#version 420
#extension GL_ARB_texture_gather : enable

// shader bd8bba59e2149449

// Possible problems
// Being below 1.3.0 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.

// Credit to NAVras for merging to a better shader.
//(Thank you NAVras for debugging and answering silly questions.)
// Couldn't have got this far without you.

// Credit to getdls for adding exposure & Original Contrasty.

// Clarity GFX
// Credit to Jamie for main coding.
// Credit to Kiri coding & Reshade logic.
// Credit to Serfrost for preset values.
// Original shader dumped using cemu 1.10.0f, BotW 1.3.1

//v0.9b

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

//ToneMapping
float bloomFactor = 0.15;   //Default is 1.0
float Bleach = 0.3;         //Default is 0.0
float exposure = 1.10;      //Default is 1.0
float defog = 0.001;	    //Default is 0.0

//Lift Gamma Gain
#define RGB_Lift  vec3(1.00, 1.00, 1.00)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma vec3(0.70, 0.70, 0.70)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  vec3(1.00, 1.00, 1.00)  //[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.

//Curves 
float Contrast = 0.30;      //[-1.0, 1.0]  The amount of contrast you want

//Levels Control
const int BlackPoint = 0;   //[0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 255; //[0, 255]  The new white point. Everything brighter than this becomes completely white

//LumaShapening
#define sharp_strength 0.65   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
#define sharp_clamp    0.035  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

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

//Technicolor2
#define Technicolor2_Red_Strength -0.40	  //Default is 0.0	
#define Technicolor2_Green_Strength -0.40 //Default is 0.0	
#define Technicolor2_Blue_Strength -0.40  //Default is 0.0	
#define Technicolor2_Brightness 0.10      //Default is 1.0
#define Technicolor2_Strength 1.0         //Default is 1.0
#define Technicolor2_Saturation 0.80      //Default is 1.0	

//Fake High Dynamic Range.
#define HDRPower 1.05  // 0.0 to  8.0  "Raising this seems to make the effect stronger and also darker , Default 1.30."
#define radius1 0.793  // 0.0 to  8.0  "Default 0.793 , will affect FX."
#define radius2 0.87   // 0.0 to  8.0  "Default 0.87 , will affect FX."

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

//Do not edit under this line.

float sat = 0.0;

const vec3 FogColor = vec3(1.0, 1.5, 1.0); //defog Color";

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 TonemapPass(vec3 inputColor) {
	vec3 color = inputColor;
	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
	color *= exposure / (1.0 + color / exposure);

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

	float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
	vec3 A2 = Bleach * color;

	vec3 result1 = 2.0f * color * lum;
	vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);

	vec3 newColor = mix(result1, result2, L);
	vec3 mixRGB = A2 * newColor;
	color += ((1.0f - A2) * mixRGB);

	vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
	vec3 diffcolor = color - middlegray;
	color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation

	return color;
}

// Levels 

vec3 LevelsPass(vec3 inputColor) {
	float black_point_float = BlackPoint / 255.0;
	float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same

	vec3 color = inputColor;
	color = color * white_point_float - (black_point_float *  white_point_float);

	return color;
}

//Curves

vec3 CurvesPass(vec3 inputColor) {
	vec3 colorInput = inputColor;
	float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
	vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
	x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
	vec3 color = x;  //if the curve should be applied to both Luma and Chroma
	colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
	return colorInput;
}


//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;
}


//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);
}

//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 ]


	//float px = 1.0/tex_size[0];
	//float py = 1.0/tex_size[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


	// -- Combining the values to get the final sharpened pixel	--

    //colorInput.rgb = colorInput.rgb + sharp_luma;    // Add the sharpening to the input color.
	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;
	R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
	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);
	// 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;
	R126f.y = max(PV0f.x, PV0f.z);
	PV1f.w = min(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 = min(PV1f.x, PV1f.w);
	PS0f = R126f.z;
	// 11
	backupReg0f = R127f.x;
	backupReg1f = R127f.z;
	R127f.x = max(R126f.x, R126f.y);
	PV1f.x = R127f.x;
	R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0);
	PV1f.y = R123f.y;
	R127f.z = backupReg0f + -(PS0f);
	R125f.w = R126f.x + -(PS0f);
	R126f.y = backupReg1f + -(PS0f);
	PS1f = R126f.y;
	// 12
	R126f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
	PV0f.x = R126f.x;
	PV0f.y = -(R126f.z) + PV1f.x;
	// 13
	R123f.w = (mul_nonIEEE(-(PV0f.x), PV0f.y) + R127f.x);
	PV1f.w = R123f.w;
	// 14
	R0f.x = (mul_nonIEEE(R126f.x, R125f.w) + PV1f.w);
	R0f.y = (mul_nonIEEE(R126f.x, R127f.z) + PV1f.w);
	R0f.z = (mul_nonIEEE(R126f.x, R126f.y) + PV1f.w);

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

	vec3 color = (passPixelColor0.xyz);
	color += bloom;
	color = TonemapPass(color);
	color = Technicolor2(color);
	color = LevelsPass(color);
	color = CurvesPass(color);
	color = LiftGammaGainPass(color);
	passPixelColor0 = vec4(color, R0f.w);
}