From c7ff4175a290ae35e47d4df9f58b33c93f54e962 Mon Sep 17 00:00:00 2001
From: Jamie <RaverX3X@gmail.com>
Date: Fri, 15 Dec 2017 17:45:44 -0800
Subject: [PATCH] ClarityGFX

Clarity 2.0 Release , all old presets were removed.   These colors will not be the default....
---
 .../37040a485a29d54e_00000000000003c9_ps.txt  | 305 +++++++++----
 ...a_37040a485a29d54e_00000000000003c9_ps.txt | 335 --------------
 ...D_37040a485a29d54e_00000000000003c9_ps.txt | 402 -----------------
 ...F_37040a485a29d54e_00000000000003c9_ps.txt | 402 -----------------
 ...l_37040a485a29d54e_00000000000003c9_ps.txt | 397 -----------------
 ...t_37040a485a29d54e_00000000000003c9_ps.txt | 397 -----------------
 ...e_37040a485a29d54e_00000000000003c9_ps.txt | 360 ---------------
 ...A_37040a485a29d54e_00000000000003c9_ps.txt | 409 ------------------
 ...G_37040a485a29d54e_00000000000003c9_ps.txt | 327 --------------
 .../BreathOfTheWild_ClarityGFXv176/ReadME.txt |  11 -
 10 files changed, 210 insertions(+), 3135 deletions(-)
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt
 delete mode 100644 Enhancement/BreathOfTheWild_ClarityGFXv176/ReadME.txt

diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt
index 3a131733..96d1bf3d 100644
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt
+++ b/Enhancement/BreathOfTheWild_ClarityGFXv176/37040a485a29d54e_00000000000003c9_ps.txt
@@ -3,73 +3,82 @@
 // shader 37040a485a29d54e
 
 // Possible problems
-// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
+// Being below 1.3.3 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.)
-// Couldn't 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 Cremtif  for Help.
 // Credit to Serfrost for preset values.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-// v0.10
-// Add 1.3.3 support
+// Shader dumped from Cemu 1.11.2 from BotW 1.4.0
+// v 2.0
+// Add 1.4.0 support
 
 //##########################################################
-
-//ToneMapping
-float bloomFactor = 0.2;   //Default is 1.0
-float Bleach = 0.3;         //Default is 0.0
-float exposure = 1.13;      //Default is 1.0
-float defog = 0.004;	    //Default is 0.0
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.05, 1.05, 1.05)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.70, 0.70, 0.70)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.05, 1.05, 1.05)  //[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.
-
-//Curves 
-float Contrast = 0.50;      //[-1.0, 1.0]  The amount of contrast you want
-
-//Levels Control
-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
-
-//LumaShapening
-#define sharp_strength 0.65   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-#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.
-
-//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 0.50    //Default is 1.0
-#define Technicolor2_Strength 1.0		//Default is 1.0
-#define Technicolor2_Saturation 0.70    //Default is 1.0	
+//BloomFactor
+	float bloomFactor = 0.17;                //Default is 0.20 (rough estimate based on Switch)
 
