May 26, 20188 yr 6 minutes ago, RXP said: yes we could also add a 'sharpen' shader in the pack as the necessary information is already available, but this is not offered in the code I've published in this discussion. The same with 'god rays' and similar effects. Adjustable contrast and sharpening shaders would be awesome! I'll keep watching this topic for sure.
May 26, 20188 yr @RXP vec3(-0.10,-0.10, 1.10)); Changed this. About these : //rgb = PostProcessWarmth(rgb); //rgb = PostProcessSaturation(rgb, 1.15); rgb = PostProcessVibrancy(rgb, 1.1); Can i enable all of them ? Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
May 26, 20188 yr Author each 'PostProcess' is cumulative, one call changes the RGB values, the next call changes the RGB values furthermore. These were designed to be mutually exclusive (you either saturate or add vibrancy or warmth).
May 26, 20188 yr Oh ok. I reduce the blue to 1.00 in tonemap and see no effect , the colors are way too strong. Or do i change it in postprocess.glsl ? Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
May 28, 20188 yr Author On 5/26/2018 at 11:15 AM, HumptyDumpty said: I reduce the blue to 1.00 in tonemap I don't know what you are exactly referring to here, but sure enough, the only place to change any value is in the postprocess.glsl functions. Try locating the aforementioned 3x3 matrix and change the corresponding value (there are multipliers, meaning 0.5 reduces the component by half, 2.0 makes it twice as much).
May 28, 20188 yr 1 hour ago, RXP said: I don't know what you are exactly referring to here, but sure enough, the only place to change any value is in the postprocess.glsl functions. Try locating the aforementioned 3x3 matrix and change the corresponding value (there are multipliers, meaning 0.5 reduces the component by half, 2.0 makes it twice as much). Hi, I tried to change it in tonemap , i had copied something to it from your post. Will make the changes in postprocess , thanks Under linux it softens even the desktop and need to restart the desktop service now this could be related to the MESA drivers. Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
May 28, 20188 yr Thank you for sharing this Jean- Luc! I adjusted the saturation and vibrancy a bit to 1.05. Here's what it looks like.
May 29, 20188 yr vec3 PostProcessWarmth(vec3 rgb) { // other: 1,35, 1.20, 1.10 const mat3x3 warmth = mat3x3( vec3( 1.10,-0.10,-0.10), vec3(-0.10, 1.15,-0.10), vec3(-0.10,-0.10, 1.20)); rgb = rgb * warmth; return rgb / (rgb + 0.5) * 3.0; } rgb = PostProcessWarmth(rgb); //rgb = PostProcessSaturation(rgb, 1.15); //rgb = PostProcessVibrancy(rgb, 1.1); } 😞 I give up. Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
May 29, 20188 yr Author On 5/26/2018 at 8:31 AM, RXP said: Actually you can see this easily in the code, which uses a matrix to modify each RGB component: const mat3x3 warmth = mat3x3( vec3( 1.10,-0.10,-0.10), vec3(-0.10, 1.15,-0.10), vec3(-0.10,-0.10, 1.20)); You can change these value to adjust the levels differently, or keep the same colour balance has the stock X-Plane renderer, but 'boosting' a little bit in using PostProcessSaturation (or PostProcessVibrancy) instead: //rgb = PostProcessWarmth(rgb); //rgb = PostProcessSaturation(rgb, 1.15); rgb = PostProcessVibrancy(rgb, 1.1); The default values above boost saturation by 15% or vibrancy by 10%. Just follow the COLOURED values to see where you can adjust the R, G and B 'multipliers' Edited May 29, 20188 yr by RXP
May 29, 20188 yr I let it go , don't work for me. out of the blue i started getting dome.glsl error , so put the original back. Maybe some other time i will retry. Edited May 29, 20188 yr by HumptyDumpty Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
May 29, 20188 yr Just tried this tweak and its exactly what I was looking for. Not using a plugin with lots of overhead is the way to go for me. Not a programmer myself, may I ask , if something like this for tuning the tonality would be possible ?: rgb = PostProcessTonemap(rgb, 0.5); Im on a AMD card and feel the tonal-effect is a tiny bit to strong for my setup. Thanks a lot
May 29, 20188 yr 14 minutes ago, Cellinsky said: Just tried this tweak and its exactly what I was looking for. Not using a plugin with lots of overhead is the way to go for me. Not a programmer myself, may I ask , if something like this for tuning the tonality would be possible ?: rgb = PostProcessTonemap(rgb, 0.5); Im on a AMD card and feel the tonal-effect is a tiny bit to strong for my setup. Thanks a lot On a RX series GPU and find it strong in color. Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
May 29, 20188 yr Author Here are 2 variations: vec3 PostProcessTonemapSubtle(vec3 x) { float A = 0.15; float B = 0.45; float C = 0.05; float D = 0.40; float E = 0.012; float F = 0.90; return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F; } vec3 PostProcessTonemap2(vec3 x) { float A = 15.0; float B = 0.3; float C = 0.5; float D = 1.0; return (x*(A*x+B))/(x*(A*x+C)+D); } NB: 'Tonemap' functions are about converting the range from black to white for each pixel into a range from black to white for display. The luminosity range as calculated at each pixel is beyond what the monitor is capable of (like film), and this transfers to a smaller range (the monitor) while 'compressing' or 'expanding' shadows and highlights. Colour is affected by the other shader functions (saturation, vibrancy, warmth) Here is a graph of how the tone mapping functions transform input (horizonal 0 to 1) into output (vertical 0 to 1): NB: PostProcessTonemap2 posted above is the 'orange' curve (the one which starts below all others and ends up above all others), otherwise, the ABCDEF parameters correspond to the labels in the table. Edited May 29, 20188 yr by RXP
May 29, 20188 yr I tried it again , didn't change anything Just kept the default postprocess.glsl with the added lines to the tonemap. Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus
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