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https://github.com/cemu-project/cemu_graphic_packs.git
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ClarityGFX
Updated Values, moved to new format, minor correcitons.
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@ -15,113 +15,112 @@
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// Add 1.4.0 support
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//##########################################################
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#define adjust_bloom 1 // 0: disable, 1: enable.
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#define adjust_bloom 1 // 0: disable, 1: enable.
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//BloomFactor
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float bloomFactor = 0.010; //Default is 0.020 (rough estimate based on Switch)
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const float bloomFactor = 0.010; // Default is 0.020 (rough estimate based on Switch)
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#define HDRpassing 0 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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float radius2 = 0.87; // 0.0 to 8.0 Default 0.87 "Raising this seems to make the effect stronger and also brighter."
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#define HDRpassing 1 // 0: disable, 1: enable.
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//Fake High Dynamic Range.
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uniform float HDRPower = 1.085; // 0.0 to 8.0 Default 1.30.
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uniform float radius1 = 0.793; // 0.0 to 8.0 Default 0.793
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uniform float radius2 = 0.87; // 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 0 // 0: disable, 1: enable.
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//LumaShapening
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float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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float sharp_clamp = 0.085; //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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#define lumapassing 1 // 0: disable, 1: enable.
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//LumaShapening
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uniform float sharp_strength = 0.25; //[0.10 to 3.00] Strength of the sharpening Default is 0.65
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uniform float sharp_clamp = 0.085; //[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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float offset_bias = 1.0; //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//Advanced sharpening settings
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uniform 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 2 // 0: disable, 1-8: enable.
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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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// lumaBasedReinhardToneMapping Option 4
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// whitePreservingLumaBasedReinhardToneMapping Option 5
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// RomBinDaHouseToneMapping Option 6
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// filmicToneMapping Option 7
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// Uncharted2ToneMapping Option 8
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//Reshade ToneMap Controls
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float Bleach = 0.3; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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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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float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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#define Tone_map 4 // 0: disable, 1-8: enable.
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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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// lumaBasedReinhardToneMapping Option 4
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// whitePreservingLumaBasedReinhardToneMapping Option 5
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// RomBinDaHouseToneMapping Option 6
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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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uniform float Exposure = 0.6; // [0.0, 1.0+] Adjust exposure
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uniform float Bleach = 0.00; // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
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uniform 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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uniform float sat = 0.050; // "Adjust saturation" min -1.0 max 1.0 Default 0.0
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#define blacknwhitepass 1 // 0: disable, 1: enable.
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//Levels Control
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const int BlackPoint = 6; //[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 = 255; //[0, 255] The new white point. Everything brighter than this becomes completely white
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#define blacknwhitepass 0 // 0: disable, 1: enable.
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//Levels Control
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const int BlackPoint = 6; // [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 = 255; // [0, 255] The new white point. Everything brighter than this becomes completely white
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#define lggpass 0 // 0: disable, 1: enable.
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#define lggpass 1 // 0: disable, 1: enable.
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//Lift Gamma Gain
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vec3 RGB_Lift = vec3(0.98, 0.98, 0.93); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3(0.95, 0.95, 0.90); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3(0.99, 0.99, 0.94); //[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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vec3 RGB_Lift = vec3(1.0, 1.00, 1.00); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
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vec3 RGB_Gamma = vec3( .899, 1.00, 1.00); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
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vec3 RGB_Gain = vec3( .899, 1.00, 1.00); // [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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float Vibrance = 0.013; // "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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uniform float Vibrance = 0.013; // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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vec3 VibranceRGBBalance = vec3(1.00, 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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#define Tech 1
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#define Tech 0
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//Technicolor
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float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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uniform float Power = 4.0; // Min 0.0 Max 8.0 Default 4.0
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic
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#define Techine 0 // 0: disable, 1: enable.
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#define Techine 1 // 0: disable, 1: enable.
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//Technicolor2
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float Technicolor2_Red_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Green_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Blue_Strength = 0.51; // "Higher means darker and more intense colors." Default 0.2
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float Technicolor2_Brightness = 1.75; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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float Technicolor2_Strength = 0.80; // Default is 1.0
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float Technicolor2_Saturation = 0.20; // Default is 1.0
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uniform float Technicolor2_Red_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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uniform float Technicolor2_Green_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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uniform float Technicolor2_Blue_Strength = 0.0; // "Higher means darker and more intense colors." Default 0.2
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uniform float Technicolor2_Brightness = 0.0; // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
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uniform float Technicolor2_Strength = 0.0; // Default is 1.0
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uniform float Technicolor2_Saturation = 0.660; // Default is 1.0
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//Curves / Filmic Pass Contrast
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#define CurvesPss 0 // 0: disable, 1: enable.
