diff --git a/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt b/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt
new file mode 100644
index 00000000..3956d266
--- /dev/null
+++ b/Enhancements/MarioKart8_Contrasty/998a9f67e353657b_0000000000001e51_ps.txt
@@ -0,0 +1,174 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+
+uniform vec2 uf_fragCoordScale;
+
+const float hazeFactor = 0.1;
+
+const float gamma = $gamma; // 1.0 is neutral  Botw is already colour graded at this stage
+const float exposure = $exposure; // 1.0 is neutral
+const float vibrance = $vibrance;  // 0.0 is neutral  
+const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail 
+const float contrastCurve = $contrastCurve;
+
+
+vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows);		// [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid);				// [0.000 to 2.000] Adjust midtones for Red, Green and Blue
+vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight);		// [0.000 to 2.000] Adjust highlights for Red, Green and Blue
+//lumasharpen
+const float sharp_mix = $sharp_mix;
+const float sharp_strength = 2.0; 
+const float sharp_clamp = 0.75;
+const float offset_bias = 1.0;
+float Sigmoid (float x) {
+
+	return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5))); 
+}
+
+
+#define px (1.0/1920.0*uf_fragCoordScale.x)
+#define py (1.0/1080.0*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;
+}
+
+vec3 LiftGammaGainPass(vec3 colorInput)
+{ 	//reshade BSD https://reshade.me ,  Alexkiri port
+	vec3 color = colorInput;
+	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
+	color = clamp(color, 0.0, 1.0); 
+	color *= RGB_Gain;	
+	color = pow(color, 1.0 / RGB_Gamma);
+	return clamp(color, 0.0, 1.0);
+}
+
+vec3 contrasty(vec3 colour){
+	vec3 fColour = (colour.xyz);
+	//fColour = LiftGammaGainPass(fColour);
+	
+	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);
+	fColour = LiftGammaGainPass(fColour);
+	// vibrance
+	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
+	fColour = max(vec3(0.0), fColour - vec3(crushContrast));
+	return fColour;
+}
+
+
+// shader 998a9f67e353657b
+uniform ivec4 uf_remappedPS[1];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 res 320x180x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x4) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x41a14000 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x8) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf4240800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem0;
+layout(location = 1) in vec4 passParameterSem1;
+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; }
+void main()
+{
+vec4 R0f = vec4(0.0);
+vec4 R1f = vec4(0.0);
+vec4 R2f = vec4(0.0);
+vec4 R123f = 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 = passParameterSem1;
+R2f.xyzw = (texture(textureUnitPS2, R1f.xy).xyzw);
+R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
+// 0
+R127f.x = mul_nonIEEE(R0f.w, R2f.x);
+PV0f.x = R127f.x;
+R127f.y = mul_nonIEEE(R0f.w, R2f.y);
+PV0f.y = R127f.y;
+R127f.z = mul_nonIEEE(R0f.w, R2f.z);
+PV0f.z = R127f.z;
+R0f.w = R2f.w;
+// 1
+tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e990afe),intBitsToFloat(0x3f162c23),intBitsToFloat(0x3dea7371),0.0));
+tempf.x = clamp(tempf.x, 0.0, 1.0);
