From fba6a5c07fcea7208f6d9969e3d44ac721ee0a85 Mon Sep 17 00:00:00 2001 From: getdls Date: Mon, 1 Jan 2018 16:30:02 +0100 Subject: [PATCH] [WW] Fix missing AO on high res, tweak colour logic tweak colour logic Destructive operations (truncation) should be performed as late as possible Fix missing AO on high res Light bleed fix offsets the scaling * Any sub res should scale x2 * Any actual tv res fx should not --- .../ff71dcd2ad4defdc_00000000000003c9_ps.txt | 7 ++++--- .../WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt | 4 ++-- .../WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt | 4 ++-- 3 files changed, 8 insertions(+), 7 deletions(-) diff --git a/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt index 8bfada7b..18294bbe 100644 --- a/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt +++ b/Enhancement/WindWakerHD_GC_colour/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -6,13 +6,13 @@ const float resScale = 4.0; //old contrasty, or just copy paste clarity const float gamma = 0.85; // 1.0 is neutral Botw is already colour graded at this stage -const float exposure = 1.03; // 1.0 is neutral -const float vibrance = 0.02; // 0.0 is neutral +const float exposure = 1.02; // 1.0 is neutral +const float vibrance = 0.015; // 0.0 is neutral const float crushContrast = 0.00; // 0.0 is neutral. Use small increments, loss of shadow detail vec3 contrasty(vec3 colour){ vec3 fColour = (colour.xyz); - fColour = max(vec3(0.0), fColour - vec3(crushContrast)); + fColour = clamp(exposure * fColour, 0.0, 1.0); fColour = pow(fColour, vec3(1.0 / gamma)); float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114; @@ -22,6 +22,7 @@ vec3 contrasty(vec3 colour){ vec3 lightness = vec3((mn + mx) / 2.0); // vibrance fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat); + fColour = max(vec3(0.0), fColour - vec3(crushContrast)); return fColour; } diff --git a/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt index 6b212cb9..60543c52 100644 --- a/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt +++ b/Source/WindWakerHD/d283b9338c6b10c5_0000000000000000_vs.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0*2.0); +$scaleFactorX = always_decimal_format($fullWidth / 1920.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0); ?> #version 420 #extension GL_ARB_texture_gather : enable diff --git a/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt index 28609a1a..371c620b 100644 --- a/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt +++ b/Source/WindWakerHD/ff71dcd2ad4defdc_00000000000003c9_ps.txt @@ -2,8 +2,8 @@ include 'Source/functions.php'; $fullWidth = $argv[1]; $fullHeight = $argv[2]; -$scaleFactorX = always_decimal_format($fullWidth / 1920.0*2.0); -$scaleFactorY = always_decimal_format($fullHeight / 1080.0)*2.0; +$scaleFactorX = always_decimal_format($fullWidth / 1920.0); +$scaleFactorY = always_decimal_format($fullHeight / 1080.0); ?> #version 420 #extension GL_ARB_texture_gather : enable