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float Contrast = 0.750;
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#define CurvesPss 0 // 0: disable, 1: enable.
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uniform float Contrast = 0.750;
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// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
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#define Filmicpass 0 // 0: disable, 1: enable.
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#define Filmicpass 1 // 0: disable, 1: enable.
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//Filmic Pass
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float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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float Linearization = 0.7; // min 0.5 max 2.0 Default 0.5
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float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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uniform float Strength = 0.85; // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
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uniform float Fade = 0.4; // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
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uniform float Linearization = 0.75; // min 0.5 max 2.0 Default 0.5
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uniform float Saturation = -0.15; // min -1.0 max 1.0 Default -0.15
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float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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float BaseCurve = 1.1; // min 0.0 max 2.0 Default 1.5
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uniform float RedCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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uniform float GreenCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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uniform float BlueCurve = 1.0; // min 0.0 max 2.0 Default 1.0
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uniform float BaseCurve = 1.5; // min 0.0 max 2.0 Default 1.5
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float BaseGamma = 0.98; // min 0.7 max 2.0 Default 1.0
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float EffectGamma = 0.97; // min 0.0 max 2.0 Default 0.68
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float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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uniform float BaseGamma = 1.0; // min 0.7 max 2.0 Default 1.0
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uniform float EffectGamma = 0.68; // min 0.0 max 2.0 Default 0.68
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uniform float EffectGammaR = 1.0; // min 0.0 max 2.0 Default 1.0
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uniform float EffectGammaG = 1.0; // min 0.0 max 2.0 Default 1.0
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uniform float EffectGammaB = 1.0; // min 0.0 max 2.0 Default 1.0
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//###########################################################
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//Do not edit under this line.
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float getL601(vec3 rgb) {
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return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
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}
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float getL709(vec3 rgb) {
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return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
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}
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uniform ivec4 uf_remappedPS[1];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom
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layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if (v == 0x7FFFFFFF)
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return floatBitsToInt(1.0);
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else if (v == 0xFFFFFFFF)
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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float mul_nonIEEE(float a, float b) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; }
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//ToneMapping
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@ -211,6 +210,16 @@ vec3 ReshadeToneMap(vec3 inputColor) {
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return color;
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}
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vec3 ACESFilm(vec3 color) {
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color *= Exposure;
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float Lumn = getL709(color);
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vec4 tm = vec4(color, Lumn);
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tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
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vec3 cpre = tm.w / Lumn * color;
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vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
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return colorldr;
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}
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//Curves
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vec3 CurvesPass(vec3 inputColor) {
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@ -393,13 +402,13 @@ vec3 LiftGammaGainPass(vec3 colorInput)
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
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// -- Gain --
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// -- Gain --
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color *= RGB_Gain;
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// -- Gamma --
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color = pow(color, 1.0 / RGB_Gamma); //Gamma
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// -- Return output --
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// -- Return output --
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return clamp(color, 0.0, 1.0);
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}
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@ -414,7 +423,7 @@ vec3 VibrancePass(vec3 color) {
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float color_saturation = max_color - min_color; // The difference between the two is the saturation
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
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color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
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@ -451,7 +460,7 @@ float lumasharping(sampler2D tex, vec2 pos) {
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot
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float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
