From 2fcbaa6896eaabdc512e5065b21ead1c1536afe5 Mon Sep 17 00:00:00 2001
From: Jamie <RaverX3X@gmail.com>
Date: Thu, 21 Dec 2017 07:20:49 -0800
Subject: [PATCH] ClarityGFX

Stuff.
---
 .../37040a485a29d54e_00000000000003c9_ps.txt  | 140 +++++++++---------
 ...p_37040a485a29d54e_00000000000003c9_ps.txt | 140 +++++++++---------
 2 files changed, 146 insertions(+), 134 deletions(-)

diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt
index c5ea31df..6cd8e8ad 100644
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt
+++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt
@@ -17,23 +17,23 @@
 //##########################################################
 #define adjust_bloom 1                                 // 0: disable, 1: enable.
 //BloomFactor
-const float bloomFactor = 0.010;                       // Default is 0.020 (rough estimate based on Switch)
+const float bloomFactor = 0.197;                       // Default is 0.020 (rough estimate based on Switch)
 
 #define HDRpassing 1                                   // 0: disable, 1: enable.
-													   //Fake High Dynamic Range.
-const float HDRPower = 1.085;                          // 0.0 to  8.0  Default 1.30.
+//Fake High Dynamic Range.
+const float HDRPower = 1.030;                          // 0.0 to  8.0  Default 1.30.
 const float radius1 = 0.793;                           // 0.0 to  8.0  Default 0.793  
-const float radius2 = .87;                             // 0.0 to  8.0  Default 0.87  "Raising this seems to make the effect stronger and also brighter."
+const float radius2 = 0.870;                           // 0.0 to  8.0  Default 0.87  "Raising this seems to make the effect stronger and also brighter."
 
 #define lumapassing 1                                  // 0: disable, 1: enable.
 //LumaShapening
-const float sharp_strength = 0.25;                     //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-const float sharp_clamp = 0.085;                       //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
+const float sharp_strength = 0.65;                     //[0.10 to 3.00] Strength of the sharpening Default is 0.65
+const float sharp_clamp = 0.035;                       //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
 //Advanced sharpening settings
 const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
 
-#define Tone_map 8                                     // 0: disable, 1-8: enable.
+#define Tone_map 1                                     // 0: disable, 1-8: enable.
 													   // Reshade ToneMap Option 1
 													   // linearToneMapping  Option 2             
 													   // simpleReinhardToneMapping Option 3     
@@ -43,35 +43,36 @@ const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bia
 													   // filmicToneMapping Option 7             
 													   // Uncharted2ToneMapping Option 8
 													   // ACES Filmic Option 9
-													   // Reshade ToneMap Controls 
-const float Exposure = 0.6;                            // [0.0, 1.0+] Adjust exposure
+// Reshade ToneMap Controls 
+const float Exposure = 1.0;                            // [0.0, 1.0+] Adjust exposure
 const float Bleach = 0.0;                              // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
+const float Gamma = 1.0;                               // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
 const float defog = 0.004;	                           // Default is 0.0  //How much of the overall color you want removed form the values of FogColor.
 vec3 FogColor = vec3(1.0, 1.5, 1.7);                   // Color you want to Add or Remove  0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
-const float sat = 0.050;                               // "Adjust saturation" min -1.0 max 1.0 Default 0.0
+const float sat = 0.000;                               // "Adjust saturation" min -1.0 max 1.0 Default 0.0
 
-#define blacknwhitepass 1                              // 0: disable, 1: enable.
-													   //Levels Control
-const int BlackPoint = 6;   // [0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
-const int WhitePoint = 245; // [0, 255]  The new white point. Everything brighter than this becomes completely white
+#define blacknwhitepass 0                              // 0: disable, 1: enable.
+// Levels Control
+const int BlackPoint = 16;  // [0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
+const int WhitePoint = 235; // [0, 255]  The new white point. Everything brighter than this becomes completely white
 
 #define lggpass 1                                      // 0: disable, 1: enable.
 //Lift Gamma Gain
-vec3 RGB_Lift = vec3(0.996, 0.996, 0.996);             // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00);                // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
-vec3 RGB_Gain = vec3(1.0, 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.
+vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);			   // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);            // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
+vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);             // [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.
 
