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https://github.com/cemu-project/cemu_graphic_packs.git
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Clarity
Updated Clarity, merged all presets into one shader. Folder just there for time being.
This commit is contained in:
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@ -1,39 +1,42 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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// Possible problems
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// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
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// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
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// Clarity GFX
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// Credit to Jamie for main coding.
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// Credit to Kiri coding & Reshade logic.
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// Credit to Cremtif for Help.
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// Credit to Serfrost for preset values.
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// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
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// v 2.0
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// Add 1.4.0 support
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//##########################################################
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#define Preset 3 // 0 - 8:
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// User Defined 0
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// Bruz Option 1
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// BSOD Option 2
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// Clarity Option 3 (Jamie Default)
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// Contrasty Option 4
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// Serfrost Option 5
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// Sharpen Only Option 6
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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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//##########################################################
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#if (Preset == 0)
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// User Defined
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//##########################################################
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#define adjust_bloom 1 // 0: disable, 1: enable.
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//BloomFactor
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const float bloomFactor = 0.197; // Default is 0.020 (rough estimate based on Switch)
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const float bloomFactor = 0.020; // Default is 0.020 (rough estimate based on Switch)
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#define HDRpassing 1 // 0: disable, 1: enable.
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#define HDRpassing 0 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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const float HDRPower = 1.00; // 0.0 to 8.0 Default 1.30.
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const float radius1 = 1.00; // 0.0 to 8.0 Default 0.793
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const float radius2 = 0.80; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define lumapassing 1 // 0: disable, 1: enable.
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#define lumapassing 0 // 0: disable, 1: enable.
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//LumaShapening
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const float sharp_strength = 0.65; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.035; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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const float sharp_strength = 0.35; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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const float sharp_clamp = 0.85; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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//Advanced sharpening settings
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const float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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#define Tone_map 1 // 0: disable, 1-8: enable.
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#define Tone_map 0 // 0: disable, -1 to 9: enable.
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// -1: disable, loss of bright detail/color but keep [0,1] intact
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// 0: (Wii U) BotW original
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// Reshade ToneMap Option 1
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// linearToneMapping Option 2
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// simpleReinhardToneMapping Option 3
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@ -43,27 +46,33 @@ const float offset_bias = 1.0; //[0.0 to 6.0] Offset bia
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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// ACES Filmic Option 9
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// Reshade ToneMap Controls
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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 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 Gamma = 1.0; // "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 defog = 0.004; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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vec3 FogColor = vec3(1.0, 1.5, 1.7); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
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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 defog = 0.00; // Default is 0.0 //How much of the overall color you want removed form the values of FogColor.
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vec3 FogColor = vec3(1.0, 1.0, 1.0); // Color you want to Add or Remove 0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
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const float sat = 0.000; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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const float crushContrast = 0.000; // 0.0 is neutral. Use small increments, loss of shadow detail
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#define post_process 0
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//----------------"BotW original" vibrance adjust-------------//
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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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#define blacknwhitepass 0 // 0: disable, 1: enable.
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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 WhitePoint = 235; // [0, 255] The new white point. Everything brighter than this becomes completely white
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#define lggpass 1 // 0: disable, 1: enable.
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#define lggpass 0 // 0: disable, 1: enable.
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(1.000, 1.000, 1.000); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
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// Note that a value of 1.0 is a neutral setting that leave the color unchanged.
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#define vibpass 1 // 0: disable, 1: enable.
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#define vibpass 0 // 0: disable, 1: enable.
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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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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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@ -76,20 +85,27 @@ float Strength = 0.20; // Min 0.0 Max 1.0 Defaul
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#define Techine 0 // 0: disable, 1: enable.
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//Technicolor2
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const float Technicolor2_Red_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Green_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Blue_Strength = 0.2; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Brightness = 1.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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const float Technicolor2_Strength = 1.0; // [Default is 1.0]
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const float Technicolor2_Saturation = 1.0; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
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const float Technicolor2_Red_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Green_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Blue_Strength = 0.02; // "Higher means darker and more intense colors." Default 0.2
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const float Technicolor2_Brightness = 1.00; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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const float Technicolor2_Strength = 1.00; // [Default is 1.0]
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const float Technicolor2_Saturation = 1.00; // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image."