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@ -498,126 +507,20 @@ vec3 HDRPass(sampler2D tex, vec2 pos) {
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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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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vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
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#if (adjust_bloom == 1)
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bloom *= bloomFactor;
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#endif
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#if (HDRpassing == 1)
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R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
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passPixelColor0.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy).xyz;
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#endif
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#if (HDRpassing == 0)
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R0f.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
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passPixelColor0.xyz = texture(textureUnitPS1, passParameterSem0.xy).xyz;
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#endif
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#if (lumapassing == 1)
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float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
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R0f.xyz += vec3(smask);
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passPixelColor0.xyz += vec3(smask);
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#endif
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// -- Original shader code
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// 0
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R126f.x = R1f.x + R0f.x;
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PV0f.x = R126f.x;
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R127f.y = R1f.y + R0f.y;
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PV0f.y = R127f.y;
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R126f.z = R1f.z + R0f.z;
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PV0f.z = R126f.z;
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R125f.w = 1.0;
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// 1
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tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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// 2
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R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b);
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PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b);
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R126f.w = 1.0 / PV1f.x;
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PS0f = R126f.w;
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// 3
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PS1f = exp2(PV0f.y);
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// 4
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PV0f.x = -(PS1f)+1.0;
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PS0f = exp2(R127f.x);
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// 5
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R127f.x = -(PS0f)+1.0;
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R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
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PV1f.z = PV0f.x * R126f.w;
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PS1f = exp2(R127f.w);
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// 6
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backupReg0f = R126f.x;
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backupReg1f = R127f.z;
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R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
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PV0f.y = -(PS1f)+1.0;
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R127f.z = mul_nonIEEE(R126f.z, PV1f.z);
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PV0f.z = R127f.z;
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R127f.w = mul_nonIEEE(R127f.y, PV1f.z);
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PV0f.w = R127f.w;
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PS0f = exp2(backupReg1f);
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// 7
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PV1f.x = R127f.x + -(PV0f.w);
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PV1f.y = PV0f.y + -(PV0f.z);
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PV1f.w = -(PS0f)+1.0;
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// 8
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backupReg0f = R127f.z;
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R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w);
|
||||
R127f.x = clamp(R127f.x, 0.0, 1.0);
|
||||
PV0f.x = R127f.x;
|
||||
PV0f.y = PV1f.w + -(R126f.x);
|
||||
R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f);
|
||||
R127f.z = clamp(R127f.z, 0.0, 1.0);
|
||||
PV0f.z = R127f.z;
|
||||
// 9
|
||||
backupReg0f = R126f.x;
|
||||
R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f);
|
||||
R126f.x = clamp(R126f.x, 0.0, 1.0);
|
||||
PV1f.x = R126f.x;
|
||||
PV1f.w = max(PV0f.x, PV0f.z);
|
||||
// 10
|
||||
tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0)));
|
||||
PV0f.x = tempf.x;
|
||||
PV0f.y = tempf.x;
|
||||
PV0f.z = tempf.x;
|
||||
PV0f.w = tempf.x;
|
||||
R126f.z = max(PV1f.x, PV1f.w);
|
||||
PS0f = R126f.z;
|
||||
// 11
|
||||
backupReg0f = R127f.x;
|
||||
backupReg1f = R127f.z;
|
||||
R127f.x = R126f.x + -(PS0f);
|
||||
R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0);
|
||||
PV1f.y = R123f.y;
|
||||
R127f.z = backupReg0f + -(PS0f);
|
||||
R125f.w = backupReg1f + -(PS0f);
|
||||
// 12
|
||||
R123f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
|
||||
PV0f.x = R123f.x;
|
||||
// 13
|
||||
R0f.x = (mul_nonIEEE(R127f.x, PV0f.x) + R126f.z);
|
||||
R0f.y = (mul_nonIEEE(R127f.z, PV0f.x) + R126f.z);
|
||||
R0f.z = (mul_nonIEEE(R125f.w, PV0f.x) + R126f.z);
|
||||
|
||||
// -- End original shader code
|
||||
|
||||
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
|
||||
|
||||
vec3 color = (passPixelColor0.xyz);
|
||||
color += bloom;
|
||||
#if (Tone_map == 1)
|
||||
@ -644,6 +547,9 @@ void main()
|
||||
#if (Tone_map == 8)
|
||||
color = Uncharted2ToneMapping(color);
|
||||
#endif
|
||||
#if (tone_mapping == 9)
|
||||
color = ACESFilm(color);
|
||||
#endif
|
||||
#if (blacknwhitepass == 1)
|
||||
color = LevelsPass(color);
|
||||
#endif
|
||||
@ -665,5 +571,5 @@ void main()
|
||||
#if (vibpass == 1)
|
||||
color = VibrancePass(color);
|
||||
#endif
|
||||
passPixelColor0 = vec4(color, R0f.w);
|
||||
passPixelColor0 = vec4(color, passParameterSem0.w);
|
||||
}
|
Loading…
Reference in New Issue
Block a user