 #define vibpass 1                                      // 0: disable, 1: enable.
 //VibrancePass
-const float Vibrance = 0.40;                 	       // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
+const float Vibrance = 0.150;                 	       // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
 vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);         // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
 
-#define Tech 0									
+#define Tech 1									
 //Technicolor
 const float Power = 4.0;                               // Min 0.0 Max 8.0 Default 4.0
 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
-//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic 
+float Strength = 0.20;                                 // Min 0.0 Max 1.0 Default 0.4
 
 #define Techine 0                                      // 0: disable, 1: enable.
 //Technicolor2
@@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2;	       // "Higher means darker and
 const float Technicolor2_Green_Strength = 0.2;	       // "Higher means darker and more intense colors." Default 0.2
 const float Technicolor2_Blue_Strength = 0.2;	       // "Higher means darker and more intense colors." Default 0.2
 const float Technicolor2_Brightness = 1.0;             // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
-const float Technicolor2_Strength = 1.0;		       // Default is 1.0
-const float Technicolor2_Saturation = 1.0;             // Default is 1.0	
+const float Technicolor2_Strength = 1.0;		       // [Default is 1.0]
+const float Technicolor2_Saturation = 1.0;             // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." 
 
-//Curves / Filmic Pass Contrast
-#define CurvesPss 0                                    // 0: disable, 1: enable.
-const float Contrast = 1.0;                            // Default 1.0
-// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
+//Curves Contrast
+#define CurvesPss 1                                    // 0: disable, 1: enable.
+const float Contrast = 0.65;                           // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
 
-#define Filmicpass 1                                   // 0: disable, 1: enable.
+#define Filmicpass 0                                   // 0: disable, 1: enable.
 //Filmic Pass
-const float Strength = 0.85;                           // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
+const float Filmic_Contrast = 1.00;                    // Default 1.0 min 0.5 max 2.0
+const float Filmic_Bleach = 0.0;                       // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
+const float Saturation = -0.15;                        // min -1.0 max 1.0 Default -0.15  
+
+const float Filmic_Strength = 0.85;                    // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
 const float Fade = 0.4;                                // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
-const float Linearization = 0.5;                       // min 0.5 max 2.0 Default 0.5
-const float Saturation = -0.15;                        // min -1.0 max 1.0 Default -0.15
+const float Linearization = 0.5;                       // min 0.5 max 2.0 Default 0.5                       
 
-const float RedCurve = 1.0;                            // min 0.0 max  2.0 Default 1.0
-const float GreenCurve = 1.0;                          // min 0.0 max  2.0 Default 1.0
-const float BlueCurve = 1.0;                           // min 0.0 max  2.0 Default 1.0
-const float BaseCurve = 1.5;                           // min 0.0 max  2.0 Default 1.5
-
-const float BaseGamma = 1.0;                           // min 0.7 max 2.0 Default 1.0
+const float BaseCurve = 1.5;                           // min 0.0 max 2.0 Default 1.5
+const float BaseGamma = 1.00;                          // min 0.7 max 2.0 Default 1.0
 const float EffectGamma = 0.68;                        // min 0.0 max 2.0 Default 0.68
-const float EffectGammaR = 1.0;                        // min 0.0 max 2.0 Default 1.0
-const float EffectGammaG = 1.0;                        // min 0.0 max 2.0 Default 1.0
-const float EffectGammaB = 1.0;                        // min 0.0 max 2.0 Default 1.0
-
+               
 //###########################################################
 
 //Do not edit under this line.
-float getL601(vec3 rgb) {
-	return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
-}
 
-float getL709(vec3 rgb) {
-	return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
-}
 uniform ivec4 uf_remappedPS[1];
 layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom 
 layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
@@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color)
 {
 	float exposure = 1.;
 	color = clamp(exposure * color, 0., 1.);
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
 vec3 simpleReinhardToneMapping(vec3 color)
 {
 	float exposure = 1.5;
-	color *= exposure / (1. + color / exposure);
+	color *= exposure/(1. + color / exposure);
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
@@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color)
 	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
 	float toneMappedLuma = luma / (1. + luma);
 	color *= toneMappedLuma / luma;
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
@@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
 	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
 	float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
 	color *= toneMappedLuma / luma;
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
 vec3 RomBinDaHouseToneMapping(vec3 color)
 {
-	color = exp(-1.0 / (2.72*color + 0.15));
+    color = exp( -1.0 / ( 2.72*color + 0.15 ) );
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
@@ -182,13 +177,16 @@ vec3 Uncharted2ToneMapping(vec3 color)
 	color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
 	float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
 	color /= white;
-	return color;
+	color = pow(color, vec3(1. / Gamma));
+    return color;
 }
 
 vec3 ReshadeToneMap(vec3 inputColor) {
 	vec3 color = inputColor;
 	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
-
+	color *= Exposure / (1.0 + color / Exposure);
+	color = pow(color, vec3(1. / Gamma)); // Gamma
+	
 	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
 	float lum = dot(coefLuma, color);
 
