#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.

// Changelog V0.1
// Changed from shader f14bb_ps.txt to bd8bb_ps.txt

// Credit to NAVras for merging to a better shader.(specal Note Thank you NAVras, For Helping Debug and answering silly questions.)
// Could not 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

// Changelog v0.7

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

//ToneMapping
float bloomFactor = 0.33;       //Default is 1.0

//LumaShapening
#define sharp_strength 0.25   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
#define sharp_clamp    0.085  //[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 0.0	//Default is 0.0	
#define Technicolor2_Green_Strength 0.0	//Default is 0.0	
#define Technicolor2_Blue_Strength 0.0	//Default is 0.0	
#define Technicolor2_Brightness 1.00		//Default is 1.0
#define Technicolor2_Strength 0.40		//Default is 1.0
#define Technicolor2_Saturation 0.51    //Default is 1.0	

//Lift Gamma Gain
#define RGB_Lift  vec3(1.0, 1.0, 1.0)        //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
#define RGB_Gamma vec3(0.60, 0.60, 0.60)     //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain  vec3(1.0, 1.0, 1.0)        //[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.

//Fake High Dynamic Range.
#define HDRPower 1.20  // 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."
//-----------------------------------------------------------

//End of adjustable values

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

//Do not edit under this line.

uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;//   Bloom
layout(binding = 1) uniform sampler2D textureUnitPS1;//   LumaShapening, HDR 
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; }

//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 = Technicolor2(color);
color = LiftGammaGainPass(color);
passPixelColor0 = vec4(color, R0f.w); 
}