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#define cmatrix 0
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//Color Matrix
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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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//Curves Contrast
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#define CurvesPss 1 // 0: disable, 1: enable.
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#define CurvesPss 0 // 0: disable, 1: enable.
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const float Contrast = 0.65; // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
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#define Filmicpass 0 // 0: disable, 1: enable.
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//Filmic Pass
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const float Filmic_Contrast = 1.00; // 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 Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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@ -101,10 +117,547 @@ const float BaseCurve = 1.5; // min 0.0 max 2.0 Defaul
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const float BaseGamma = 1.00; // min 0.7 max 2.0 Default 1.0
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const float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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#define dpxpass 0
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//DPX
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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 = 3.0;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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//###########################################################
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//Do not edit under this line.
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//Presets
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#elif (Preset == 1)
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#define adjust_bloom 1
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const float bloomFactor = 0.30;
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#define HDRpassing 1
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float HDRPower = 1.15;
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float radius1 = 0.793;
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float radius2 = 0.87;
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#define lumapassing 1
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float sharp_strength = 0.65;
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float sharp_clamp = 0.035;
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float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 1.00;
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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 1
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const int BlackPoint = 15;
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const int WhitePoint = 200;
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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_Gamma = vec3(1.0, 1.0, 1.1);
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vec3 RGB_Gain = vec3(1.10, 1.10, 1.10);
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#define vibpass 0
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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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#define Tech 1
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const float Power = 8.0;
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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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#define Techine 1
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float Technicolor2_Red_Strength = 0.35;
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float Technicolor2_Green_Strength = 0.35;
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float Technicolor2_Blue_Strength = 0.35;
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float Technicolor2_Brightness = 1.0;
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float Technicolor2_Strength = 1.0;
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float Technicolor2_Saturation = 1.0;
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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_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 1
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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 Fade = 0.0;
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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 Saturation = -0.15;