@@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) {
 	return color;
 }
 
+float getL709(vec3 rgb) {
+	return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
+}
 vec3 ACESFilm(vec3 color) {
 	color *= Exposure;
 	float Lumn = getL709(color);
@@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) {
 //Technicolor
 vec3 TechnicolorPass(vec3 color)
 {
-	float Strength = 0.20;   // Min 0.0 Max 1.0 Default 0.4
+	
 	const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
 	const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
 	const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
@@ -298,21 +299,24 @@ vec3 LevelsPass(vec3 inputColor) {
 
 //FilmPass
 vec3 FilmPass(vec3 inputColor) {
-
+     
 	vec3 B = inputColor.rgb;
 	vec3 G = B;
 	vec3 H = vec3(0.01);
 
 	B = clamp(B, 0.0, 1.);
 	B = pow(vec3(B), vec3(Linearization));
-	B = mix(H, B, Contrast);
+	B = mix(H, B, Filmic_Contrast);
 
-	vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
+	vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
 	float A = dot(B.rgb, LumCoeff);
 	vec3 D = vec3(A);
 
 	B = pow(B, 1.0 / vec3(BaseGamma));
 
+	float RedCurve = 1.0;                            
+    float GreenCurve = 1.0;                          
+    float BlueCurve = 1.0; 
 	float a = RedCurve;
 	float b = GreenCurve;
 	float c = BlueCurve;
@@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) {
 
 	vec3 Di = 1.0 - D;
 
-	D = mix(D, Di, Bleach);
-
+	D = mix(D, Di, Filmic_Bleach);
+	float EffectGammaR = 1.0;                        
+	float EffectGammaG = 1.0;                        
+	float EffectGammaB = 1.0;    
 	D.r = pow(abs(D.r), 1.0 / EffectGammaR);
 	D.g = pow(abs(D.g), 1.0 / EffectGammaG);
 	D.b = pow(abs(D.b), 1.0 / EffectGammaB);
@@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) {
 
 	Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
 
-	vec3 Fn = mix(B, Cn, Strength);
+	vec3 Fn = mix(B, Cn, Filmic_Strength);
 	return Fn;
 }
 
@@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) {
 
 	float color_saturation = max_color - min_color; // The difference between the two is the saturation
 
-													// Extrapolate between luma and original by 1 + (1-saturation) - current
+	// Extrapolate between luma and original by 1 + (1-saturation) - current
 	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
 
 	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
@@ -523,6 +529,9 @@ void main()
 #endif
 	vec3 color = (passPixelColor0.xyz);
 	color += bloom;
+#if (blacknwhitepass == 1)	
+	color = LevelsPass(color);
+#endif
 #if (Tone_map == 1)
 	color = ReshadeToneMap(color);
 #endif
@@ -550,24 +559,21 @@ void main()
 #if (tone_mapping == 9)
 	color = ACESFilm(color);
 #endif
-#if (blacknwhitepass == 1)	
-	color = LevelsPass(color);
+#if (Tech == 1)
+	color = TechnicolorPass(color);
 #endif
 #if (Techine == 1)
 	color = Technicolor2(color);
 #endif
-#if (Tech == 1)
-	color = TechnicolorPass(color);
-#endif
 #if (Filmicpass == 1)	
 	color = FilmPass(color);
 #endif
-#if (CurvesPss == 1)
-	color = CurvesPass(color);
-#endif
 #if (lggpass == 1)	
 	color = LiftGammaGainPass(color);
 #endif
+#if (CurvesPss == 1)
+	color = CurvesPass(color);
+#endif
 #if (vibpass == 1)
 	color = VibrancePass(color);
 #endif
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt
index c5ea31df..0b366cc9 100644
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt
+++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Default_Backup_37040a485a29d54e_00000000000003c9_ps.txt
@@ -17,23 +17,23 @@
 //##########################################################
 #define adjust_bloom 1                                 // 0: disable, 1: enable.
 //BloomFactor
-const float bloomFactor = 0.010;                       // Default is 0.020 (rough estimate based on Switch)
+const float bloomFactor = 0.197;                       // Default is 0.020 (rough estimate based on Switch)
 
