = 1.450;
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const float radius1 = 1.305;
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const float radius2 = 1.325;
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#define lumapassing 1
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const float sharp_strength = 0.85;
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const float sharp_clamp = 0.75;
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const float offset_bias = 1.20;
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#define Tone_map 0
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const float Exposure = 1.17;
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const float Bleach = 0.5;
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const float Gamma = 1.05;
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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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#define blacknwhitepass 0
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const int BlackPoint = 16;
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const int WhitePoint = 235;
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#define lggpass 0
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vec3 RGB_Lift = vec3(0.990, 0.990, 0.990);
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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 = 0.205;
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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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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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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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#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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#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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#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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float DPX_Contrast = 0.1;
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float DPX_Saturation = 2.0;
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float Colorfulness = 1.5;
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float DPX_Strength = 0.20;
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#endif
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//###########################################################
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uniform ivec4 uf_remappedPS[1];
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