Bruz Preset updated with his final .
This commit is contained in:
Jamie 2018-02-10 18:56:48 -08:00
parent 3ae2504dc8
commit efd96062f9

View File

@ -133,10 +133,10 @@ float DPX_Strength = 0.20;
#elif (Preset == 1)
#define adjust_bloom 1
const float bloomFactor = 0.30;
#define HDRpassing 1
float HDRPower = 1.15;
float radius1 = 0.793;
float radius2 = 0.87;
#define HDRpassing 0
float HDRPower = 1.00;
float radius1 = 1.00;
float radius2 = 0.80;
#define lumapassing 1
float sharp_strength = 0.45;
float sharp_clamp = 0.085;
@ -149,7 +149,7 @@ float DPX_Strength = 0.20;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
const float crushContrast = 0.000;
#define post_process 0
#define post_process 1
const float satFactor = 0.25;
#define blacknwhitepass 1
const int BlackPoint = 3;
@ -157,21 +157,21 @@ float DPX_Strength = 0.20;
#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(1.100, 1.100, 1.100);
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 1
const float Power = 8.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
float Strength = 0.30;
float Strength = 0.3;
#define Techine 1
float Technicolor2_Red_Strength = 0.15;
float Technicolor2_Green_Strength = 0.0;
float Technicolor2_Blue_Strength = 0.1;
float Technicolor2_Brightness = 1.0;
float Technicolor2_Strength = 1.0;
float Technicolor2_Saturation = 0.80;
float Technicolor2_Red_Strength = 0.0;
float Technicolor2_Green_Strength = -0.1;
float Technicolor2_Blue_Strength = 0.05;
float Technicolor2_Brightness = 0.0;
float Technicolor2_Strength = 2.0;
float Technicolor2_Saturation = 1.3; //1.13 to completely fix lava
#define cmatrix 0
vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
@ -185,10 +185,10 @@ float DPX_Strength = 0.20;
const float Fade = 0.0;
const float Linearization = 1.0;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Saturation = -0.3;
const float BaseCurve = 1.5;
const float BaseGamma = 1.0;
const float EffectGamma = 0.68;
const float EffectGamma = 0.68;(edited)
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);