#version 420
#extension GL_ARB_texture_gather : enable
// shader 37040a485a29d54e

// Possible problems
// Being below 1.3.3 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Cremtif  for Help.
// Credit to Serfrost for preset values.
// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
// v 2.0
// Add 1.4.0 support

//##########################################################
//BloomFactor
float bloomFactor = 0.17;                //Default is 0.20 (rough estimate based on Switch)

//Fake High Dynamic Range.
float HDRPower = 3.040;                  // 0.0 to  8.0  "Raising this seems to make the effect stronger and also darker , Default 1.30."
float radius1 = 0.793;                   // 0.0 to  8.0  "Default 0.793 , will affect FX."
float radius2 = 0.87;                    // 0.0 to  8.0  "Default 0.87 , will affect FX."

//LumaShapening
float sharp_strength = 0.25;            //[0.10 to 3.00] Strength of the sharpening Default is 0.65
float sharp_clamp = 0.085;              //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

//Advanced sharpening settings
float offset_bias = 1.0;                 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.

//Lift Gamma Gain
vec3 RGB_Lift = vec3(1.0, 1.0, 1.0);  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3(1.02, 1.02, 1.02);  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3(1.03, 1.03, 1.03);  //[0.000 to 2.000] Adjust highlights for Red, Green and Blue
										 //Note that a value of 1.0 is a neutral setting that leave the color unchanged.

//VibrancePass
float Vibrance = 0.013;      //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0); //"A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";

//Technicolor2
float Technicolor2_Red_Strength = 0.51;	//Default is 0.0	
float Technicolor2_Green_Strength = 0.51;	//Default is 0.0	
float Technicolor2_Blue_Strength = 0.51;	//Default is 0.0	
float Technicolor2_Brightness = 1.75;    //Default is 1.0
float Technicolor2_Strength = 0.80;		//Default is 1.0
float Technicolor2_Saturation = 0.20;    //Default is 1.0	

//Filmic Pass
float Strength = 0.85;
float Fade = 0.4;
float Contrast = 0.750;
float Bleach = 0.5;
float Linearization = 0.7;
float Saturation = -0.15;

float RedCurve = 1.0;
float GreenCurve = 1.0;
float BlueCurve = 1.0;
float BaseCurve = 1.1;

float BaseGamma = 0.98;
float EffectGamma = 0.97;
float EffectGammaR = 1.0;
float EffectGammaG = 1.0;
float EffectGammaB = 1.0;

//###########################################################

//Do not edit under this line.

uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf46ac800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x5) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 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: 1
layout(location = 0) in vec4 passParameterSem0;
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) { if (a == 0.0 || b == 0.0) return 0.0; return a*b; }

//ToneMapping
vec3 filmicToneMapping(vec3 color)
{
	color = max(vec3(0.0), color - vec3(0.004));
	color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
	return color;
}

//TECHNICOLOR2

vec3 Technicolor2(vec3 inputColor) {
	vec3 color = inputColor;
	vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
	vec3 source = color;
	vec3 temp = 1.0 - source;
	vec3 target = temp.grg;
	vec3 target2 = temp.bbr;
	vec3 temp2 = source * target;
	temp2 *= target2;

	temp = temp2 * Color_Strength;
	temp2 *= Technicolor2_Brightness;

	target = temp.grg;
	target2 = temp.bbr;

	temp = source - target;
	temp += temp2;
	temp2 = temp - target2;

	color = mix(source, temp2, Technicolor2_Strength);

	color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);

	return color;
}

//FilmPass
vec3 FilmPass(vec3 inputColor) {

	vec3 B = inputColor.rgb;
	vec3 G = B;
	vec3 H = vec3(0.01);

	B = clamp(B, 0.0, 1.);
	B = pow(vec3(B), vec3(Linearization));
	B = mix(H, B, Contrast);

	vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
	float A = dot(B.rgb, LumCoeff);
	vec3 D = vec3(A);