+PV1f.x = tempf.x;
+PV1f.y = tempf.x;
+PV1f.z = tempf.x;
+PV1f.w = tempf.x;
+// 2
+R123f.x = (mul_nonIEEE(R1f.x,-(PV1f.x)) + R1f.x);
+PV0f.x = R123f.x;
+R123f.z = (mul_nonIEEE(R1f.z,-(PV1f.x)) + R1f.z);
+PV0f.z = R123f.z;
+R123f.w = (mul_nonIEEE(R1f.y,-(PV1f.x)) + R1f.y);
+PV0f.w = R123f.w;
+// 3
+PV1f.x = R127f.y + PV0f.w;
+PV1f.y = R127f.x + PV0f.x;
+PV1f.w = R127f.z + PV0f.z;
+// 4
+R1f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
+R1f.y = (mul_nonIEEE(PV1f.x,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
+R1f.z = (mul_nonIEEE(PV1f.w,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
+R0f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
+// export
+
+R0f.xyz = contrasty(R0f.xyz);
+R0f.xyz = mix(R0f.xyz, smoothstep(0.0, 1.0, R0f.xyz), contrastCurve);
+float smask = lumasharping(textureUnitPS2, passParameterSem1.xy);
+vec3 temp3 = R0f.xyz;
+R0f.xyz = mix(R0f.xyz, (temp3.xyz += (smask)), sharp_mix);
+
+passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
+}
diff --git a/Enhancements/MarioKart8_Contrasty/rules.txt b/Enhancements/MarioKart8_Contrasty/rules.txt
new file mode 100644
index 00000000..49c32612
--- /dev/null
+++ b/Enhancements/MarioKart8_Contrasty/rules.txt
@@ -0,0 +1,118 @@
+[Definition]
+titleIds = 000500001010ec00,000500001010ed00,000500001010eb00
+name = Contrasty
+path = "Mario Kart 8/Contrasty" 
+description = Colour and contrast
+version = 3
+
+[Preset]
+name = default
+$redShadows = 1.0
+$greenShadows = 1.0
+$blueSadows = 1.0
+$redMid = 1.0
+$greenMid = 1.0
+$blueMid = 1.0
+$redHilight = 1.0
+$greenHilight =1.0
+$blueHilight = 1.0
+
+$contrastCurve = 0.0
+$hazeFactor = 1.0
+$bloom = 1.0
+$gamma = 1.0
+$exposure = 1.0
+$vibrance = 0.0
+$crushContrast = 0.0
+$bleach = 1.0
+$sharp_mix = 0.0
+
+
+[Preset]
+name = High Contrasty
+$redShadows = 1.02
+$greenShadows = 1.0
+$blueSadows = 1.02
+$redMid = 0.99
+$greenMid = 0.98
+$blueMid = 0.99
+$redHilight = 1.0
+$greenHilight =1.0
+$blueHilight = 1.02
+
+$contrastCurve = 0.55
+$hazeFactor = 0.25
+$bloom = 0.85
+$gamma = 1.01
+$exposure = 1.01
+$vibrance = -0.05
+$crushContrast = 0.00
+$bleach = 0.85
+$sharp_mix = 0.25
+
+[Preset]
+name = Colourfull
+$redShadows = 1.01
+$greenShadows = 1.0
+$blueSadows = 1.01
+$redMid = 1.0
+$greenMid = 0.99
+$blueMid = 1.0
+$redHilight = 0.99
+$greenHilight =0.99
+$blueHilight = 0.99
+
+$contrastCurve = 0.15
+$hazeFactor = 1.0
+$bloom = 0.85
+$gamma = 1.05
+$exposure = 1.01
+$vibrance = 0.4
+$crushContrast = 0.00
+$bleach = 0.85
+$sharp_mix = 0.15
+
+[Preset]
+name = Medium Contrast
+$redShadows = 1.0
+$greenShadows = 1.0
+$blueSadows = 1.0
+$redMid = 1.0
+$greenMid = 0.99
+$blueMid = 1.0
+$redHilight = 1.0
+$greenHilight =1.0
+$blueHilight = 1.0
+
+
+$contrastCurve = 0.375
+$hazeFactor = 1.0
+$bloom = 0.85
+$gamma = 1.0
+$exposure = 1.0
+$vibrance = 0.05
+$crushContrast = 0.00
+$bleach = 0.85
+$sharp_mix = 0.15
+
+[Preset]
+name = Some Contrast
+$redShadows = 1.0
+$greenShadows = 0.99
+$blueSadows = 1.0
+$redMid = 1.0
+$greenMid = 0.99
+$blueMid = 1.0
+$redHilight = 0.97
+$greenHilight =0.97
+$blueHilight = 0.97
+
+$contrastCurve = 0.4
+$hazeFactor = 0.25
+$bloom = 0.85
+$gamma = 1.1
+$exposure = 0.975
+$vibrance = 0.05
+$crushContrast = 0.00
+$bleach = 0.85
+$sharp_mix = 0.1