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const float BaseCurve = 1.5;
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const float BaseGamma = 1.0;
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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 = 3.0;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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#elif (Preset == 2)
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#define adjust_bloom 1
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const float bloomFactor = 0.20;
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#define HDRpassing 1
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const float HDRPower = 1.015;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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#define lumapassing 1
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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 offset_bias = 1.0;
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#define Tone_map 1
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const float Exposure = 1.00;
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const float Bleach = 0.3;
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const float Gamma = 1.13;
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const float defog = 0.004;
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vec3 FogColor = vec3(1.0, 1.5, 1.7);
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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 1
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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_Gain = vec3(1.05, 1.05, 1.05);
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#define vibpass 1
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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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#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 1
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const float Technicolor2_Red_Strength = 0.000;
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const float Technicolor2_Green_Strength = 0.000;
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const float Technicolor2_Blue_Strength = 0.000;
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const float Technicolor2_Brightness = 1.0;
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const float Technicolor2_Strength = 0.40;
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const float Technicolor2_Saturation = 0.70;
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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 1
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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 = 3.0;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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#elif (Preset == 3)
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const float bloomFactor = 0.020;
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#define HDRpassing 1
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const float HDRPower = 1.00;
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const float radius1 = 1.00;
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const float radius2 = 0.80;
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#define lumapassing 1
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const float sharp_strength = 0.35;
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const float sharp_clamp = 0.85;
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const float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Bleach = 0.4;
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const float Gamma = 1.00;
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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 1
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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 1
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vec3 RGB_Lift = vec3(0.980, 0.980, 0.980);
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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 = 0.150;
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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 1
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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 1
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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 = 3.0;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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#elif (Preset == 4)
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#define adjust_bloom 1
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const float bloomFactor = 0.020;
