#version 420
#extension GL_ARB_texture_gather : enable
// shader 3cc7e98f78c258b4 // brightness workaround. 
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
// changes here in turn "breaks" bloom as they over or under expose depending on day/night 

//old contrasty, or just copy paste clarity
const float gamma = $gamma; // 1.0 is neutral  
const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
const float vibrance = $vibrance;  // 0.0 is neutral  
const float lift = $lift; // 0.0 is neutral. loss of shadow detail 
const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. 

vec3 contrasty(vec3 colour){
	vec3 fColour = (colour.xyz);
	
	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);
// vibrance
	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
	fColour = max(vec3(0.0), fColour + vec3(lift));
	return fColour;
}


uniform ivec4 uf_remappedPS[1];

layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x2603b000 res 16x16x16 dim 2 tm: 7 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x10) Sampler1 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
highp float lineRand(vec2 co)
{
	highp float a = 12.9898;
	highp float b = 78.233;
	highp float c = 43758.5453;
	highp float dt = dot(co.xy, vec2(a, b));
	highp float sn = mod(dt, 3.14);
	return fract(sin(sn) * c);
}

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);
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;

R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985 -(lineRand(gl_FragCoord.xy)*0.015));
//R0f.xyz = R0f.xyz - (lineRand(gl_FragCoord.xy)*0.1);
// 0
R0f.xyz = contrasty(R0f.xyz);
R127f.x = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
R127f.x = clamp(R127f.x, 0.0, 1.0);
R127f.y = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
R127f.y = clamp(R127f.y, 0.0, 1.0);
PV0f.z = R0f.x * intBitsToFloat(uf_remappedPS[0].x);
PV0f.z = clamp(PV0f.z, 0.0, 1.0);
R1f.w = 1.0;
// 1
tempResultf = log2(PV0f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.z = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R127f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
PS0f = exp2(R127f.z);
// 5
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS1f = exp2(R127f.w);
// 6
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS0f = exp2(R127f.x);
// 7
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
// export
//R1f = vec4(pow(R1f.xyz, vec3(1. / gammaPostExposure)), 1.0);

passPixelColor0 = vec4(R1f.x, R1f.y, R1f.z, R1f.w)*postExposure;
}
