diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt
index a9b1fca6..dae9c082 100644
--- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt
+++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt
@@ -90,13 +90,13 @@ float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; retu
 
 vec3 TonemapPass(vec3 inputColor) {
 	vec3 color = inputColor;
-	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
+	color = (color - defog * FogColor * 2.55);
 	color *= exposure/(1.0+ color / exposure);
 	
 	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
 	float lum = dot(coefLuma, color);
 	
-	float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
+	float L = (10.0 * (lum - 0.45));
 	vec3 A2 = Bleach * color;
 
 	vec3 result1 = 2.0f * color * lum;
diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset
deleted file mode 100644
index 615d67b8..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.Jamie Preset	
+++ /dev/null
@@ -1,346 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-
-// shader bd8bba59e2149449
-
-// 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.
-
-// Changelog V0.1
-// Changed from shader f14bb_ps.txt to bd8bb_ps.txt
-
-// Credit to NAVras for merging to a better shader.(specal Note Thank you NAVras, For Helping Debug and answering silly questions.)
-// Could not have got this far without you.
-// 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.
-// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
-
-// Changelog v0.7
-
-//##########################################################
-
-//ToneMapping
-const float bloomFactor = 0.0; //Default is 1.0
-const float gamma = 1.00;      //Default is 1.0
-const float Bleach = 0.2;      //Default is 0.0
-float exposure = 1.5;          //Default is 1.0
-const float defog = 0.12;	   //Default is 0.0 How much of the far distance fog to "remove."
-const float vibrance = 0.015;  //Default is 0.0 
-
-//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.
-
-//Technicolor2
-#define Technicolor2_Red_Strength 0.0	//Default is 0.0	
-#define Technicolor2_Green_Strength 0.0	//Default is 0.0	
-#define Technicolor2_Blue_Strength 0.0	//Default is 0.0	
-#define Technicolor2_Brightness 1.0		//Default is 1.0
-#define Technicolor2_Strength 0.40		//Default is 1.0
-#define Technicolor2_Saturation 0.51    //Default is 1.0	
-
-//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 float sat = 0.0;
-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; }
-
-//ToneMapping
-
-vec3 TonemapPass(vec3 inputColor) {
-	vec3 color = inputColor;
-	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
-	color *= exposure/(1.0+ color / exposure);
-	
-	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
-	float lum = dot(coefLuma, color);
-	
-	float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
-	vec3 A2 = Bleach * color;
-
-	vec3 result1 = 2.0f * color * lum;
-	vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
-	
-	vec3 newColor = mix(result1, result2, L);
-	vec3 mixRGB = A2 * newColor;
-	color += ((1.0f - A2) * mixRGB);
-	
-	vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
-	vec3 diffcolor = color - middlegray;
-	color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
-	
-	return color;
-}
-
-//TECHNICOLOR2
-
-vec3 Technicolor2(vec3 inputColor) {
-	vec3 color = inputColor;
-	vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
-	vec3 source = color; 
-	vec3 temp = 1.0 - source;
-	vec3 target = temp.grg;
-	vec3 target2 = temp.bbr;
-	vec3 temp2 = source * target;
-	temp2 *= target2;
-
-	temp = temp2 * Color_Strength;
-	temp2 *= Technicolor2_Brightness;
-
-	target = temp.grg;
-	target2 = temp.bbr;
-
-	temp = source - target;
-	temp += temp2;
-	temp2 = temp - target2;
-
-	color = mix(source, temp2, Technicolor2_Strength);
-
-	color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
-	
-	return color; 
-}
-
-//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);
-// 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;
-R126f.y = max(PV0f.x, PV0f.z);