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#define HDRpassing 0
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const float HDRPower = 1.00;
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const float radius1 = 1.00;
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const float radius2 = 0.80;
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#define lumapassing 0
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const float sharp_strength = 0.35;
|
||||
const float sharp_clamp = 0.85;
|
||||
const float offset_bias = 1.0;
|
||||
#define Tone_map 1
|
||||
const float Exposure = 1.17;
|
||||
const float Bleach = 0.3;
|
||||
const float Gamma = 0.810;
|
||||
const float defog = 0.00;
|
||||
vec3 FogColor = vec3(1.0, 1.0, 1.0);
|
||||
const float sat = 0.000;
|
||||
const float crushContrast = 0.000;
|
||||
#define post_process 1
|
||||
const float satFactor = 0.25;
|
||||
#define blacknwhitepass 0
|
||||
const int BlackPoint = 16;
|
||||
const int WhitePoint = 235;
|
||||
#define lggpass 0
|
||||
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
|
||||
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
|
||||
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
|
||||
#define vibpass 0
|
||||
const float Vibrance = 0.150;
|
||||
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
|
||||
#define Tech 0
|
||||
const float Power = 4.0;
|
||||
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
|
||||
float Strength = 0.20;
|
||||
#define Techine 0
|
||||
const float Technicolor2_Red_Strength = 0.02;
|
||||
const float Technicolor2_Green_Strength = 0.02;
|
||||
const float Technicolor2_Blue_Strength = 0.02;
|
||||
const float Technicolor2_Brightness = 1.00;
|
||||
const float Technicolor2_Strength = 1.00;
|
||||
const float Technicolor2_Saturation = 1.00;
|
||||
#define cmatrix 0
|
||||
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
|
||||
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
|
||||
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
|
||||
float CM_Strength = 1.0;
|
||||
#define CurvesPss 1
|
||||
const float Contrast = 0.65;
|
||||
#define Filmicpass 0
|
||||
const float Filmic_Contrast = 1.0;
|
||||
const float Filmic_Bleach = 0.0;
|
||||
const float Saturation = -0.15;
|
||||
const float Filmic_Strength = 0.85;
|
||||
const float Fade = 0.4;
|
||||
const float Linearization = 0.5;
|
||||
const float BaseCurve = 1.5;
|
||||
const float BaseGamma = 1.00;
|
||||
const float EffectGamma = 0.68;
|
||||
#define dpxpass 0
|
||||
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
|
||||
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
|
||||
float DPX_Contrast = 0.1;
|
||||
float DPX_Saturation = 3.0;
|
||||
float Colorfulness = 2.5;
|
||||
float DPX_Strength = 0.20;
|
||||
#elif (Preset == 5)
|
||||
#define adjust_bloom 1
|
||||
const float bloomFactor = 0.30;
|
||||
#define HDRpassing 1
|
||||
const float HDRPower = 1.20;
|
||||
const float radius1 = 0.793;
|
||||
const float radius2 = 0.87;
|
||||
#define lumapassing 1
|
||||
const float sharp_strength = 0.45;
|
||||
const float sharp_clamp = 0.85;
|
||||
const float offset_bias = 1.0;
|
||||
#define Tone_map 8
|
||||
const float Exposure = 1.17;
|
||||
const float Bleach = 0.4;
|
||||
const float Gamma = 1.00;
|
||||
const float defog = 0.00;
|
||||
vec3 FogColor = vec3(1.0, 1.0, 1.0);
|
||||
const float sat = 0.000;
|
||||
const float crushContrast = 0.000;
|
||||
#define post_process 0
|
||||
const float satFactor = 0.25;
|
||||
#define blacknwhitepass 1
|
||||
const int BlackPoint = 2;
|
||||
const int WhitePoint = 220;
|
||||
#define lggpass 1
|
||||
vec3 RGB_Lift = vec3(1.027, 1.035, 1.027);
|
||||
vec3 RGB_Gamma = vec3(0.83, 0.83, 0.83);
|
||||
vec3 RGB_Gain = vec3(1.000, 1.10, 1.10);
|
||||
#define vibpass 1
|
||||
const float Vibrance = 0.5;
|
||||
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.3);
|
||||
#define Tech 1
|
||||
const float Power = 6.0;
|
||||
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
|
||||
float Strength = 0.30;
|
||||
#define Techine 1
|
||||
float Technicolor2_Red_Strength = -0.12;
|
||||
float Technicolor2_Green_Strength = -0.25;
|
||||
float Technicolor2_Blue_Strength = -0.15;
|
||||
float Technicolor2_Brightness = 0.6;
|
||||
float Technicolor2_Strength = 1.0;
|
||||
float Technicolor2_Saturation = 0.85;
|
||||
#define cmatrix 0
|
||||
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
|
||||
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
|
||||
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
|
||||
float CM_Strength = 1.0;
|
||||
#define CurvesPss 1
|
||||
const float Contrast = 0.65;
|
||||
#define Filmicpass 1
|
||||
const float Filmic_Contrast = 1.03;
|
||||
const float Filmic_Bleach = 0.0;