 //Fake High Dynamic Range.
-#define HDRPower 1.15  // 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."
+	float HDRPower = 1.035;                  // 0.0 to  8.0  "Raising this seems to make the effect stronger and also darker , Default 1.30."
+	float radius1 = 0.793;                   // 0.0 to  8.0  "Default 0.793 , will affect FX."
+	float radius2 = 0.87;                    // 0.0 to  8.0  "Default 0.87 , will affect FX."
+
+//LumaShapening
+	float sharp_strength = 0.25;            //[0.10 to 3.00] Strength of the sharpening Default is 0.65
+	float sharp_clamp = 0.085;              //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
+
+//Advanced sharpening settings
+	float offset_bias = 1.0;                 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
+
+//ToneMapping
+	float Bleach = 0.3;                     //Default is 0.0
+	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, 1.5);    //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."
+
+//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 = 255; //[0, 255]  The new white point. Everything brighter than this becomes completely white
+
+//Lift Gamma Gain
+	vec3 RGB_Lift = vec3(1.01, 1.01, 1.01);  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
+	vec3 RGB_Gamma = vec3(0.90, 0.90, 0.90);  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
+	vec3 RGB_Gain = vec3(0.96, 0.96, 0.96);  //[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.
+
+//VibrancePass
+	float Vibrance = 0.15;      //"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.";
+
+//Technicolor2
+	float Technicolor2_Red_Strength = 0.51;	//Default is 0.0	
+	float Technicolor2_Green_Strength = 0.51;	//Default is 0.0	
+	float Technicolor2_Blue_Strength = 0.51;	//Default is 0.0	
+	float Technicolor2_Brightness = 2.13;    //Default is 1.0
+	float Technicolor2_Strength = 0.80;		//Default is 1.0
+	float Technicolor2_Saturation = 0.34;    //Default is 1.0	
+
+//Filmic Pass
+	float Strength = 0.85;
+	float Fade = 0.4;
+	float Contrast = 0.80;
+	float Linearization = 0.7;
+	float Saturation = -0.15;
+
+	float RedCurve = 1.0;
+	float GreenCurve = 1.0;
+	float BlueCurve = 1.0;
+	float BaseCurve = 1.5;
+
+	float BaseGamma = 0.98;
+	float EffectGamma = 0.97;
+	float EffectGammaR = 1.0;
+	float EffectGammaG = 1.0;
+	float EffectGammaB = 1.0;
 
 //###########################################################
 
 //Do not edit under this line.
 
-float sat = 0.0;
-
-const vec3 FogColor = vec3(1.0, 1.5, 1.0); //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
@@ -91,7 +100,7 @@ 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 *= exposure / (1.0 + color / exposure);
+
 
 	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
 	float lum = dot(coefLuma, color);
@@ -108,23 +117,13 @@ vec3 TonemapPass(vec3 inputColor) {
 
 	vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
 	vec3 diffcolor = color - middlegray;
+
+	float sat = 0.0;
 	color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
 
 	return color;
 }
 
-// Levels 
-
-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) {
@@ -137,7 +136,6 @@ vec3 CurvesPass(vec3 inputColor) {
 	return colorInput;
 }
 
-
 //TECHNICOLOR2
 
 vec3 Technicolor2(vec3 inputColor) {
@@ -167,6 +165,111 @@ vec3 Technicolor2(vec3 inputColor) {
 	return color;
 }
 
+// Levels 
+
+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;
+}
+
+//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);
+
+	vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
+	float A = dot(B.rgb, LumCoeff);
+	vec3 D = vec3(A);
+
+	B = pow(B, 1.0 / vec3(BaseGamma));
+
+	float a = RedCurve;
+	float b = GreenCurve;
+	float c = BlueCurve;
+	float d = BaseCurve;
+
+	float y = 1.0 / (1.0 + exp(a / 2.0));
+	float z = 1.0 / (1.0 + exp(b / 2.0));
+	float w = 1.0 / (1.0 + exp(c / 2.0));
+	float v = 1.0 / (1.0 + exp(d / 2.0));
+
+	vec3 C = B;
+
+	D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
+	D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
+	D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);
+
+	D = pow(D, 1.0 / vec3(EffectGamma));
+
+	vec3 Di = 1.0 - D;
+
+	D = mix(D, Di, Bleach);
+
+	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);
+
+	if (D.r < 0.5)
+		C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
+	else
+		C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;
+
+	if (D.g < 0.5)
+		C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
+	else
+		C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;
+
+	if (D.b < 0.5)
+		C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
+	else
+		C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;
+
+	vec3 F = mix(B, C, Strength);
+
+	F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);
+
+	float r2R = 1.0 - Saturation;
+	float g2R = 0.0 + Saturation;
+	float b2R = 0.0 + Saturation;
+
+	float r2G = 0.0 + Saturation;
+	float g2G = (1.0 - Fade) - Saturation;
+	float b2G = (0.0 + Fade) + Saturation;
+
+	float r2B = 0.0 + Saturation;
+	float g2B = (0.0 + Fade) + Saturation;
+	float b2B = (1.0 - Fade) - Saturation;
+
+	vec3 iF = F;
+
+	F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
+	F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
+	F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);
+
+	float N = dot(F.rgb, LumCoeff);
+	vec3 Cn = F;
+
+	if (N < 0.5)
+		Cn = (2.0 * N - 1.0) * (F - F * F) + F;
+	else
+		Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;
+
+	Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));
+
+	vec3 Fn = mix(B, Cn, Strength);
+	return Fn;
+}
 