 #define HDRpassing 1                                   // 0: disable, 1: enable.
-													   //Fake High Dynamic Range.
-const float HDRPower = 1.085;                          // 0.0 to  8.0  Default 1.30.
+//Fake High Dynamic Range.
+const float HDRPower = 1.030;                          // 0.0 to  8.0  Default 1.30.
 const float radius1 = 0.793;                           // 0.0 to  8.0  Default 0.793  
-const float radius2 = .87;                             // 0.0 to  8.0  Default 0.87  "Raising this seems to make the effect stronger and also brighter."
+const float radius2 = 0.870;                           // 0.0 to  8.0  Default 0.87  "Raising this seems to make the effect stronger and also brighter."
 
 #define lumapassing 1                                  // 0: disable, 1: enable.
 //LumaShapening
-const float sharp_strength = 0.25;                     //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-const float sharp_clamp = 0.085;                       //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
+const float sharp_strength = 0.65;                     //[0.10 to 3.00] Strength of the sharpening Default is 0.65
+const float sharp_clamp = 0.035;                       //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
 //Advanced sharpening settings
 const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
 
-#define Tone_map 8                                     // 0: disable, 1-8: enable.
+#define Tone_map 1                                     // 0: disable, 1-8: enable.
 													   // Reshade ToneMap Option 1
 													   // linearToneMapping  Option 2             
 													   // simpleReinhardToneMapping Option 3     
@@ -43,35 +43,36 @@ const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bia
 													   // filmicToneMapping Option 7             
 													   // Uncharted2ToneMapping Option 8
 													   // ACES Filmic Option 9
-													   // Reshade ToneMap Controls 
-const float Exposure = 0.6;                            // [0.0, 1.0+] Adjust exposure
+// Reshade ToneMap Controls 
+const float Exposure = 1.0;                            // [0.0, 1.0+] Adjust exposure
 const float Bleach = 0.0;                              // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
+const float Gamma = 1.0;                               // "Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control."
 const float defog = 0.004;	                           // Default is 0.0  //How much of the overall color you want removed form the values of FogColor.
 vec3 FogColor = vec3(1.0, 1.5, 1.7);                   // Color you want to Add or Remove  0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
-const float sat = 0.050;                               // "Adjust saturation" min -1.0 max 1.0 Default 0.0
+const float sat = 0.000;                               // "Adjust saturation" min -1.0 max 1.0 Default 0.0
 
-#define blacknwhitepass 1                              // 0: disable, 1: enable.
-													   //Levels Control
-const int BlackPoint = 6;   // [0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
-const int WhitePoint = 245; // [0, 255]  The new white point. Everything brighter than this becomes completely white
+#define blacknwhitepass 0                              // 0: disable, 1: enable.
+// Levels Control
+const int BlackPoint = 16;  // [0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
+const int WhitePoint = 235; // [0, 255]  The new white point. Everything brighter than this becomes completely white
 
 #define lggpass 1                                      // 0: disable, 1: enable.
 //Lift Gamma Gain
-vec3 RGB_Lift = vec3(0.996, 0.996, 0.996);             // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-vec3 RGB_Gamma = vec3(1.0, 1.00, 1.00);                // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
-vec3 RGB_Gain = vec3(1.0, 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.
+vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);				   // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);                // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
+vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);                 // [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.
 
 #define vibpass 1                                      // 0: disable, 1: enable.
 //VibrancePass
-const float Vibrance = 0.40;                 	       // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
+const float Vibrance = 0.150;                 	       // Default [0.150] "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation."
 vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);         // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";
 
-#define Tech 0									
+#define Tech 1									
 //Technicolor
 const float Power = 4.0;                               // Min 0.0 Max 8.0 Default 4.0
 vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
-//To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic 
+float Strength = 0.20;                                 // Min 0.0 Max 1.0 Default 0.4
 
 #define Techine 0                                      // 0: disable, 1: enable.
 //Technicolor2
@@ -79,42 +80,31 @@ const float Technicolor2_Red_Strength = 0.2;	       // "Higher means darker and
 const float Technicolor2_Green_Strength = 0.2;	       // "Higher means darker and more intense colors." Default 0.2
 const float Technicolor2_Blue_Strength = 0.2;	       // "Higher means darker and more intense colors." Default 0.2
 const float Technicolor2_Brightness = 1.0;             // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
-const float Technicolor2_Strength = 1.0;		       // Default is 1.0
-const float Technicolor2_Saturation = 1.0;             // Default is 1.0	
+const float Technicolor2_Strength = 1.0;		       // [Default is 1.0]
+const float Technicolor2_Saturation = 1.0;             // Default is 1.0 min 0.0 max 1.5 "Additional saturation control since this effect tends to oversaturate the image." 
 