|
||||
const float Saturation = -0.35;
|
||||
const float Filmic_Strength = 0.60;
|
||||
const float Fade = 0.1;
|
||||
const float Linearization = 1.0;
|
||||
const float BaseCurve = 1.5;
|
||||
const float BaseGamma = 1.00;
|
||||
const float EffectGamma = 0.68;
|
||||
#define dpxpass 0
|
||||
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
|
||||
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
|
||||
float DPX_Contrast = 0.1;
|
||||
float DPX_Saturation = 3.0;
|
||||
float Colorfulness = 2.5;
|
||||
float DPX_Strength = 0.20;
|
||||
#elif (Preset == 6)
|
||||
#define adjust_bloom 0
|
||||
const float bloomFactor = 0.20;
|
||||
#define HDRpassing 0
|
||||
const float HDRPower = 1.00;
|
||||
const float radius1 = 1.00;
|
||||
const float radius2 = 0.80;
|
||||
#define lumapassing 1
|
||||
const float sharp_strength = 1.70;
|
||||
const float sharp_clamp = 0.35;
|
||||
const float offset_bias = 1.0;
|
||||
#define Tone_map 0
|
||||
const float Exposure = 1.17;
|
||||
const float Bleach = 0.4;
|
||||
const float Gamma = 1.00;
|
||||
const float defog = 0.00;
|
||||
vec3 FogColor = vec3(1.0, 1.0, 1.0);
|
||||
const float sat = 0.000;
|
||||
const float crushContrast = 0.000;
|
||||
#define post_process 0
|
||||
const float satFactor = 0.25;
|
||||
#define blacknwhitepass 0
|
||||
const int BlackPoint = 16;
|
||||
const int WhitePoint = 235;
|
||||
#define lggpass 0
|
||||
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
|
||||
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
|
||||
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
|
||||
#define vibpass 0
|
||||
const float Vibrance = 0.150;
|
||||
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
|
||||
#define Tech 0
|
||||
const float Power = 4.0;
|
||||
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
|
||||
float Strength = 0.20;
|
||||
#define Techine 0
|
||||
const float Technicolor2_Red_Strength = 0.02;
|
||||
const float Technicolor2_Green_Strength = 0.02;
|
||||
const float Technicolor2_Blue_Strength = 0.02;
|
||||
const float Technicolor2_Brightness = 1.00;
|
||||
const float Technicolor2_Strength = 1.00;
|
||||
const float Technicolor2_Saturation = 1.00;
|
||||
#define cmatrix 0
|
||||
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
|
||||
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
|
||||
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
|
||||
float CM_Strength = 1.0;
|
||||
#define CurvesPss 1
|
||||
const float Contrast = 0.65;
|
||||
#define Filmicpass 0
|
||||
const float Filmic_Contrast = 1.0;
|
||||
const float Filmic_Bleach = 0.0;
|
||||
const float Saturation = -0.15;
|
||||
const float Filmic_Strength = 0.85;
|
||||
const float Fade = 0.4;
|
||||
const float Linearization = 0.5;
|
||||
const float BaseCurve = 1.5;
|
||||
const float BaseGamma = 1.00;
|
||||
const float EffectGamma = 0.68;
|
||||
#define dpxpass 0
|
||||
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
|
||||
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
|
||||
float DPX_Contrast = 0.1;
|
||||
float DPX_Saturation = 3.0;
|
||||
float Colorfulness = 2.5;
|
||||
float DPX_Strength = 0.20;
|
||||
#elif (Preset == 7)
|
||||
#define adjust_bloom 1
|
||||
const float bloomFactor = 0.33;
|
||||
#define HDRpassing 1
|
||||
const float HDRPower = 1.020;
|
||||
const float radius1 = 0.793;
|
||||
const float radius2 = 0.87;
|
||||
#define lumapassing 1
|
||||
const float sharp_strength = 0.25;
|
||||
const float sharp_clamp = 0.85;
|
||||
const float offset_bias = 1.0;
|
||||
#define Tone_map 8
|
||||
const float Exposure = 1.17;
|
||||
const float Bleach = 0.4;
|
||||
const float Gamma = 1.00;
|
||||
const float defog = 0.00;
|
||||
vec3 FogColor = vec3(1.0, 1.0, 1.0);
|
||||
const float sat = 0.000;
|
||||
const float crushContrast = 0.000;
|
||||
#define post_process 0
|
||||
const float satFactor = 0.25;
|
||||
#define blacknwhitepass 0
|
||||
const int BlackPoint = 16;
|
||||
const int WhitePoint = 235;
|
||||
#define lggpass 1
|
||||
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
|
||||
vec3 RGB_Gamma = vec3(0.600, 0.600, 0.600);
|
||||
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
|
||||
#define vibpass 1
|
||||
const float Vibrance = 0.150;
|
||||
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
|
||||
#define Tech 0
|
||||
const float Power = 4.0;
|
||||
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
|
||||
float Strength = 0.20;
|
||||
#define Techine 1
|
||||
const float Technicolor2_Red_Strength = 0.000;
|
||||
const float Technicolor2_Green_Strength = 0.000;
|
||||
const float Technicolor2_Blue_Strength = 0.000;
|
||||
const float Technicolor2_Brightness = 1.0;
|
||||
const float Technicolor2_Strength = 0.40;
|
||||
const float Technicolor2_Saturation = 0.51;
