
saturation_scale = 1.2	# To offset the increased saturation from tonemapping
value_scale = 1.2	# Light multiplier
colorbalance = { 1 1 1 }
levels_min = hsv{ 0 0 0 }
levels_max = hsv{ 0 0 1 }

## U2 values // J. Hable
tonemap_curve={
	shoulder_strength=0.5
	linear_strength=0.6
	linear_angle=10.5
	toe_strength=1
	toe_numerator=0.1
	toe_denominator=0.4
	linear_white=2.2
}

# ## Flat Curve
# tonemap_curve = {
# 	shoulder_strength = 1
# 	linear_strength = 0
# 	linear_angle = 1
# 	toe_strength = 1
# 	toe_numerator = 1
# 	toe_denominator = 0.99
# 	linear_white = 1
# }

### Uncharted Tonemapping, applies only when "tonemap_function" is set to "Uncharted"
### A = shoulder_strength
### B = linear_strength
### C = linear_angle
### D = toe_strength
### E = toe_numerator
### F = toe_denominator
### F(x) = ((x(A*x + C*B) + D*E) / (x(A*x + B) + D*F)) - E/F
### FinalColor = F(LinearColor)/F(LinearWhite)

### Console cmd to visualize curve: shader_debug PDX_DEBUG_TONEMAP_CURVE