-PV1f.w = min(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 = min(PV1f.x, PV1f.w);
-PS0f = R126f.z;
-// 11
-backupReg0f = R127f.x;
-backupReg1f = R127f.z;
-R127f.x = max(R126f.x, R126f.y);
-PV1f.x = R127f.x;
-R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-PV1f.y = R123f.y;
-R127f.z = backupReg0f + -(PS0f);
-R125f.w = R126f.x + -(PS0f);
-R126f.y = backupReg1f + -(PS0f);
-PS1f = R126f.y;
-// 12
-R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-PV0f.x = R126f.x;
-PV0f.y = -(R126f.z) + PV1f.x;
-// 13
-R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x);
-PV1f.w = R123f.w;
-// 14
-R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
-R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
-R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
-
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-
-vec3 color = (passPixelColor0.xyz);
-float luminance = color.r*intBitsToFloat(0x3e99096c) + color.g*intBitsToFloat(0x3f162b6b) + color.b*intBitsToFloat(0x3dea4a8c);
-float mn = min(min(color.r, color.g), color.b);
-float mx = max(max(color.r, color.g), color.b);
-float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
-vec3 lightness = vec3((mn + mx)/2.0);
-color = TonemapPass(color);
-color = Technicolor2(color);
-color = pow(color, vec3(1.0 / gamma));
-color = mix(color, mix(color, lightness, -vibrance), sat);
-passPixelColor0 = vec4(color, R0f.w); 
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.brighter b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.brighter
deleted file mode 100644
index b4c0f52b..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt.brighter
+++ /dev/null
@@ -1,404 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-
-// shader bd8bba59e2149449
-
-// 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.
-// Thank you NAVras for debugging and answering silly questions.
-// Thank you to Kiri for everything. 
-// Credit to getdls for adding exposure & Original Contrasty.
-
-// Clarity GFX
-// Credit to Jamie for main coding / Porting SweetFX/Reshade to Cemu.
-// Credit to Kiri coding & logic.
-// Credit to Serfrost for preset values.
-// Credit to Sweet FX Reshade Team for there shaders which this is based on.
-// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
-//v0.9
-
-//##########################################################
-
-//ToneMapping
-float bloomFactor = 0.30;       //Default is 1.0
-float Bleach = 0.0002;          //Default is 0.0
-float exposure = 1.20;          //Default is 1.0
-float defog = 0.003;	        //Default is 0.0
-float vibrance = -0.165;        //Default is 0.0 
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.00, 1.00, 1.00)  //[0.0 to 2.0] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.90, 0.90, 0.90)  //[0.0 to 2.0] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.00, 1.00, 1.00)  //[0.0 to 2.0] Adjust highlights for Red, Green and Blue
-//Note that a value of 1.0 is a neutral setting that leave the color unchanged.
-
-//Curves 
-float Contrast = 0.80;      //[-1.0, 1.0]  The amount of contrast you want
-
-// Levels controls
-const int BlackPoint = 0;   //[0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
-const int WhitePoint = 255; //[0, 255]  The new white point. Everything brighter than this becomes completely white
-
-//LumaSharpening
-#define sharp_strength 0.60   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-#define sharp_clamp    0.060  //[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.
-
-//Technicolor2
-#define Technicolor2_Red_Strength 0.0	//Default is 0.0	
-#define Technicolor2_Green_Strength 0.0	//Default is 0.0	
-#define Technicolor2_Blue_Strength 0.0	//Default is 0.0	
-#define Technicolor2_Brightness 0.95    //Default is 1.0
-#define Technicolor2_Strength 0.40		//Default is 1.0
-#define Technicolor2_Saturation 0.75    //Default is 1.0	
-
-//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."
-
-//###########################################################
-
-//Do not edit under this line.
