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Fix BSoD Clarity preset
For some reason it was nowhere near his actual one Old: https://cdn.discordapp.com/attachments/292733452590120961/452188599992057856/clarity.PNG New: https://cdn.discordapp.com/attachments/292733452590120961/452188643923197955/clarity_2.PNG
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@ -199,40 +199,40 @@ float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#elif (Preset == 2)
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#elif (Preset == 2)
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#define adjust_bloom 1
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#define adjust_bloom 1
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const float bloomFactor = 0.20;
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const float bloomFactor = 0.010;
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#define HDRpassing 1
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#define HDRpassing 1
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const float HDRPower = 1.015;
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const float HDRPower = 1.085;
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const float radius1 = 0.793;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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const float radius2 = 0.87;
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#define lumapassing 1
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#define lumapassing 1
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const float sharp_strength = 0.25;
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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 sharp_clamp = 0.085;
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const float offset_bias = 1.0;
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const float offset_bias = 1.0;
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#define Tone_map 1
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#define Tone_map 8
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const float Exposure = 1.00;
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const float Exposure = 0.6;
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const float Bleach = 0.3;
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const float Bleach = 0.3;
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const float Gamma = 1.13;
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const float Gamma = 1.00;
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const float defog = 0.004;
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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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vec3 FogColor = vec3(1.0, 1.5, 1.7);
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const float sat = 0.000;
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const float sat = 0.050;
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const float crushContrast = 0.000;
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const float crushContrast = 0.000;
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#define post_process 0
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#define post_process 0
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const float satFactor = 0.25;
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const float satFactor = 0.25;
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#define blacknwhitepass 0
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#define blacknwhitepass 0
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const int BlackPoint = 16;
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const int BlackPoint = 8;
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const int WhitePoint = 235;
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const int WhitePoint = 235;
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#define lggpass 1
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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_Lift = vec3(0.994, 0.994, 0.994);
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vec3 RGB_Gamma = vec3(0.70, 0.70, 0.70);
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vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0);
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vec3 RGB_Gain = vec3(1.05, 1.05, 1.05);
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vec3 RGB_Gain = vec3(1.0, 0.990, 1.00);
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#define vibpass 1
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#define vibpass 1
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const float Vibrance = 0.150;
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const float Vibrance = 0.113;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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#define Tech 0
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const float Power = 4.0;
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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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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.20;
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float Strength = 0.20;
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#define Techine 1
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#define Techine 0
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const float Technicolor2_Red_Strength = 0.000;
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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_Green_Strength = 0.000;
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const float Technicolor2_Blue_Strength = 0.000;
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const float Technicolor2_Blue_Strength = 0.000;
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@ -244,12 +244,12 @@ float DPX_Strength = 0.20;
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 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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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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float CM_Strength = 1.0;
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#define CurvesPss 1
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#define CurvesPss 0
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const float Contrast = 0.65;
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const float Contrast = 0.65;
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#define Filmicpass 0
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#define Filmicpass 1
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const float Filmic_Contrast = 1.0;
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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 Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float Saturation = 0.0;
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const float Filmic_Strength = 0.85;
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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 Fade = 0.4;
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const float Linearization = 0.5;
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const float Linearization = 0.5;
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