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Clarity GFX
Fixed Bloom issues and a few other things with ToneMapping and Clamping.
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@ -24,9 +24,9 @@
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//##########################################################
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//ToneMapping
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float bloomFactor = 0.35; //Default is 1.0
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float bloomFactor = 0.30; //Default is 1.0
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float Bleach = 0.0002; //Default is 0.0
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float exposure = 1.25; //Default is 1.0
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float exposure = 2.00; //Default is 1.0
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float defog = 0.003; //Default is 0.0
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//Lift Gamma Gain
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@ -36,7 +36,7 @@ float defog = 0.003; //Default is 0.0
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//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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//Curves
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float Contrast = 0.80; //[-1.0, 1.0] The amount of contrast you want
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float Contrast = 0.00; //[-1.0, 1.0] The amount of contrast you want
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//Levels Control
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const int BlackPoint = 0; //[0, 255] The black point is the new black - literally. Everything darker than this will become completely black
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@ -55,10 +55,10 @@ const int WhitePoint = 255; //[0, 255] The new white point. Everything brighter
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#define Technicolor2_Blue_Strength 0.0 //Default is 0.0
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#define Technicolor2_Brightness 0.95 //Default is 1.0
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#define Technicolor2_Strength 0.40 //Default is 1.0
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#define Technicolor2_Saturation 0.85 //Default is 1.0
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#define Technicolor2_Saturation 0.75 //Default is 1.0
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//Fake High Dynamic Range.
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#define HDRPower 1.20 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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#define HDRPower 1.25 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also darker , Default 1.30."
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#define radius1 0.793 // 0.0 to 8.0 "Default 0.793 , will affect FX."
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#define radius2 0.87 // 0.0 to 8.0 "Default 0.87 , will affect FX."
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@ -90,7 +90,7 @@ float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; retu
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vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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color = (color - defog * FogColor * 2.55);
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color = (color - defog * FogColor * 2.55);
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color *= exposure/(1.0+ color / exposure);
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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@ -292,9 +292,7 @@ bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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bloom *= bloomFactor;
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vec4 colorBloom = texture(textureUnitPS0, passParameterSem0.xy);
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R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
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float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
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R0f.xyz += vec3(smask);
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@ -393,7 +391,7 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 color = (passPixelColor0.xyz);
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color += bloom;
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color += vec3(colorBloom) * bloomFactor;
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color = TonemapPass(color);
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color = Technicolor2(color);
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color = LevelsPass(color);
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