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https://github.com/cemu-project/cemu_graphic_packs.git
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[BotW] Add Survival of the Wild clarity presets
Made by Silentverge, GameBanana link can be found here https://gamebanana.com/gamefiles/9921
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@ -32,6 +32,8 @@
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// Serfrost Preset (Dim Display) 9
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// Serfrost Preset (Default) 10
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// ViskClarity Preset 11
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// Survival of the Wild Preset (Warmer) 12
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// Survival of the Wild Preset (Colder) 13
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//##########################################################
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@ -849,6 +851,7 @@ float DPX_Strength = 0.20;
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float DPX_Strength = 0.20;
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#elif (Preset == 11) //ViskClarity
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#define adjust_bloom 1
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const float bloomFactor = 4.050;
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#define HDRpassing 1
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@ -914,6 +917,142 @@ float DPX_Strength = 0.20;
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float DPX_Saturation = 0.8;
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float Colorfulness = 0.8;
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float DPX_Strength = 0.50;
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#elif (Preset == 12) //Survival of the Wild (Warmer)
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#define adjust_bloom 1
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const float bloomFactor = 0.75;
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#define HDRpassing 1
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const float HDRPower = 1.20;
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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 = 0.15;
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const float sharp_clamp = 0.35;
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const float offset_bias = 0.1;
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#define Tone_map 0
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const float Exposure = 1.17;
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const float Bleach = 0.0;
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const float Gamma = 0.97;
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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 = 0.0;
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const float crushContrast = 0.00;
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#define post_process 0
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const float satFactor = 0.07;
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#define blacknwhitepass 0
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const int BlackPoint = 0;
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const int WhitePoint = 245;
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.0, 1.0, 1.0);
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vec3 RGB_Gamma = vec3(0.95, 0.95, 0.95);
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vec3 RGB_Gain = vec3(1.0, 1.0, 1.0);
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#define vibpass 1
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const float Vibrance = 3.0;
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vec3 VibranceRGBBalance = vec3(0.102656, 0.050158, 0.102186);
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#define Tech 0
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const float Power = 5.0;
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vec3 RGBNegativeAmount = vec3(0.98, 0.98, 0.98);
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float Strength = 0.10;
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#define Techine 0
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float Technicolor2_Red_Strength = -0.10;
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float Technicolor2_Green_Strength = -0.09;
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float Technicolor2_Blue_Strength = 0.05;
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float Technicolor2_Brightness = 0.5;
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float Technicolor2_Strength = 1.2;
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float Technicolor2_Saturation = 1.1;
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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 = 0.25;
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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 = -0.17;
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const float Filmic_Strength = 0.48;
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const float Fade = 0.08;
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const float Linearization = 1.0;
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const float BaseCurve = 1.0;
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const float BaseGamma = 1.0;
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const float EffectGamma = 1.68;
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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 = 0.5;
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float DPX_Saturation = 3.0;
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float Colorfulness = 1.0;
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float DPX_Strength = 0.10;
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#elif (Preset == 13) //Survival of the Wild (Colder)
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#define adjust_bloom 1
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const float bloomFactor = 0.75;
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#define HDRpassing 0
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const float HDRPower = 1.20;
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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 = 0.22;
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const float sharp_clamp = 0.35;
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const float offset_bias = 0.05;
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#define Tone_map 0
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const float Exposure = 1.17;
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const float Bleach = 0.0;
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const float Gamma = 0.97;
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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 = 0.0;
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const float crushContrast = 0.00;
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#define post_process 0
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const float satFactor = 0.07;
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#define blacknwhitepass 0
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const int BlackPoint = 0;
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const int WhitePoint = 245;
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#define lggpass 1
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vec3 RGB_Lift = vec3(1.0, 1.0, 1.0);
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vec3 RGB_Gamma = vec3(0.93, 0.93, 0.93);
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vec3 RGB_Gain = vec3(1.0, 1.0, 1.0);
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#define vibpass 1
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const float Vibrance = 2.0;
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vec3 VibranceRGBBalance = vec3(0.142656, 0.000158, 0.172186);
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#define Tech 0
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const float Power = 5.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.10;
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#define Techine 1
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float Technicolor2_Red_Strength = -0.10;
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float Technicolor2_Green_Strength = -0.09;
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float Technicolor2_Blue_Strength = 0.05;
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float Technicolor2_Brightness = 0.30;
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float Technicolor2_Strength = 1.2;
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float Technicolor2_Saturation = 1.1;
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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 = 0.1;
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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 = -0.17;
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const float Filmic_Strength = 0.48;
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const float Fade = 0.08;
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const float Linearization = 1.0;
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const float BaseCurve = 1.0;
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const float BaseGamma = 1.0;
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const float EffectGamma = 1.68;
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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 = 0.5;
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float DPX_Saturation = 3.0;
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float Colorfulness = 1.0;
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float DPX_Strength = 0.10;
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#endif
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@ -49,6 +49,14 @@ $preset:int = 4
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name = Filmic Preset
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$preset:int = 6
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[Preset]
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name = Survival of the Wild Preset (Warmer)
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$preset:int = 12
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[Preset]
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name = Survival of the Wild Preset (Colder)
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$preset:int = 13
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[Preset]
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name = User-Defined Preset
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$preset:int = 0
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