\ No newline at end of file
diff --git a/Enhancements/SuperMario3dWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt b/Enhancements/SuperMario3dWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt
new file mode 100644
index 00000000..6c3c1a08
--- /dev/null
+++ b/Enhancements/SuperMario3dWorld_Contrasty/be99d80628d31127_00000000000003c9_ps.txt
@@ -0,0 +1,286 @@
+#version 420
+#extension GL_ARB_texture_gather : enable
+#extension GL_ARB_separate_shader_objects : enable
+// shader be99d80628d31127 //AA PS
+// Used for: Another vertical blur
+
+uniform vec2 uf_fragCoordScale;
+
+const float hazeFactor = 0.1;
+
+const float gamma = $gamma; // 1.0 is neutral  Botw is already colour graded at this stage
+const float exposure = $exposure; // 1.0 is neutral
+const float vibrance = $vibrance;  // 0.0 is neutral  
+const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail 
+const float contrastCurve = $contrastCurve;
+
+
+vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueSadows);		// [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid);				// [0.000 to 2.000] Adjust midtones for Red, Green and Blue
+vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight);		// [0.000 to 2.000] Adjust highlights for Red, Green and Blue
+//lumasharpen
+const float sharp_mix = $sharp_mix;
+const float sharp_strength = 2.0; 
+const float sharp_clamp = 0.75;
+const float offset_bias = 1.0;
+float Sigmoid (float x) {
+
+	return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5))); 
+}
+
+
+#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;
+}
+
+vec3 LiftGammaGainPass(vec3 colorInput)
+{ 	//reshade BSD https://reshade.me ,  Alexkiri port
+	vec3 color = colorInput;
+	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
+	color = clamp(color, 0.0, 1.0); 
+	color *= RGB_Gain;	
+	color = pow(color, 1.0 / RGB_Gamma);
+	return clamp(color, 0.0, 1.0);
+}
+
+vec3 contrasty(vec3 colour){
+	vec3 fColour = (colour.xyz);
+	//fColour = LiftGammaGainPass(fColour);
+	
+	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);
+	fColour = LiftGammaGainPass(fColour);
+	// vibrance
+	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
+	fColour = max(vec3(0.0), fColour - vec3(crushContrast));
+	return fColour;
+}
+
+uniform ivec4 uf_remappedPS[4];
+layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf5800800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 1
+layout(binding = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf4341000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
+layout(location = 0) in vec4 passParameterSem2;
+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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
+void main()
+{
+vec4 R0f = vec4(0.0);
+vec4 R1f = vec4(0.0);
+vec4 R2f = vec4(0.0);
+vec4 R3f = vec4(0.0);
+vec4 R4f = vec4(0.0);
+vec4 R5f = vec4(0.0);
+vec4 R123f = 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;
+bool activeMaskStack[2];
+bool activeMaskStackC[3];
+activeMaskStack[0] = false;
+activeMaskStackC[0] = false;
+activeMaskStackC[1] = false;
+activeMaskStack[0] = true;
+activeMaskStackC[0] = true;
+activeMaskStackC[1] = true;
+vec3 cubeMapSTM;
+int cubeMapFaceId;
+float scaler =  uf_fragCoordScale.x;
+R0f = passParameterSem2;
+if( activeMaskStackC[1] == true ) {