-//Curves / Filmic Pass Contrast
-#define CurvesPss 0                                    // 0: disable, 1: enable.
-const float Contrast = 1.0;                            // Default 1.0
-// 1 To use curves Contrast, 0 off or to use with Filmic Pass.
+//Curves Contrast
+#define CurvesPss 1                                    // 0: disable, 1: enable.
+const float Contrast = 0.65;                           // Default 0.65 min -1.0 max = 1.0 "The amount of contrast you want."
 
-#define Filmicpass 1                                   // 0: disable, 1: enable.
+#define Filmicpass 0                                   // 0: disable, 1: enable.
 //Filmic Pass
-const float Strength = 0.85;                           // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
+const float Filmic_Contrast = 1.00;                    // Default 1.0 min 0.5 max 2.0
+const float Filmic_Bleach = 0.0;                       // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
+const float Saturation = -0.15;                        // min -1.0 max 1.0 Default -0.15  
+
+const float Filmic_Strength = 0.85;                    // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
 const float Fade = 0.4;                                // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
-const float Linearization = 0.5;                       // min 0.5 max 2.0 Default 0.5
-const float Saturation = -0.15;                        // min -1.0 max 1.0 Default -0.15
+const float Linearization = 0.5;                       // min 0.5 max 2.0 Default 0.5                       
 
-const float RedCurve = 1.0;                            // min 0.0 max  2.0 Default 1.0
-const float GreenCurve = 1.0;                          // min 0.0 max  2.0 Default 1.0
-const float BlueCurve = 1.0;                           // min 0.0 max  2.0 Default 1.0
-const float BaseCurve = 1.5;                           // min 0.0 max  2.0 Default 1.5
-
-const float BaseGamma = 1.0;                           // min 0.7 max 2.0 Default 1.0
+const float BaseCurve = 1.5;                           // min 0.0 max 2.0 Default 1.5
+const float BaseGamma = 1.00;                          // min 0.7 max 2.0 Default 1.0
 const float EffectGamma = 0.68;                        // min 0.0 max 2.0 Default 0.68
-const float EffectGammaR = 1.0;                        // min 0.0 max 2.0 Default 1.0
-const float EffectGammaG = 1.0;                        // min 0.0 max 2.0 Default 1.0
-const float EffectGammaB = 1.0;                        // min 0.0 max 2.0 Default 1.0
-
+               
 //###########################################################
 
 //Do not edit under this line.
-float getL601(vec3 rgb) {
-	return dot(rgb, vec3(0.2989, 0.5866, 0.1145));
-}
 
-float getL709(vec3 rgb) {
-	return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
-}
 uniform ivec4 uf_remappedPS[1];
 layout(binding = 0) uniform sampler2D textureUnitPS0; // Bloom 
 layout(binding = 1) uniform sampler2D textureUnitPS1;// HDR LumaShapening.
@@ -128,13 +118,15 @@ vec3 linearToneMapping(vec3 color)
 {
 	float exposure = 1.;
 	color = clamp(exposure * color, 0., 1.);
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
 vec3 simpleReinhardToneMapping(vec3 color)
 {
 	float exposure = 1.5;
-	color *= exposure / (1. + color / exposure);
+	color *= exposure/(1. + color / exposure);
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
@@ -143,6 +135,7 @@ vec3 lumaBasedReinhardToneMapping(vec3 color)
 	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
 	float toneMappedLuma = luma / (1. + luma);
 	color *= toneMappedLuma / luma;
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
@@ -152,12 +145,14 @@ vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
 	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
 	float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
 	color *= toneMappedLuma / luma;
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
 vec3 RomBinDaHouseToneMapping(vec3 color)
 {
-	color = exp(-1.0 / (2.72*color + 0.15));
+    color = exp( -1.0 / ( 2.72*color + 0.15 ) );
+	color = pow(color, vec3(1. / Gamma));
 	return color;
 }
 