	B = pow(B, 1.0 / vec3(BaseGamma));

	float a = RedCurve;
	float b = GreenCurve;
	float c = BlueCurve;
	float d = BaseCurve;

	float y = 1.0 / (1.0 + exp(a / 2.0));
	float z = 1.0 / (1.0 + exp(b / 2.0));
	float w = 1.0 / (1.0 + exp(c / 2.0));
	float v = 1.0 / (1.0 + exp(d / 2.0));

	vec3 C = B;

	D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
	D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
	D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);

	D = pow(D, 1.0 / vec3(EffectGamma));

	vec3 Di = 1.0 - D;

	D = mix(D, Di, Bleach);

	D.r = pow(abs(D.r), 1.0 / EffectGammaR);
	D.g = pow(abs(D.g), 1.0 / EffectGammaG);
	D.b = pow(abs(D.b), 1.0 / EffectGammaB);

	if (D.r < 0.5)
		C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
	else
		C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;

	if (D.g < 0.5)
		C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
	else
		C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;

	if (D.b < 0.5)
		C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
	else
		C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;

	vec3 F = mix(B, C, Strength);

	F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);

	float r2R = 1.0 - Saturation;
	float g2R = 0.0 + Saturation;
	float b2R = 0.0 + Saturation;

	float r2G = 0.0 + Saturation;
	float g2G = (1.0 - Fade) - Saturation;
	float b2G = (0.0 + Fade) + Saturation;

	float r2B = 0.0 + Saturation;
	float g2B = (0.0 + Fade) + Saturation;
	float b2B = (1.0 - Fade) - Saturation;

	vec3 iF = F;

	F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
	F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
	F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);

	float N = dot(F.rgb, LumCoeff);
	vec3 Cn = F;

	if (N < 0.5)
		Cn = (2.0 * N - 1.0) * (F - F * F) + F;
	else
		Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;

	Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));

	vec3 Fn = mix(B, Cn, Strength);
	return Fn;
}

//Lift Gamma Gain

vec3 LiftGammaGainPass(vec3 colorInput)
{
	// -- Get input --
	vec3 color = colorInput;

	// -- Lift --

	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.

									// -- Gain --
	color *= RGB_Gain;

	// -- Gamma --
	color = pow(color, 1.0 / RGB_Gamma); //Gamma

										 // -- Return output --
	return clamp(color, 0.0, 1.0);
}

//VibrancePass
vec3 VibrancePass(vec3 color) {

	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
	float luma = dot(coefLuma, color);

	float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
	float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color

	float color_saturation = max_color - min_color; // The difference between the two is the saturation

													// Extrapolate between luma and original by 1 + (1-saturation) - current
	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;

	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));

	return color;
}

//LumaShapening

#define px (1.0/1280.0*uf_fragCoordScale.x)
#define py (1.0/720.0*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;
}

//Fake High Dynamic Range.

vec3 HDRPass(sampler2D tex, vec2 pos) {
	vec3 color = texture(tex, pos).rgb;

	vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;

	bloom_sum1 *= 0.005;

	vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;

	bloom_sum2 *= 0.010;

	float dist = radius2 - radius1;
	vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;

	vec3 blend = HDR + color;
	color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;