+R4f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
+R2f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
+}
+if( activeMaskStackC[1] == true ) {
+activeMaskStack[1] = activeMaskStack[0];
+activeMaskStackC[2] = activeMaskStackC[1];
+// 0
+PV0f.x = min(R2f.z, R2f.x);
+PV0f.y = max(R2f.z, R2f.x);
+PV0f.z = mul_nonIEEE(R4f.x, intBitsToFloat(uf_remappedPS[0].x));
+PV0f.w = min(R2f.w, R2f.y);
+PS0f = max(R2f.w, R2f.y);
+// 1
+PV1f.x = min(PV0f.x, PV0f.w);
+R123f.y = (mul_nonIEEE(R4f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
+PV1f.y = R123f.y;
+R127f.z = R2f.z + -(R2f.y);
+PV1f.z = R127f.z;
+PV1f.w = max(PV0f.y, PS0f);
+R126f.z = R2f.w + -(R2f.x);
+PS1f = R126f.z;
+// 2
+PV0f.x = mul_nonIEEE(PV1f.w, intBitsToFloat(uf_remappedPS[1].x));
+PV0f.y = max(PV1f.y, PV1f.w);
+PV0f.z = min(PV1f.y, PV1f.x);
+R3f.x = PV1f.z + PS1f;
+PS0f = R3f.x;
+// 3
+R1f.x = max(PV0f.x, intBitsToFloat(uf_remappedPS[1].y));
+R3f.y = -(PV0f.z) + PV0f.y;
+R1f.y = R127f.z + -(R126f.z);
+PS1f = R1f.y;
+// 4
+predResult = (R3f.y > R1f.x);
+activeMaskStack[1] = predResult;
+activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
+}
+else {
+activeMaskStack[1] = false;
+activeMaskStackC[2] = false;
+}
+if( activeMaskStackC[2] == true ) {
+// 0
+backupReg0f = R2f.y;
+R1f.x = max(R3f.x, -(R3f.x));
+PV0f.x = R1f.x;
+R2f.y = backupReg0f + R2f.x;
+PV0f.y = R2f.y;
+R0f.z = intBitsToFloat(uf_remappedPS[2].z) * 0.25;
+R0f.w = max(R1f.y, -(R1f.y));
+PV0f.w = R0f.w;
+R2f.x = -(intBitsToFloat(uf_remappedPS[3].x));
+PS0f = R2f.x;
+// 1
+R3f.y = R2f.z + PV0f.y;
+PV1f.y = R3f.y;
+R2f.y = min(PV0f.x, PV0f.w);
+PS1f = R2f.y;
+// 2
+R3f.y = R2f.w + PV1f.y;
+PV0f.y = R3f.y;
+R1f.z = intBitsToFloat(uf_remappedPS[3].x);
+R0f.w = intBitsToFloat(uf_remappedPS[3].y);
+R5f.y = -(intBitsToFloat(uf_remappedPS[3].y));
+PS0f = R5f.y;
+// 3
+backupReg0f = R0f.z;
+R0f.z = (mul_nonIEEE(backupReg0f,PV0f.y) + intBitsToFloat(uf_remappedPS[2].w));
+PV1f.z = R0f.z;
+// 4
+backupReg0f = R2f.y;
+R2f.y = max(PV1f.z, backupReg0f);
+PV0f.y = R2f.y;
+// 5
+R2f.y = 1.0 / PV0f.y;
+PS1f = R2f.y;
+// 6
+backupReg0f = R1f.y;
+R1f.x = mul_nonIEEE(R3f.x, PS1f);
+PV0f.x = R1f.x;
+R1f.y = mul_nonIEEE(backupReg0f, PS1f);
+PV0f.y = R1f.y;
+// 7
+R1f.x = max(PV0f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
+PV1f.x = R1f.x;
+R1f.y = max(PV0f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
+PV1f.y = R1f.y;
+// 8
+R1f.x = min(PV1f.x, intBitsToFloat(uf_remappedPS[2].y));
+PV0f.x = R1f.x;
+R1f.y = min(PV1f.y, intBitsToFloat(uf_remappedPS[2].y));
+PV0f.y = R1f.y;
+// 9
+backupReg0f = R0f.x;
+backupReg1f = R0f.y;
+backupReg0f = R0f.x;
+backupReg2f = R0f.w;
+backupReg1f = R0f.y;
+R0f.x = (mul_nonIEEE(PV0f.x,R2f.x) *scaler + backupReg0f);
+R0f.y = (mul_nonIEEE(PV0f.y,R5f.y) *scaler + backupReg1f);
+R0f.z = (mul_nonIEEE(PV0f.x,R1f.z) *scaler + backupReg0f);
+R0f.w = (mul_nonIEEE(PV0f.y,backupReg2f) *scaler + backupReg1f);
+}
+if( activeMaskStackC[2] == true ) {
+R1f.xyzw = (texture(textureUnitPS0, R0f.zw).xyzw);
+R0f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
+}
+if( activeMaskStackC[2] == true ) {
+// 0
+backupReg0f = R0f.y;
+backupReg1f = R0f.x;
+PV0f.x = R0f.w + R1f.w;
+PV0f.x /= 2.0;
+PV0f.y = R0f.z + R1f.z;
+PV0f.y /= 2.0;
+PV0f.z = backupReg0f + R1f.y;
