diff --git a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt
index cac60249..e326e8a1 100644
--- a/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt
+++ b/Enhancement/BreathOfTheWild_Clarity/37040a485a29d54e_00000000000003c9_ps.txt
@@ -2,7 +2,7 @@
 #extension GL_ARB_texture_gather : enable
 // shader 37040a485a29d54e
 //##########################################################
-#define Preset 3                                      	//  0 - 8:
+#define Preset 3 
 														// User Defined  0
 														// Bruz Option 1
 														// BSOD Option 2             
@@ -289,7 +289,7 @@ float DPX_Strength = 0.20;
 	vec3 RGB_Lift = vec3(0.980, 0.980, 0.980);
 	vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
 	vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
-	#define vibpass 1 
+	#define vibpass 0 
 	const float Vibrance = 0.150;
 	vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
 	#define Tech 0 							
@@ -308,7 +308,7 @@ 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 1 
+	#define CurvesPss 0 
 	const float Contrast = 0.65;
 	#define Filmicpass 0 
 	const float Filmic_Contrast = 1.0;
@@ -324,8 +324,8 @@ float DPX_Strength = 0.20;
 	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 = 3.0;
-	float Colorfulness = 2.5;
+	float DPX_Saturation = 0.0;
+	float Colorfulness = 1.0;
 	float DPX_Strength = 0.20;
 #elif (Preset == 4)
 	#define adjust_bloom 1 
@@ -654,8 +654,8 @@ float DPX_Strength = 0.20;
 	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 = 3.0;
-	float Colorfulness = 2.5;
+	float DPX_Saturation = 2.0;
+	float Colorfulness = 1.5;
 	float DPX_Strength = 0.20;
 #endif
 //###########################################################
@@ -1015,24 +1015,24 @@ const mat3 XYZ = mat3(
 );
 vec3 DPXPass(vec3 inputColor)
 {
-	vec3 input = inputColor.rgb;
+	vec3 color = inputColor;
 
-	vec3 B = input;
+	vec3 B = color;
 	B = B * (1.0 - DPX_Contrast) + (0.5 * DPX_Contrast);
 	vec3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0)));
 	B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
 
 	float value = max(max(B.r, B.g), B.b);
-	vec3 color = B / value;
+	vec3 input = B / value;
 	color = pow(abs(color), 1. / vec3(Colorfulness));
 
-	vec3 c0 = color * value;
+	vec3 c0 = input * value;
 	c0 *= (XYZ, c0);
 	float luma = dot(c0, vec3(0.30, 0.59, 0.11));
 	c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
 	c0 *= (RGB, c0);
 
-	return mix(input, c0, DPX_Strength);
+	return mix(color, c0, DPX_Strength);
 }
 
 //Lift Gamma Gain