diff --git a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt
index cda4cfb7..6be21951 100644
--- a/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt
+++ b/Enhancement/BreathOfTheWild_ClarityGFX/bd8bba59e2149449_00000000000003c9_ps.txt
@@ -98,67 +98,7 @@ vec3 TonemapPass(vec3 inputColor) {
 	
 	return color;
 }
-//-----------------------------------------------------------
-//	LumaSharpen 1.4.1
-//	original hlsl by Christian Cann Schuldt Jensen ~ CeeJay.dk
-//	It blurs the original pixel with the surrounding pixels and then subtracts this blur to sharpen the image.
-//	It does this in luma to avoid color artifacts and allows limiting the maximum sharpning to avoid or lessen halo artifacts.
-//	This is similar to using Unsharp Mask in Photoshop.
-//-----------------------------------------------------------
 
-// -- Sharpening --
-#define sharp_strength 0.65   //[0.10 to 3.00] Strength of the sharpening
-
-#define sharp_clamp    0.035  //[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.
-                         //I designed the pattern for offset_bias 1.0, but feel free to experiment.
-
-#define CoefLuma vec3(0.2126, 0.7152, 0.0722)      // BT.709 & sRBG luma coefficient (Monitors and HD Television)
-
-vec4 texel(sampler2D tex, vec2 pos, vec2  tex_size){
-	vec4 colorInput = texture(tex, pos);
-  	
-	vec3 ori = colorInput.rgb;
-
-	// -- Combining the strength and luma multipliers --
-	vec3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on
-	
-	// -- 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 clamp(colorInput, 0.0,1.0);
-}
 void main()
 {
 vec4 R0f = vec4(0.0);
@@ -276,4 +216,4 @@ vec3 color = (passPixelColor0.xyz);
 color = TonemapPass(color);   
 color = (color.xyz - floor) * scale;
 passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
-}
\ No newline at end of file
+}