 //Lift Gamma Gain
 
@@ -180,16 +283,35 @@ vec3 LiftGammaGainPass(vec3 colorInput)
 	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
 	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
 
-	// -- Gain --
+									// -- Gain --
 	color *= RGB_Gain;
 
 	// -- Gamma --
 	color = pow(color, 1.0 / RGB_Gamma); //Gamma
 
-	// -- Return output --
+// -- Return output --
 	return clamp(color, 0.0, 1.0);
 }
 
+//VibrancePass
+vec3 VibrancePass(vec3 color) {
+
+	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
+	float luma = dot(coefLuma, color);
+
+	float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
+	float min_color = min(color.r, min(color.g, color.b)); // Find the weakest 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
+	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
+
+	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
+
+	return color;
+}
+
 //LumaShapening
 
 #define px (1.0/1280.0*uf_fragCoordScale.x)
@@ -209,10 +331,6 @@ float lumasharping(sampler2D tex, vec2 pos) {
 	//   [ .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
@@ -220,19 +338,15 @@ float lumasharping(sampler2D tex, vec2 pos) {
 
 	blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches
 
-	// -- Calculate the sharpening --
+					   // -- Calculate the sharpening --
 	vec3 sharp = ori - blur_ori;  //Subtracting the blurred image from the original image
 
-	// -- Adjust strength of the sharpening and clamp it--
+								  // -- 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;
 }
 
@@ -291,7 +405,6 @@ void main()
 	vec3 cubeMapSTM;
 	int cubeMapFaceId;
 	R0f = passParameterSem0;
-	R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
 	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
 	bloom *= bloomFactor;
 	R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
@@ -307,7 +420,7 @@ void main()
 	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));
+	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;
@@ -322,10 +435,10 @@ void main()
 	// 3
 	PS1f = exp2(PV0f.y);
 	// 4
-	PV0f.x = -(PS1f) + 1.0;
+	PV0f.x = -(PS1f)+1.0;
 	PS0f = exp2(R127f.x);
 	// 5
-	R127f.x = -(PS0f) + 1.0;
+	R127f.x = -(PS0f)+1.0;
 	R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
 	PV1f.z = PV0f.x * R126f.w;
 	PS1f = exp2(R127f.w);
@@ -333,7 +446,7 @@ void main()
 	backupReg0f = R126f.x;
 	backupReg1f = R127f.z;
 	R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
-	PV0f.y = -(PS1f) + 1.0;
+	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);
@@ -342,24 +455,24 @@ void main()
 	// 7
 	PV1f.x = R127f.x + -(PV0f.w);
 	PV1f.y = PV0f.y + -(PV0f.z);
-	PV1f.w = -(PS0f) + 1.0;
+	PV1f.w = -(PS0f)+1.0;
 	// 8
 	backupReg0f = R127f.z;
-	R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w);
+	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 = (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 = (mul_nonIEEE(PV0f.y, R126f.y) + backupReg0f);
 	R126f.x = clamp(R126f.x, 0.0, 1.0);
 	PV1f.x = R126f.x;
 	PV1f.w = max(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)));
+	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;
@@ -370,17 +483,17 @@ void main()
 	backupReg0f = R127f.x;
 	backupReg1f = R127f.z;
 	R127f.x = R126f.x + -(PS0f);
-	R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
+	R123f.y = (mul_nonIEEE(-(PV0f.x), PV0f.x) + 1.0);
 	PV1f.y = R123f.y;
 	R127f.z = backupReg0f + -(PS0f);
 	R125f.w = backupReg1f + -(PS0f);
 	// 12
-	R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
+	R123f.x = (mul_nonIEEE(PV1f.y, intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
 	PV0f.x = R123f.x;
 	// 13
-	R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
-	R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
-	R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
+	R0f.x = (mul_nonIEEE(R127f.x, PV0f.x) + R126f.z);
+	R0f.y = (mul_nonIEEE(R127f.z, PV0f.x) + R126f.z);
+	R0f.z = (mul_nonIEEE(R125f.w, PV0f.x) + R126f.z);
 
