#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 59df1c7e1806366c
//contrasty AA shader

uniform vec2 uf_fragCoordScale;

const float hazeFactor = 0.1;

const float gamma = $gamma; // 1.0 is neutral  Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance;  // 0.0 is neutral  
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail 
const float contrastCurve = $contrastCurve;


vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows);		// [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid);				// [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight);		// [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0; 
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {

	return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5))); 
}


#define px (1.0/1920.0*uf_fragCoordScale.x)
#define py (1.0/1080.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)  

float lumasharping(sampler2D tex, vec2 pos) {
	vec4 colorInput = texture(tex, pos);

	vec3 ori = colorInput.rgb;

	// -- Combining the strength and luma multipliers --
	vec3 sharp_strength_luma = (CoefLuma * sharp_strength);

	// -- Gaussian filter --
	//   [ .25, .50, .25]     [ 1 , 2 , 1 ]
	//   [ .50,   1, .50]  =  [ 2 , 4 , 2 ]
	//   [ .25, .50, .25]     [ 1 , 2 , 1 ]

	vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
	blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb;  // South West
	blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
	blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West

	blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches

	// -- Calculate the sharpening --
	vec3 sharp = ori - blur_ori;  //Subtracting the blurred image from the original image

	// -- Adjust strength of the sharpening and clamp it--
	vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot

	float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
	sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down

	return sharp_luma;
}

vec3 LiftGammaGainPass(vec3 colorInput)
{ 	//reshade BSD https://reshade.me ,  Alexkiri port
	vec3 color = colorInput;
	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
	color = clamp(color, 0.0, 1.0); 
	color *= RGB_Gain;	
	color = pow(color, 1.0 / RGB_Gamma);
	return clamp(color, 0.0, 1.0);
}

vec3 contrasty(vec3 colour){
	vec3 fColour = (colour.xyz);
	//fColour = LiftGammaGainPass(fColour);
	
	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;
	float mn = min(min(fColour.r, fColour.g), fColour.b);
	float mx = max(max(fColour.r, fColour.g), fColour.b);
	float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
	vec3 lightness = vec3((mn + mx) / 2.0);
	fColour = LiftGammaGainPass(fColour);
	// vibrance
	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
	fColour = max(vec3(0.0), fColour - vec3(crushContrast));
	return fColour;
}


uniform ivec4 uf_remappedPS[2];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e12000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
//uniform vec2 uf_fragCoordScale;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
	return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
	return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
bool activeMaskStack[2];
bool activeMaskStackC[3];
activeMaskStack[0] = false;
activeMaskStackC[0] = false;
activeMaskStackC[1] = false;
activeMaskStack[0] = true;
activeMaskStackC[0] = true;
activeMaskStackC[1] = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R1f = passParameterSem1;

R0f.xyzw = (texture(textureUnitPS1, R0f.xy).xyzw);


R0f.xyz = contrasty(R0f.xyz);
R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve);
float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
vec3 temp3 = R0f.xyz;
R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix);

passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);

}