@@ -182,13 +177,16 @@ vec3 Uncharted2ToneMapping(vec3 color)
 	color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
 	float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
 	color /= white;
-	return color;
+	color = pow(color, vec3(1. / Gamma));
+    return color;
 }
 
 vec3 ReshadeToneMap(vec3 inputColor) {
 	vec3 color = inputColor;
 	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
-
+	color *= Exposure / (1.0 + color / Exposure);
+	color = pow(color, vec3(1. / Gamma)); // Gamma
+	
 	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
 	float lum = dot(coefLuma, color);
 
@@ -210,6 +208,9 @@ vec3 ReshadeToneMap(vec3 inputColor) {
 	return color;
 }
 
+float getL709(vec3 rgb) {
+	return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
+}
 vec3 ACESFilm(vec3 color) {
 	color *= Exposure;
 	float Lumn = getL709(color);
@@ -264,7 +265,7 @@ vec3 Technicolor2(vec3 inputColor) {
 //Technicolor
 vec3 TechnicolorPass(vec3 color)
 {
-	float Strength = 0.20;   // Min 0.0 Max 1.0 Default 0.4
+	
 	const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
 	const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
 	const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
@@ -298,21 +299,24 @@ vec3 LevelsPass(vec3 inputColor) {
 
 //FilmPass
 vec3 FilmPass(vec3 inputColor) {
-
+     
 	vec3 B = inputColor.rgb;
 	vec3 G = B;
 	vec3 H = vec3(0.01);
 
 	B = clamp(B, 0.0, 1.);
 	B = pow(vec3(B), vec3(Linearization));
-	B = mix(H, B, Contrast);
+	B = mix(H, B, Filmic_Contrast);
 
-	vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
+	vec3 LumCoeff = vec3(0.2126, 0.7152, 0.0722);
 	float A = dot(B.rgb, LumCoeff);
 	vec3 D = vec3(A);
 
 	B = pow(B, 1.0 / vec3(BaseGamma));
 
+	float RedCurve = 1.0;                            
+    float GreenCurve = 1.0;                          
+    float BlueCurve = 1.0; 
 	float a = RedCurve;
 	float b = GreenCurve;
 	float c = BlueCurve;
@@ -333,8 +337,10 @@ vec3 FilmPass(vec3 inputColor) {
 
 	vec3 Di = 1.0 - D;
 
-	D = mix(D, Di, Bleach);
-
+	D = mix(D, Di, Filmic_Bleach);
+	float EffectGammaR = 1.0;                        
+	float EffectGammaG = 1.0;                        
+	float EffectGammaB = 1.0;    
 	D.r = pow(abs(D.r), 1.0 / EffectGammaR);
 	D.g = pow(abs(D.g), 1.0 / EffectGammaG);
 	D.b = pow(abs(D.b), 1.0 / EffectGammaB);
@@ -386,7 +392,7 @@ vec3 FilmPass(vec3 inputColor) {
 
 	Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
 
-	vec3 Fn = mix(B, Cn, Strength);
+	vec3 Fn = mix(B, Cn, Filmic_Strength);
 	return Fn;
 }
 
@@ -423,7 +429,7 @@ vec3 VibrancePass(vec3 color) {
 
 	float color_saturation = max_color - min_color; // The difference between the two is the saturation
 
-													// Extrapolate between luma and original by 1 + (1-saturation) - current
+	// Extrapolate between luma and original by 1 + (1-saturation) - current
 	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
 
 	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
@@ -523,6 +529,9 @@ void main()
 #endif
 	vec3 color = (passPixelColor0.xyz);
 	color += bloom;
+#if (blacknwhitepass == 1)	
+	color = LevelsPass(color);
+#endif
 #if (Tone_map == 1)
 	color = ReshadeToneMap(color);
 #endif
@@ -550,24 +559,21 @@ void main()
 #if (tone_mapping == 9)
 	color = ACESFilm(color);
 #endif
-#if (blacknwhitepass == 1)	
-	color = LevelsPass(color);
+#if (Tech == 1)
+	color = TechnicolorPass(color);
 #endif
 #if (Techine == 1)
 	color = Technicolor2(color);
 #endif
-#if (Tech == 1)
-	color = TechnicolorPass(color);
-#endif
 #if (Filmicpass == 1)	
 	color = FilmPass(color);
 #endif
-#if (CurvesPss == 1)
-	color = CurvesPass(color);
-#endif
 #if (lggpass == 1)	
 	color = LiftGammaGainPass(color);
 #endif
+#if (CurvesPss == 1)
+	color = CurvesPass(color);
+#endif
 #if (vibpass == 1)
 	color = VibrancePass(color);
 #endif