|
||||
#define cmatrix 0
|
||||
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
|
||||
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
|
||||
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
|
||||
float CM_Strength = 1.0;
|
||||
#define CurvesPss 1
|
||||
const float Contrast = 0.65;
|
||||
#define Filmicpass 0
|
||||
const float Filmic_Contrast = 1.0;
|
||||
const float Filmic_Bleach = 0.0;
|
||||
const float Saturation = -0.15;
|
||||
const float Filmic_Strength = 0.85;
|
||||
const float Fade = 0.4;
|
||||
const float Linearization = 0.5;
|
||||
const float BaseCurve = 1.5;
|
||||
const float BaseGamma = 1.00;
|
||||
const float EffectGamma = 0.68;
|
||||
#define dpxpass 0
|
||||
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
|
||||
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
|
||||
float DPX_Contrast = 0.1;
|
||||
float DPX_Saturation = 3.0;
|
||||
float Colorfulness = 2.5;
|
||||
float DPX_Strength = 0.20;
|
||||
#elif (Preset == 8)
|
||||
const float bloomFactor = 0.17;
|
||||
#define HDRpassing 1
|
||||
const float HDRPower = 3.040;
|
||||
const float radius1 = 1.00;
|
||||
const float radius2 = 0.80;
|
||||
#define lumapassing 1
|
||||
const float sharp_strength = 0.25;
|
||||
const float sharp_clamp = 0.85;
|
||||
const float offset_bias = 1.0;
|
||||
#define Tone_map 8
|
||||
const float Exposure = 1.17;
|
||||
const float Bleach = 0.4;
|
||||
const float Gamma = 1.00;
|
||||
const float defog = 0.00;
|
||||
vec3 FogColor = vec3(1.0, 1.0, 1.0);
|
||||
const float sat = 0.000;
|
||||
const float crushContrast = 0.000;
|
||||
#define post_process 1
|
||||
const float satFactor = 0.25;
|
||||
#define blacknwhitepass 0
|
||||
const int BlackPoint = 16;
|
||||
const int WhitePoint = 235;
|
||||
#define lggpass 1
|
||||
vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
|
||||
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
|
||||
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
|
||||
#define vibpass 1
|
||||
const float Vibrance = 0.013;
|
||||
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
|
||||
#define Tech 0
|
||||
const float Power = 4.0;
|
||||
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
|
||||
float Strength = 0.20;
|
||||
#define Techine 1
|
||||
const float Technicolor2_Red_Strength = 0.51;
|
||||
const float Technicolor2_Green_Strength = 0.51;
|
||||
const float Technicolor2_Blue_Strength = 0.51;
|
||||
const float Technicolor2_Brightness = 1.75;
|
||||
const float Technicolor2_Strength = 0.80;
|
||||
const float Technicolor2_Saturation = 0.20;
|
||||
#define cmatrix 0
|
||||
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
|
||||
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
|
||||
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
|
||||
float CM_Strength = 1.0;
|
||||
#define CurvesPss 1
|
||||
const float Contrast = 0.65;
|
||||
#define Filmicpass 1
|
||||
const float Filmic_Contrast = 0.750;
|
||||
const float Filmic_Bleach = 0.5;
|
||||
const float Saturation = -0.15;
|
||||
const float Filmic_Strength = 0.85;
|
||||
const float Fade = 0.4;
|
||||
const float Linearization = 0.7;
|
||||
const float BaseCurve = 1.1;
|
||||
const float BaseGamma = 0.98;
|
||||
const float EffectGamma = 0.97;
|
||||
#define dpxpass 0
|
||||
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
|
||||
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
|
||||
float DPX_Contrast = 0.1;
|
||||
float DPX_Saturation = 3.0;
|
||||
float Colorfulness = 2.5;
|
||||
float DPX_Strength = 0.20;
|
||||
#endif
|
||||
//###########################################################
|
||||
uniform ivec4 uf_remappedPS[1];
|
||||
layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
|
||||
layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
|
||||
@ -208,9 +761,21 @@ vec3 ReshadeToneMap(vec3 inputColor) {
|
||||
return color;
|
||||
}
|
||||
|
||||
float getL601(vec3 rgb) {
|
||||
return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
|
||||
}
|
||||
|
||||
float getL709(vec3 rgb) {
|
||||
return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
|
||||
}
|
||||
|
||||
vec3 BotWToneMap(vec3 color) {
|
||||
float Lumn = getL601(color);
|
||||
vec4 exptm = 1.0 - exp(-vec4(color, Lumn));
|
||||
vec3 cpre = exptm.w / Lumn * color;
|
||||
vec3 colorldr = mix(cpre, exptm.rgb, vec3(pow(exptm.w, 2.0)));//refine
|
||||
return colorldr;
|
||||
}
|
||||
vec3 ACESFilm(vec3 color) {
|
||||
color *= Exposure;
|
||||
float Lumn = getL709(color);
|
||||
@ -285,6 +850,46 @@ vec3 TechnicolorPass(vec3 color)
|
||||
return mix(tcol, output_r * output_g * output_b, Strength);
|
||||
}
|
||||
|
||||
//ColorMatrix
|
||||
vec3 ColorMatrixPass(vec3 inputColor)
|
||||
{
|
||||
vec3 color = inputColor;
|
||||
|
||||