	return color;
}

void main()
{
	vec4 R0f = vec4(0.0);
	vec4 R1f = vec4(0.0);
	vec4 R123f = vec4(0.0);
	vec4 R125f = vec4(0.0);
	vec4 R126f = vec4(0.0);
	vec4 R127f = vec4(0.0);
	float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
	vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
	float PS0f = 0.0, PS1f = 0.0;
	vec4 tempf = vec4(0.0);
	float tempResultf;
	int tempResulti;
	ivec4 ARi = ivec4(0);
	bool predResult = true;
	vec3 cubeMapSTM;
	int cubeMapFaceId;
	R0f = passParameterSem0;
	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
	bloom *= bloomFactor;
	R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
	float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
	R0f.xyz += vec3(smask);
	// -- Original shader code
	// 0
	R126f.x = R1f.x + R0f.x;
	PV0f.x = R126f.x;
	R127f.y = R1f.y + R0f.y;
	PV0f.y = R127f.y;
	R126f.z = R1f.z + R0f.z;
	PV0f.z = R126f.z;
	R125f.w = 1.0;
	// 1
	tempf.x = dot(vec4(PV0f.x, PV0f.y, PV0f.z, -0.0), vec4(intBitsToFloat(0x3e99096c), intBitsToFloat(0x3f162b6b), intBitsToFloat(0x3dea4a8c), 0.0));
	PV1f.x = tempf.x;
	PV1f.y = tempf.x;
	PV1f.z = tempf.x;
	PV1f.w = tempf.x;
	// 2
	R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b);
	PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b);
	R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b);
	R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b);
	R126f.w = 1.0 / PV1f.x;
	PS0f = R126f.w;
	// 3
	PS1f = exp2(PV0f.y);
	// 4
	PV0f.x = -(PS1f)+1.0;
	PS0f = exp2(R127f.x);
	// 5
	R127f.x = -(PS0f)+1.0;
	R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
	PV1f.z = PV0f.x * R126f.w;
	PS1f = exp2(R127f.w);
	// 6
	backupReg0f = R126f.x;
	backupReg1f = R127f.z;
	R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
	PV0f.y = -(PS1f)+1.0;
	R127f.z = mul_nonIEEE(R126f.z, PV1f.z);
	PV0f.z = R127f.z;
	R127f.w = mul_nonIEEE(R127f.y, PV1f.z);
	PV0f.w = R127f.w;
	PS0f = exp2(backupReg1f);
	// 7
	PV1f.x = R127f.x + -(PV0f.w);
	PV1f.y = PV0f.y + -(PV0f.z);
	PV1f.w = -(PS0f)+1.0;
	// 8
	backupReg0f = R127f.z;
	R127f.x = (mul_nonIEEE(PV1f.x, R126f.y) + R127f.w);
	R127f.x = clamp(R127f.x, 0.0, 1.0);
	PV0f.x = R127f.x;
	PV0f.y = PV1f.w + -(R126f.x);
	R127f.z = (mul_nonIEEE(PV1f.y, R126f.y) + backupReg0f);
	R127f.z = clamp(R127f.z, 0.0, 1.0);
	PV0f.z = R127f.z;
	// 9 
	backupReg0f = R126f.x;
	R126f.x = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f);
	R126f.x = clamp(R126f.x, 0.0, 1.0);
	PV1f.x = R126f.x;
	PV1f.w = max(PV0f.x, PV0f.z);
	// 10
	tempf.x = dot(vec4(PV1f.x, R127f.x, R127f.z, R125f.w), vec4(intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), intBitsToFloat(0x3f2aaaab), -(1.0)));
	PV0f.x = tempf.x;
	PV0f.y = tempf.x;
	PV0f.z = tempf.x;
	PV0f.w = tempf.x;
	R126f.z = max(PV1f.x, PV1f.w);
	PS0f = R126f.z;
	// 11
	backupReg0f = R127f.x;
	backupReg1f = R127f.z;
	R127f.x = R126f.x + -(PS0f);
	R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0);
	PV1f.y = R123f.y;
	R127f.z = backupReg0f + -(PS0f);
	R125f.w = backupReg1f + -(PS0f);
	// 12
	R123f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
	PV0f.x = R123f.x;
	// 13
	R0f.x = (mul_nonIEEE(R127f.x, PV0f.x) + R126f.z);
	R0f.y = (mul_nonIEEE(R127f.z, PV0f.x) + R126f.z);
	R0f.z = (mul_nonIEEE(R125f.w, PV0f.x) + R126f.z);

	// -- End original shader code

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

	vec3 color = (passPixelColor0.xyz);
	color += bloom;
	color = filmicToneMapping(color);
	color = Technicolor2(color);
	color = FilmPass(color);
	color = LiftGammaGainPass(color);
	color = VibrancePass(color);
	passPixelColor0 = vec4(color, R0f.w);
}