-
-float sat = 0.0;
-
-const vec3 FogColor = vec3(0.0, 1.03, 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; }
-
-//ToneMapping
-
-vec3 TonemapPass(vec3 inputColor) {
-	vec3 color = inputColor;
-	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
-	color *= exposure/(1.0+ color / exposure);
-	
-	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
-	float lum = dot(coefLuma, color);
-	
-	float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
-	vec3 A2 = Bleach * color;
-
-	vec3 result1 = 2.0f * color * lum;
-	vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
-	
-	vec3 newColor = mix(result1, result2, L);
-	vec3 mixRGB = A2 * newColor;
-	color += ((1.0f - A2) * mixRGB);
-	
-	vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
-	vec3 diffcolor = color - middlegray;
-	color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
-	
-	return color;
-}
-
-vec3 LevelsPass(vec3 inputColor) {
-	float black_point_float = BlackPoint / 255.0;
-	float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same
-
-	vec3 color = inputColor;
-	color = color * white_point_float - (black_point_float *  white_point_float);
-
-	return color;
-}
-
-//Curves
-
-vec3 CurvesPass(vec3 inputColor) {
-	vec3 colorInput = inputColor;
-	float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
-	vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
-	x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
-	vec3 color = x;  //if the curve should be applied to both Luma and Chroma
-	colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
-	return colorInput;
-}
-
-
-//TECHNICOLOR2
-
-vec3 Technicolor2(vec3 inputColor) {
-	vec3 color = inputColor;
-	vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
-	vec3 source = color; 
-	vec3 temp = 1.0 - source;
-	vec3 target = temp.grg;
-	vec3 target2 = temp.bbr;
-	vec3 temp2 = source * target;
-	temp2 *= target2;
-
-	temp = temp2 * Color_Strength;
-	temp2 *= Technicolor2_Brightness;
-
-	target = temp.grg;
-	target2 = temp.bbr;
-
-	temp = source - target;
-	temp += temp2;
-	temp2 = temp - target2;
-
-	color = mix(source, temp2, Technicolor2_Strength);
-
-	color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);
-	
-	return color; 
-}
-
-//Lift Gamma Gain
-
- vec3 LiftGammaGainPass( vec3 colorInput )
-{
-	// -- Get input --
-	vec3 color = colorInput.rgb;
-	
-	// -- Lift --
-	//color = color + (RGB_Lift / 2.0 - 0.5) * (1.0 - color); 
-	color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1. ); //isn't strictly necessary, but doesn't cost performance.
-	
-	// -- Gain --
-	color *= RGB_Gain; 
-	
-	// -- Gamma --
-	colorInput.rgb = pow(color, 1.0 / RGB_Gamma); //Gamma
-	
-	// -- Return output --
-	//return (colorInput);
-	return clamp(color, 0.0, 1. );
-}
-
-
-//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);
-// 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;
-R126f.y = max(PV0f.x, PV0f.z);
-PV1f.w = min(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 = min(PV1f.x, PV1f.w);
-PS0f = R126f.z;
-// 11
-backupReg0f = R127f.x;
-backupReg1f = R127f.z;
-R127f.x = max(R126f.x, R126f.y);
-PV1f.x = R127f.x;
-R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-PV1f.y = R123f.y;
-R127f.z = backupReg0f + -(PS0f);
-R125f.w = R126f.x + -(PS0f);
-R126f.y = backupReg1f + -(PS0f);
-PS1f = R126f.y;
-// 12
-R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-PV0f.x = R126f.x;
-PV0f.y = -(R126f.z) + PV1f.x;
-// 13
-R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x);
-PV1f.w = R123f.w;
-// 14
-R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
-R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
-R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
-
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-
-vec3 color = (passPixelColor0.xyz);
-float luminance = color.r*intBitsToFloat(0x3e99096c) + color.g*intBitsToFloat(0x3f162b6b) + color.b*intBitsToFloat(0x3dea4a8c);
-float mn = min(min(color.r, color.g), color.b);
-float mx = max(max(color.r, color.g), color.b);
-vec3 lightness = vec3((mn + mx)/2.0);
-color = TonemapPass(color);
-color = Technicolor2(color);
-color = LevelsPass(color);
-color = CurvesPass(color);
-color = mix(color, mix(color, lightness, -vibrance), sat);
-color = LiftGammaGainPass(color);
-passPixelColor0 = vec4(color, R0f.w); 
-}
\ No newline at end of file