diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt
index ed010cfe..88091625 100644
--- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt
+++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt
@@ -663,17 +663,17 @@ float DPX_Strength = 0.20;
 	#define adjust_bloom 1 
 	const float bloomFactor = 0;
 	#define HDRpassing 1
-	const float HDRPower = 1.450;
-	const float radius1 = 1.305;
-	const float radius2 = 1.325;
+	const float HDRPower = 1.215;
+	const float radius1 = 1.115;
+	const float radius2 = 1.145;
 	#define lumapassing 1 
-	const float sharp_strength = 0.85;
-	const float sharp_clamp = 0.75;
-	const float offset_bias = 1.20;
-	#define Tone_map 0
+	const float sharp_strength = 0.75;
+	const float sharp_clamp = 0.85;
+	const float offset_bias = 1.0;
+	#define Tone_map 8
 	const float Exposure = 1.17;
-	const float Bleach = 0.5;
-	const float Gamma = 1.05;
+	const float Bleach = 0.0;
+	const float Gamma = 1.00;
 	const float defog = 0.00;
 	vec3 FogColor = vec3(1.0, 1.0, 1.0);
 	const float sat = 0.000;
@@ -683,13 +683,13 @@ float DPX_Strength = 0.20;
 	#define blacknwhitepass 0 
 	const int BlackPoint = 16;
 	const int WhitePoint = 235;
-	#define lggpass 0 
-	vec3 RGB_Lift = vec3(0.990, 0.990, 0.990);
-	vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
-	vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
-	#define vibpass 1 
-	const float Vibrance = 0.195;
-	vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
+	#define lggpass 1
+	vec3 RGB_Lift = vec3(0.990, 0.975, 1.000);
+	vec3 RGB_Gamma = vec3(0.990, 0.975, 1.000);
+	vec3 RGB_Gain = vec3(0.990, 0.975, 1.000);
+	#define vibpass 1
+	const float Vibrance = 0.215;
+	vec3 VibranceRGBBalance = vec3(0.65, 0.85, 1.0);
 	#define Tech 0 							
 	const float Power = 4.0;
 	vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
@@ -706,24 +706,24 @@ float DPX_Strength = 0.20;
 	vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
 	vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
 	float CM_Strength = 1.0;
-	#define CurvesPss 0
-	const float Contrast = 0.65;
-	#define Filmicpass 0 
-	const float Filmic_Contrast = 1.0;
+	#define CurvesPss 1
+	const float Contrast = 0.135;
+	#define Filmicpass 0
+	const float Filmic_Contrast = 0.97;
 	const float Filmic_Bleach = 0.0;
 	const float Saturation = -0.15;
-	const float Filmic_Strength = 0.85;
-	const float Fade = 0.4;
-	const float Linearization = 0.5;
+	const float Filmic_Strength = 0.65;
+	const float Fade = 0.2;
+	const float Linearization = 0.7;
 	const float BaseCurve = 1.5;
-	const float BaseGamma = 1.00;
+	const float BaseGamma = 0.90;
 	const float EffectGamma = 0.68;
 	#define dpxpass 0
 	vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
 	vec3 RGB_C = vec3(0.36, 0.36, 0.34);
 	float DPX_Contrast = 0.1;
-	float DPX_Saturation = 2.0;
-	float Colorfulness = 1.5;
+	float DPX_Saturation = 3.0;
+	float Colorfulness = 2.5;
 	float DPX_Strength = 0.20;
 #endif
 //###########################################################