 	// -- End original shader code
 
@@ -389,9 +502,11 @@ void main()
 	vec3 color = (passPixelColor0.xyz);
 	color += bloom;
 	color = TonemapPass(color);
-	color = Technicolor2(color);
 	color = LevelsPass(color);
+	color = Technicolor2(color);
+	color = FilmPass(color);
 	color = CurvesPass(color);
 	color = LiftGammaGainPass(color);
+	color = VibrancePass(color);
 	passPixelColor0 = vec4(color, R0f.w);
 }
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index 6d0b39eb..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Avgluma_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,335 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.
-// 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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-// Changelog v0.1 -- Special Very Special Edition.
-// Added support for 1.3.3!
-
-//##########################################################
-
-//Control Pannel 
-float bloomFactor = 0.4;    //Default is 1.0  Affacts Games bloom
-float exposure = 2.0;       // Exposure setting 
-float brt = 0.0;            //Default is 0.0  Now much brightness to add to the RGB color.
-float con = 0.75;		    // [0.0 ~ 1.5] [0.5 Default] Contrast Adjustment - or + values work
-float sat = 0.50;	        // [0.1 ~ 1.5] [0.0 Default] Color Saturation Adjustment. - or + values work
-float defog = 0.0;	        // [0.0 ~ 1.0] [0.0 Default] How much of the far distance fog to "remove."
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.0, 1.0, 1.0)        //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.60, 0.60, 0.60)     //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.0, 1.0, 1.0)        //[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.
-
-//Luma Values
-float AvgLumR = 0.0;      // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
-float AvgLumG = -0.003;   // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
-float AvgLumB = 0.0;      // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
-
-//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.
-
-//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 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; }
-
-//-----------------------------------------------------------
-//   Based on CeeJay.dk's original GLSL/HLSL.
-//-----------------------------------------------------------
-
-vec3 ContrastSaturationBrightness( vec3 color, float brt, float sat, float con) {
-				
-				//Luminace Coefficients for brightness of image
-				vec3 LuminaceCoeff = vec3(0.2125,0.7154,0.0721);
-				
-				//Brigntess calculations
-				vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
-				vec3 brtColor = color * brt;
-				float intensityf = dot(brtColor, LuminaceCoeff);
-				vec3 intensity = vec3(intensityf, intensityf, intensityf);
-				
-				//Saturation calculation
-				vec3 satColor = mix(intensity, brtColor, sat);
-				
-				//Contrast calculations
-				vec3 conColor = mix(AvgLumin, satColor, con);
-				
-				return color;
-}
-
-//Clarity Tone Map
-
-vec3 claritytonemap(vec3 color) {
-	color = max(vec3(0.), color - vec3(0.004));
-	color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
-	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
-	float toneMappedLuma = luma / (1. + luma);
-	color *= toneMappedLuma / luma;
-	color *= exposure/(1. + color / exposure);
-	return color;
-}
-
-//Lift Gamma Gain
-
- vec3 LiftGammaGainPass( vec3 colorInput )
-{
-	// -- Get input --
-	vec3 color = colorInput;
-	
-	// -- Lift --
-	
-	color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-	
-	// -- Gain --
-	color *= RGB_Gain; 
-	
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-	
-	// -- Return output --
-	
-	return clamp(color, 0.0, 1.0);
-}
-
-//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);
-// -- Original shader code
-// 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;
-PV1f.w = max(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 = max(PV1f.x, PV1f.w);
-PS0f = R126f.z;
-// 11
-backupReg0f = R127f.x;
-backupReg1f = R127f.z;
-R127f.x = R126f.x + -(PS0f);
-R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-PV1f.y = R123f.y;
-R127f.z = backupReg0f + -(PS0f);
-R125f.w = backupReg1f + -(PS0f);
-// 12
-R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-PV0f.x = R123f.x;
-// 13
-R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
-R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
-R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
-
-// -- End original shader code
-
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-
-vec3 color = (passPixelColor0.xyz);
-color = claritytonemap(color);
-color = ContrastSaturationBrightness(color, brt, sat, con);
-color = LiftGammaGainPass(color);