const mat3 ColorMatrix = mat3(ColorMatrix_Red, ColorMatrix_Green, ColorMatrix_Blue);
|
||||
//color = mix(color, * (ColorMatrix, color), CM_Strength);
|
||||
color *= mix(color, (ColorMatrix, color), CM_Strength);
|
||||
return clamp(color, 0.0, 1.);
|
||||
}
|
||||
|
||||
// Contrasty
|
||||
|
||||
vec3 BotWVibrance(vec3 color) {
|
||||
float avg = (color.r + color.g + color.b) / 3.0;
|
||||
float maxc = max(color.r, max(color.g, color.b));
|
||||
float w = 1.0 - pow(1.0 - 2.0 * avg, 2.0);
|
||||
float weight = 1.0 + w * satFactor;
|
||||
vec3 satcolor = mix(vec3(maxc), color, weight);
|
||||
return satcolor;
|
||||
}
|
||||
|
||||
vec3 ReshadeVibrance(vec3 color) {
|
||||
float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
|
||||
float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
|
||||
float luma = getL709(color);
|
||||
float color_saturation = max_color - min_color; // The difference between the two is the saturation
|
||||
vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
|
||||
color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 Contrasty(vec3 fColour) {
|
||||
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
|
||||
fColour = clamp(Exposure * fColour, 0.0, 1.0);
|
||||
fColour = pow(fColour, vec3(1.0 / Gamma));
|
||||
fColour = ReshadeVibrance(fColour); // reshade's identical, only a little stronger when at same setting
|
||||
return fColour;
|
||||
}
|
||||
|
||||
// Levels
|
||||
|
||||
vec3 LevelsPass(vec3 inputColor) {
|
||||
@ -360,7 +965,7 @@ vec3 FilmPass(vec3 inputColor) {
|
||||
else
|
||||
C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
|
||||
|
||||
vec3 F = mix(B, C, Strength);
|
||||
vec3 F = mix(B, C, Filmic_Strength);
|
||||
|
||||
F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
|
||||
|
||||
@ -396,6 +1001,39 @@ vec3 FilmPass(vec3 inputColor) {
|
||||
return Fn;
|
||||
}
|
||||
|
||||
//DPX
|
||||
const mat3 RGB = mat3(
|
||||
2.6714711726599600, -1.2672360578624100, -0.4109956021722270,
|
||||
-1.0251070293466400, 1.9840911624108900, 0.0439502493584124,
|
||||
0.0610009456429445, -0.2236707508128630, 1.1590210416706100
|
||||
);
|
||||
const mat3 XYZ = mat3(
|
||||
0.5003033835433160, 0.3380975732227390, 0.1645897795458570,
|
||||
0.2579688942747580, 0.6761952591447060, 0.0658358459823868,
|
||||
0.0234517888692628, 0.1126992737203000, 0.8668396731242010
|
||||
);
|
||||
vec3 DPXPass(vec3 inputColor)
|
||||
{
|
||||
vec3 input = inputColor.rgb;
|
||||
|
||||
vec3 B = input;
|
||||
B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast);
|
||||
vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0)));
|
||||
B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
|
||||
|
||||
float value = max(max(B.r, B.g), B.b);
|
||||
vec3 color = B / value;
|
||||
color = pow(abs(color), 1. / vec3(Colorfulness));
|
||||
|
||||
vec3 c0 = color * value;
|
||||
c0 *= (XYZ, c0);
|
||||
float luma = dot(c0, vec3(0.30, 0.59, 0.11));
|
||||
c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
|
||||
c0 *= (RGB, c0);
|
||||
|
||||
return mix(input, c0, DPX_Strength);
|
||||
}
|
||||
|
||||
//Lift Gamma Gain
|
||||
|
||||
vec3 LiftGammaGainPass(vec3 colorInput)
|
||||
@ -513,10 +1151,13 @@ vec3 HDRPass(sampler2D tex, vec2 pos) {
|
||||
|
||||
void main()
|
||||
{
|
||||
//Bloom
|
||||
vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
|
||||
#if (adjust_bloom == 1)
|
||||
bloom *= bloomFactor;
|
||||
#endif
|
||||
|
||||
//HDR and LumaShapening
|
||||
#if (HDRpassing == 1)
|
||||
passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
|
||||
#endif
|
||||
@ -527,44 +1168,64 @@ void main()
|
||||
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
|
||||
passPixelColor0.xyz += vec3(smask);
|
||||
#endif
|
||||
|
||||
// Do not edit this
|
||||
vec3 color = (passPixelColor0.xyz);
|
||||
color += bloom;
|
||||
//++++++++++++++++++++++++++++++++++
|
||||
|
||||
// Tonemapping
|
||||
#if (Tone_map == -1)
|
||||
color = clamp(color*Exposure, 0.0, 1.0);
|
||||
#elif (Tone_map == 0)
|
||||
color = BotWToneMap(color);
|
||||
#elif (Tone_map == 1)
|
||||
color = ReshadeToneMap(color);
|
||||
#elif (Tone_map == 2)
|
||||
color = linearToneMapping(color);
|
||||
#elif (Tone_map == 3)
|
||||
color = simpleReinhardToneMapping(color);
|
||||
#elif (Tone_map == 4)
|
||||
color = lumaBasedReinhardToneMapping(color);
|
||||
#elif (Tone_map == 5)
|
||||
color = whitePreservingLumaBasedReinhardToneMapping(color);
|
||||
#elif (Tone_map == 6)
|
||||
color = RomBinDaHouseToneMapping(color);
|
||||
#elif (Tone_map == 7)
|
||||
color = filmicToneMapping(color);
|
||||
#elif (Tone_map == 8)
|
||||
color = Uncharted2ToneMapping(color);
|
||||
#elif (tone_mapping == 9)
|
||||
color = ACESFilm(color);
|
||||
#endif
|
||||
|
||||
// Levels Control if we tone map to 16-235 , 0 - 255 or usr defined range.
