From fa2ff586bda163b772dba53165cf389948e00edb Mon Sep 17 00:00:00 2001 From: NAVras-Z Date: Fri, 20 Oct 2017 12:23:51 +0800 Subject: [PATCH] [Botw] contrasty remove custom tone mapping not mess with it before understanding what the original does --- .../bd8bba59e2149449_00000000000003c9_ps.txt | 36 ------------------- 1 file changed, 36 deletions(-) diff --git a/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt index 4c5e52d7..3c221fd6 100644 --- a/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt +++ b/Enhancement/BreathOfTheWild_ColorTweak/bd8bba59e2149449_00000000000003c9_ps.txt @@ -6,9 +6,6 @@ //----------------------------settings------------------------------------- -#define tone_mapping 0 -//0 is game original, 1 is ACES Filmic, 2 is from SweetFX, -1 disable (not recommended). - #define only_adjustbloom 0 //0 false, 1 true: all features except 'adjustable bloom' in contrasty will be disabled. -1 disable all of the contrasty. @@ -86,7 +83,6 @@ R126f.z = fColour.z; PV0f.xyz = fColour; #endif -#if (tone_mapping == 0) // 1 tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0)); PV1f.x = tempf.x; @@ -170,38 +166,6 @@ PV1f.w = R123f.w; R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w); R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w); R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w); -#endif - -#if (tone_mapping == 1) -R0f.xyz = PV0f.xyz * intBitsToFloat(0x3f2aaaab); -R0f.xyz = (R0f.xyz*(2.51*R0f.xyz+0.03))/(R0f.xyz*(2.43*R0f.xyz+0.59)+0.14); -R0f.xyz = clamp(R0f.xyz,0.0,1.0); -#endif - -#if (tone_mapping == 2) -//dummy -const float Saturation = 0.00; // [-1.0 ~ 1.0] Saturates Colors -const float Bleach = 0.0; - -vec3 color = PV0f.xyz; -color *= intBitsToFloat(0x3f2aaaab); // Exposure -const vec3 coefLuma = vec3(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c)); -float lum = dot(coefLuma, color); - -float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0); -vec3 A2 = Bleach * color; - -vec3 result1 = 2.0f * color * lum; -vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color); - -vec3 newColor = mix(result1, result2, L); -vec3 mixRGB = A2 * newColor; -color += ((1.0f - A2) * mixRGB); - -vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0))); -vec3 diffcolor = color - middlegray; -R0f.xyz = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation -#endif // export passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);