Fixed over saturation and made shadows darker.

This commit is contained in:
CellHunter 2018-02-20 21:08:02 -06:00 committed by Michael
parent 9003c2a89e
commit 327f440dd9

View file

@ -663,17 +663,17 @@ float DPX_Strength = 0.20;
#define adjust_bloom 1
const float bloomFactor = 0;
#define HDRpassing 1
const float HDRPower = 1.450;
const float radius1 = 1.305;
const float radius2 = 1.325;
const float HDRPower = 1.215;
const float radius1 = 1.115;
const float radius2 = 1.145;
#define lumapassing 1
const float sharp_strength = 0.85;
const float sharp_clamp = 0.75;
const float offset_bias = 1.20;
#define Tone_map 0
const float sharp_strength = 0.75;
const float sharp_clamp = 0.85;
const float offset_bias = 1.0;
#define Tone_map 8
const float Exposure = 1.17;
const float Bleach = 0.5;
const float Gamma = 1.05;
const float Bleach = 0.0;
const float Gamma = 1.00;
const float defog = 0.00;
vec3 FogColor = vec3(1.0, 1.0, 1.0);
const float sat = 0.000;
@ -683,13 +683,13 @@ float DPX_Strength = 0.20;
#define blacknwhitepass 0
const int BlackPoint = 16;
const int WhitePoint = 235;
#define lggpass 0
vec3 RGB_Lift = vec3(0.990, 0.990, 0.990);
vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
#define lggpass 1
vec3 RGB_Lift = vec3(0.990, 0.975, 1.000);
vec3 RGB_Gamma = vec3(0.990, 0.975, 1.000);
vec3 RGB_Gain = vec3(0.990, 0.975, 1.000);
#define vibpass 1
const float Vibrance = 0.195;
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
const float Vibrance = 0.215;
vec3 VibranceRGBBalance = vec3(0.65, 0.85, 1.0);
#define Tech 0
const float Power = 4.0;
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
@ -706,24 +706,24 @@ float DPX_Strength = 0.20;
vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
float CM_Strength = 1.0;
#define CurvesPss 0
const float Contrast = 0.65;
#define CurvesPss 1
const float Contrast = 0.135;
#define Filmicpass 0
const float Filmic_Contrast = 1.0;
const float Filmic_Contrast = 0.97;
const float Filmic_Bleach = 0.0;
const float Saturation = -0.15;
const float Filmic_Strength = 0.85;
const float Fade = 0.4;
const float Linearization = 0.5;
const float Filmic_Strength = 0.65;
const float Fade = 0.2;
const float Linearization = 0.7;
const float BaseCurve = 1.5;
const float BaseGamma = 1.00;
const float BaseGamma = 0.90;
const float EffectGamma = 0.68;
#define dpxpass 0
vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
vec3 RGB_C = vec3(0.36, 0.36, 0.34);
float DPX_Contrast = 0.1;
float DPX_Saturation = 2.0;
float Colorfulness = 1.5;
float DPX_Saturation = 3.0;
float Colorfulness = 2.5;
float DPX_Strength = 0.20;
#endif
//###########################################################