|
||||
#if (blacknwhitepass == 1)
|
||||
color = LevelsPass(color);
|
||||
#endif
|
||||
#if (Tone_map == 1)
|
||||
color = ReshadeToneMap(color);
|
||||
#endif
|
||||
#if (Tone_map == 2)
|
||||
color = linearToneMapping(color);
|
||||
#endif
|
||||
#if (Tone_map == 3)
|
||||
color = simpleReinhardToneMapping(color);
|
||||
#endif
|
||||
#if (Tone_map == 4)
|
||||
color = lumaBasedReinhardToneMapping(color);
|
||||
#endif
|
||||
#if (Tone_map == 5)
|
||||
color = whitePreservingLumaBasedReinhardToneMapping(color);
|
||||
#endif
|
||||
#if (Tone_map == 6)
|
||||
color = RomBinDaHouseToneMapping(color);
|
||||
#endif
|
||||
#if (Tone_map == 7)
|
||||
color = filmicToneMapping(color);
|
||||
#endif
|
||||
#if (Tone_map == 8)
|
||||
color = Uncharted2ToneMapping(color);
|
||||
#endif
|
||||
#if (tone_mapping == 9)
|
||||
color = ACESFilm(color);
|
||||
|
||||
// Color matrix
|
||||
#if (cmatrix == 1)
|
||||
color = ColorMatrixPass(color);
|
||||
#endif
|
||||
|
||||
|
||||
// Post Processing
|
||||
#if (Tech == 1)
|
||||
color = TechnicolorPass(color);
|
||||
#endif
|
||||
#if (Techine == 1)
|
||||
color = Technicolor2(color);
|
||||
#endif
|
||||
#if (post_process == 0)
|
||||
color = BotWVibrance(color);
|
||||
#endif
|
||||
#if (post_process == 1)
|
||||
color = Contrasty(color);
|
||||
#endif
|
||||
#if (dpxpass == 1)
|
||||
color = DPXPass(color);
|
||||
#endif
|
||||
#if (Filmicpass == 1)
|
||||
color = FilmPass(color);
|
||||
#endif
|
||||
@ -579,3 +1240,15 @@ void main()
|
||||
#endif
|
||||
passPixelColor0 = vec4(color, passParameterSem0.w);
|
||||
}
|
||||
//##########################################################
|
||||
// Possible problems
|
||||
// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
|
||||
// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
|
||||
// Clarity GFX
|
||||
// Credit to Jamie for main coding.
|
||||
// Credit to Kiri coding & Reshade logic.
|
||||
// Credit to Crementif for Help.
|
||||
// Credit to Serfrost for preset values.
|
||||
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
|
||||
// v 2.2 Final
|
||||
// Add 1.4.0 support
|
@ -1,8 +1,8 @@
|
||||
============================================
|
||||
|
||||
1. Open the Preset folder and then open a preset of your choice in a text editor. Copy the text.
|
||||
1. Open the 37040a485a29d54e_00000000000003c9_ps
|
||||
|
||||
2. Go back to the main folder and open the original [shaderID_ps.txt] then replace the all of the text. Save.
|
||||
2. Pick preset or make your own.
|
||||
|
||||
3. Enable the pack in Cemu in order to test the preset.
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user