-passPixelColor0 = vec4(color, R0f.w);
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index 1b11c5b2..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_BSOD_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,402 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.)
-// Couldn't 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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-//v0.10
-// Added support for 1.3.3!
-
-//##########################################################
-
-//ToneMapping
-float bloomFactor = 0.2;   //Default is 1.0
-float Bleach = 0.3;         //Default is 0.0
-float exposure = 1.13;      //Default is 1.0
-float defog = 0.004;	    //Default is 0.0
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.05, 1.05, 1.05)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.70, 0.70, 0.70)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.05, 1.00, 1.05)  //[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.
-
-//Curves 
-float Contrast = 0.50;      //[-1.0, 1.0]  The amount of contrast you want
-
-//Levels Control
-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
-
-//LumaShapening
-#define sharp_strength 0.65   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-#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.
-
-//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 0.50    //Default is 1.0
-#define Technicolor2_Strength 1.0		//Default is 1.0
-#define Technicolor2_Saturation 0.70    //Default is 1.0	
-
-//Fake High Dynamic Range.
-#define HDRPower 1.15  // 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(1.0, 1.5, 1.0); //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;
-}
-
-// Levels 
-
-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;
-
-	// -- Lift --
-
-	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-
-	// -- Gain --
-	color *= RGB_Gain;
-
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-
-	// -- Return output --
-	return clamp(color, 0.0, 1.0);
-}
-
-//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);
-	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
-	bloom *= 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);
-	color += bloom;
-	color = TonemapPass(color);
-	color = Technicolor2(color);
-	color = LevelsPass(color);
-	color = CurvesPass(color);
-	color = LiftGammaGainPass(color);
-	passPixelColor0 = vec4(color, R0f.w);
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index afae4c2e..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_HDROFF_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,402 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.)
-// Couldn't 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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-//v0.10
-// Added support for 1.3.3!
-
-//##########################################################
-
-//ToneMapping
-float bloomFactor = 0.15;   //Default is 1.0
-float Bleach = 0.2;         //Default is 0.0
-float exposure = 1.25;      //Default is 1.0
-float defog = 0.004;	    //Default is 0.0
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.00, 1.00, 1.00)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.67, 0.67, 0.67)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.00, 0.95, 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.
-
-//Curves 
-float Contrast = 0.15;      //[-1.0, 1.0]  The amount of contrast you want
-
-//Levels Control
-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
-
-//LumaShapening
-#define sharp_strength 0.35   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-#define sharp_clamp    0.015  //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
-
-//Advanced sharpening settings
-#define offset_bias 0.5       //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
-
-//Technicolor2
-#define Technicolor2_Red_Strength 0.12	 //Default is 0.0	
-#define Technicolor2_Green_Strength 0.20 //Default is 0.0	
-#define Technicolor2_Blue_Strength 0.12	 //Default is 0.0	
-#define Technicolor2_Brightness 0.45     //Default is 1.0
-#define Technicolor2_Strength 1.0		 //Default is 1.0
-#define Technicolor2_Saturation 0.70     //Default is 1.0	
-
-//Fake High Dynamic Range.
-#define HDRPower 1.0   // 0.0 to  8.0  "Raising this seems to make the effect stronger and also darker , Default 1.15"
-#define radius1 0.00   // 0.0 to  8.0  "Default 0.793 , will affect FX."
-#define radius2 0.00   // 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(1.0, 1.5, 1.0); //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;
-}
-
-// Levels 
-
-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;
-
-	// -- Lift --
-
-	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-
-	// -- Gain --
-	color *= RGB_Gain;
-
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-