+PV0f.z /= 2.0;
+PV0f.w = backupReg1f + R1f.x;
+PV0f.w /= 2.0;
+// 1
+PV1f.x = -(R4f.w) + PV0f.x;
+PV1f.y = -(R4f.z) + PV0f.y;
+PV1f.z = -(R4f.y) + PV0f.z;
+PV1f.w = -(R4f.x) + PV0f.w;
+// 2
+backupReg0f = R4f.x;
+backupReg1f = R4f.y;
+backupReg2f = R4f.z;
+backupReg3f = R4f.w;
+R4f.x = (PV1f.w * intBitsToFloat(0x3f4ccccd) + backupReg0f);
+R4f.y = (PV1f.z * intBitsToFloat(0x3f4ccccd) + backupReg1f);
+R4f.z = (PV1f.y * intBitsToFloat(0x3f4ccccd) + backupReg2f);
+R4f.w = (PV1f.x * intBitsToFloat(0x3f4ccccd) + backupReg3f);
+}
+activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
+// export
+R4f.xyz = contrasty(R4f.xyz);
+R4f.xyz = mix(R4f.xyz, smoothstep(0.0, 1.0, R4f.xyz), contrastCurve);
+float smask = lumasharping(textureUnitPS0, passParameterSem2.xy);
+vec3 temp3 = R4f.xyz;
+R4f.xyz = mix(R4f.xyz, (temp3.xyz += (smask)), sharp_mix);
+
+passPixelColor0 = vec4(R4f.x, R4f.y, R4f.z, R4f.w);
+}
diff --git a/Enhancements/SuperMario3dWorld_Contrasty/rules.txt b/Enhancements/SuperMario3dWorld_Contrasty/rules.txt
new file mode 100644
index 00000000..7dc80f50
--- /dev/null
+++ b/Enhancements/SuperMario3dWorld_Contrasty/rules.txt
@@ -0,0 +1,116 @@
+[Definition]
+titleIds = 0005000010145D00,0005000010145C00,0005000010106100
+name = Contrasty
+path = "Super Mario 3D World/Contrasty" 
+description = Colour and contrast - Note doesn't work with resolution in 1.4
+version = 3
+
+[Preset]
+name = default
+$redShadows = 1.0
+$greenShadows = 1.0
+$blueSadows = 1.0
+$redMid = 1.0
+$greenMid = 1.0
+$blueMid = 1.0
+$redHilight = 1.0
+$greenHilight =1.0
+$blueHilight = 1.0
+
+$contrastCurve = 0.0
+$hazeFactor = 1.0
+$bloom = 1.0
+$gamma  = 1.0
+$exposure = 1.0
+$vibrance  = 0.0
+$crushContrast = 0.0
+$bleach = 1.0
+$sharp_mix = 0.0
+
+[Preset]
+name = debug
+$redShadows = 1.0
+$greenShadows = 1.0
+$blueSadows = 1.0
+$redMid = 0.5
+$greenMid = 0.5
+$blueMid = 1.0
+$redHilight = 0.5
+$greenHilight =1.0
+$blueHilight = 1.0
+
+$contrastCurve = 0.0
+$hazeFactor = 1.0
+$bloom = 1.0
+$gamma  = 1.0
+$exposure = 1.0
+$vibrance  = 0.0
+$crushContrast = 0.0
+$bleach = 1.0
+$sharp_mix = 0.25
+
+[Preset]
+name = High Contrasty
+$redShadows = 1.0
+$greenShadows = 1.0
+$blueSadows = 1.0
+$redMid = 0.98
+$greenMid = 0.98
+$blueMid = 0.9
+$redHilight = 1.0
+$greenHilight =1.0
+$blueHilight = 1.0
+
+$contrastCurve = 0.6
+$hazeFactor = 0.25
+$bloom = 0.85
+$gamma  = 1.1
+$exposure = 1.05
+$vibrance  = 0.25
+$crushContrast = 0.00
+$bleach = 0.85
+$sharp_mix = 0.45
+
+[Preset]
+name = Colourfull
+$redShadows = 0.999
+$greenShadows = 0.98
+$blueSadows = 0.98
+$redMid = 1.0
+$greenMid = 0.99
+$blueMid = 0.99
+$redHilight = 1.0
+$greenHilight =0.99
+$blueHilight = 0.99
+
+$contrastCurve = 0.15
+$hazeFactor = 1.0
+$bloom = 0.85
+$gamma  = 1.05
+$exposure = 1.01
+$vibrance  = 0.4
+$crushContrast = 0.00
+$bleach = 0.85
+$sharp_mix = 0.15
+
+[Preset]
+name = Neutral Contrasty
+$redShadows = 1.01
+$greenShadows = 1.01
+$blueSadows = 1.01
+$redMid = 1.0
+$greenMid = 1.0
+$blueMid = 1.0
+$redHilight = 0.99
+$greenHilight =0.99
+$blueHilight = 0.99
+
+$contrastCurve = 0.30
+$hazeFactor = 1.0
+$bloom = 0.85
+$gamma  = 1.075
+$exposure = 1.01
+$vibrance  = 0.15
+$crushContrast = 0.00
+$bleach = 0.85
+$sharp_mix = 0.15
\ No newline at end of file