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https://github.com/cemu-project/cemu_graphic_packs.git
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ClarityGFX
Added Luma RGB sliders to change colors per RGB channel.
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@ -19,7 +19,7 @@
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// Credit to Serfrost for preset values.
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// Credit to Serfrost for preset values.
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// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// Changelog v0.3
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// Changelog v0.4
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//##########################################################
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//##########################################################
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@ -31,15 +31,19 @@ const float scale = 255.0/(255.0-0.0);
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//##########################################################
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//##########################################################
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// Contrast, saturation, Gamma , Vibrance , Defog.
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// Contrast, saturation, Gamma , Vibrance , Defog.
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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//Adjustable Values:
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//Adjustable Values:
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const float con = 0.50; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
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const float sat = 0.00; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
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const float gamma = 1.43; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work
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const float vibrance = 0.012; // [0.0 ~ 1.5} [0.0 Default] Vibrance Adjustment - or + values work
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const float defog = 0.12; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."
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const float con = 0.50; // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
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const float sat = 0.00; // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
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const float gamma = 1.43; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work
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const float vibrance = 0.012; // [0.0 ~ 1.5} [0.0 Default] Vibrance Adjustment - or + values work
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const float defog = 0.12; // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."
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const float blacklift = -0.010; // [0.0 ~ 1.5] [0.0 Default] Blacklifting Adjustment - or + values work
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//Luma Values for changing color. Machinima tool mostly.
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const float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
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const float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
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const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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//End of adjustable values
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//End of adjustable values
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@ -47,9 +51,10 @@ const float defog = 0.12; // [0.0 ~ 1.0] [0.0 Default] How much of the far dis
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//###########################################################
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//###########################################################
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//Do not edit under this line.
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//Do not edit under this line.
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const float brt = 0.00;
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const float exposure = 0.00;
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const float exposure = 0.00;
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const float Bleach = 0.0;
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const float Bleach = 0.0;
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float brt = 1.0;
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color";
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color";
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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@ -214,9 +219,15 @@ R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 color = (passPixelColor0.xyz);
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vec3 color = (passPixelColor0.xyz);
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const vec3 diffcolor = vec3(1.0, 1.0, 1.0);
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vec3 diffcolor = vec3(1.0, 1.0, 1.0);
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color = TonemapPass(color);
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color = TonemapPass(color);
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vec3(color - 0.5) * con + 0.5 + brt;
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color * brt;
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vec3 intensity = vec3(dot(color, LumCoeff));
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vec3 satColor = mix(intensity, color, 1.);
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vec3 conColor = mix(AvgLumin, satColor, con);
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color = max(vec3(0.0), color - vec3(blacklift));
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vec3(pow(abs(color.r), gamma),pow(abs(color.g), gamma),pow(abs(color.b), gamma));
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vec3(pow(abs(color.r), gamma),pow(abs(color.g), gamma),pow(abs(color.b), gamma));
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float luminance = color.r*0.2125 + color.g*0.7154 + color.b*0.0721;
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float luminance = color.r*0.2125 + color.g*0.7154 + color.b*0.0721;
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float mn = min(min(color.r, color.g), color.b);
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float mn = min(min(color.r, color.g), color.b);
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@ -224,6 +235,8 @@ float mx = max(max(color.r, color.g), color.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx)/2.0);
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vec3 lightness = vec3((mn + mx)/2.0);
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color = mix(color, mix(color, lightness, -vibrance), sat);
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color = mix(color, mix(color, lightness, -vibrance), sat);
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vec3((color - 0.5) * con + 0.5 + brt);
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color = vec3(conColor);
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color = (color.xyz - floor) * scale;
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color = (color.xyz - floor) * scale;
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passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
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passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
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}
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}
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