-	// -- Return output --
-	return clamp(color, 0.0, 1.0);
-}
-
-//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);
-	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
-	bloom *= 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);
-	color += bloom;
-	color = TonemapPass(color);
-	color = Technicolor2(color);
-	color = LevelsPass(color);
-	color = CurvesPass(color);
-	color = LiftGammaGainPass(color);
-	passPixelColor0 = vec4(color, R0f.w);
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index cafe1944..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Original_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,397 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.)
-// Couldn't 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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-//v0.10
-// Added support for 1.3.3!
-
-//##########################################################
-
-//ToneMapping
-float bloomFactor = 0.2;   //Default is 1.0
-float Bleach = 0.3;         //Default is 0.0
-float exposure = 1.13;      //Default is 1.0
-float defog = 0.004;	    //Default is 0.0
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.05, 1.05, 1.05)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.70, 0.70, 0.70)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.05, 1.00, 1.05)  //[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.
-
-//Curves 
-float Contrast = 0.50;      //[-1.0, 1.0]  The amount of contrast you want
-
-//Levels Control
-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
-
-//LumaShapening
-#define sharp_strength 0.65   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-#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.
-
-//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 0.50    //Default is 1.0
-#define Technicolor2_Strength 1.0		//Default is 1.0
-#define Technicolor2_Saturation 0.70    //Default is 1.0	
-
-//Fake High Dynamic Range.
-#define HDRPower 1.15  // 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(1.0, 1.5, 1.0); //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;
-}
-
-// Levels 
-
-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;
-
-	// -- Lift --
-
-	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-
-	// -- Gain --
-	color *= RGB_Gain;
-
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-
-	// -- Return output --
-	return clamp(color, 0.0, 1.0);
-}
-
-//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);
-	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
-	bloom *= bloomFactor;
-	R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
-	float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
-	R0f.xyz += vec3(smask);
-	// -- Original shader code
-	// 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;
-	PV1f.w = max(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 = max(PV1f.x, PV1f.w);
-	PS0f = R126f.z;
-	// 11
-	backupReg0f = R127f.x;
-	backupReg1f = R127f.z;
-	R127f.x = R126f.x + -(PS0f);
-	R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-	PV1f.y = R123f.y;
-	R127f.z = backupReg0f + -(PS0f);
-	R125f.w = backupReg1f + -(PS0f);
-	// 12
-	R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-	PV0f.x = R123f.x;
-	// 13
-	R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
-	R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
-	R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
-
-	// -- End original shader code
-
-	passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-
-	vec3 color = (passPixelColor0.xyz);
-	color += bloom;
-	color = TonemapPass(color);
-	color = Technicolor2(color);
-	color = LevelsPass(color);
-	color = CurvesPass(color);
-	color = LiftGammaGainPass(color);
-	passPixelColor0 = vec4(color, R0f.w);
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index 634cfe4e..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Frost_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,397 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.)
-// Couldn't 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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-//v0.10
-// Added support for 1.3.3!
-
-//##########################################################
-
-//ToneMapping
-float bloomFactor = 0.15;   //Default is 1.0
-float Bleach = 0.3;         //Default is 0.0
-float exposure = 1.10;      //Default is 1.0
-float defog = 0.001;	    //Default is 0.0
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.00, 1.00, 1.00)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.70, 0.70, 0.70)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.00, 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.
-
-//Curves 
-float Contrast = 0.30;      //[-1.0, 1.0]  The amount of contrast you want
