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

// 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.
// 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.
// Shader dumped from Cemu 1.11.0 from BotW 1.3.3

// Changelog v0.1 -- Special Very Special Edition.
// Added support for 1.3.3!

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

//Control Pannel 
float bloomFactor = 0.4;    //Default is 1.0  Affacts Games bloom
float exposure = 2.0;       // Exposure setting 
float brt = 0.0;            //Default is 0.0  Now much brightness to add to the RGB color.
float con = 0.75;		    // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
float sat = 0.50;	        // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
float defog = 0.0;	        // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."

//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.

//Luma Values
float AvgLumR = 0.0;      // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
float AvgLumG = -0.003;   // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
float AvgLumB = 0.0;      // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.

//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.

//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.
const vec3 FogColor = vec3(0.0, 0.0, 0.0); //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; }

//-----------------------------------------------------------
//   Based on CeeJay.dk's original GLSL/HLSL.
//-----------------------------------------------------------

vec3 ContrastSaturationBrightness( vec3 color, float brt, float sat, float con) {
				
				//Luminace Coefficients for brightness of image
				vec3 LuminaceCoeff = vec3(0.2125,0.7154,0.0721);
				
				//Brigntess calculations
				vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
				vec3 brtColor = color * brt;
				float intensityf = dot(brtColor, LuminaceCoeff);
				vec3 intensity = vec3(intensityf, intensityf, intensityf);
				
				//Saturation calculation
				vec3 satColor = mix(intensity, brtColor, sat);
				
				//Contrast calculations
				vec3 conColor = mix(AvgLumin, satColor, con);
				
				return color;
}

//Clarity Tone Map

vec3 claritytonemap(vec3 color) {
	color = max(vec3(0.), color - vec3(0.004));
	color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
	float toneMappedLuma = luma / (1. + luma);
	color *= toneMappedLuma / luma;
	color *= exposure/(1. + color / exposure);
	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);
R1f.xyz *= 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 = claritytonemap(color);
color = ContrastSaturationBrightness(color, brt, sat, con);
color = LiftGammaGainPass(color);
passPixelColor0 = vec4(color, R0f.w);
}