-
-//Levels Control
-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
-
-//LumaShapening
-#define sharp_strength 0.65   //[0.10 to 3.00] Strength of the sharpening Default is 0.65
-#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.
-
-//Technicolor2
-#define Technicolor2_Red_Strength -0.40	  //Default is 0.0	
-#define Technicolor2_Green_Strength -0.40 //Default is 0.0	
-#define Technicolor2_Blue_Strength -0.40  //Default is 0.0	
-#define Technicolor2_Brightness 0.10      //Default is 1.0
-#define Technicolor2_Strength 1.0         //Default is 1.0
-#define Technicolor2_Saturation 0.80      //Default is 1.0	
-
-//Fake High Dynamic Range.
-#define HDRPower 1.05  // 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(1.0, 1.5, 1.0); //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;
-}
-
-// Levels 
-
-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;
-
-	// -- Lift --
-
-	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-
-	// -- Gain --
-	color *= RGB_Gain;
-
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-
-	// -- Return output --
-	return clamp(color, 0.0, 1.0);
-}
-
-//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);
-	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
-	bloom *= bloomFactor;
-	R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
-	float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
-	R0f.xyz += vec3(smask);
-	// -- Original shader code
-	// 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;
-	PV1f.w = max(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 = max(PV1f.x, PV1f.w);
-	PS0f = R126f.z;
-	// 11
-	backupReg0f = R127f.x;
-	backupReg1f = R127f.z;
-	R127f.x = R126f.x + -(PS0f);
-	R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-	PV1f.y = R123f.y;
-	R127f.z = backupReg0f + -(PS0f);
-	R125f.w = backupReg1f + -(PS0f);
-	// 12
-	R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-	PV0f.x = R123f.x;
-	// 13
-	R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
-	R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
-	R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
-
-	// -- End original shader code
-
-	passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-
-	vec3 color = (passPixelColor0.xyz);
-	color += bloom;
-	color = TonemapPass(color);
-	color = Technicolor2(color);
-	color = LevelsPass(color);
-	color = CurvesPass(color);
-	color = LiftGammaGainPass(color);
-	passPixelColor0 = vec4(color, R0f.w);
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index 4168100a..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,360 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.(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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-// Changelog v0.8
-// Add support for 1.3.3!
-
-//##########################################################
-
-///ToneMapping
-float bloomFactor = 0.33;       //Default is 1.0
-float Bleach = 0.0002;          //Default is 0.0
-float exposure = 1.25;          //Default is 1.0
-float defog = 0.003;	        //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 1.00		//Default is 1.0
-#define Technicolor2_Strength 0.40		//Default is 1.0
-#define Technicolor2_Saturation 0.51    //Default is 1.0	
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.0, 1.0, 1.0)        //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.60, 0.60, 0.60)     //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.0, 1.0, 1.0)        //[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.
-
-//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.
-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;//   Bloom
-layout(binding = 1) uniform sampler2D textureUnitPS1;//   LumaShapening, HDR 
-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; 
-}
-
-//Lift Gamma Gain
-
- vec3 LiftGammaGainPass( vec3 colorInput )
-{
-	// -- Get input --
-	vec3 color = colorInput;
-	
-	// -- Lift --
-	
-	color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-	
-	// -- Gain --
-	color *= RGB_Gain; 
-	
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-	
-	// -- Return output --
-	
-	return clamp(color, 0.0, 1.0);
-}
-
-//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);
-vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
-bloom *= bloomFactor;
-R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
-float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
-R0f.xyz += vec3(smask);
-// -- Original shader code
-// 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;
-PV1f.w = max(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 = max(PV1f.x, PV1f.w);
-PS0f = R126f.z;
-// 11
-backupReg0f = R127f.x;
-backupReg1f = R127f.z;
-R127f.x = R126f.x + -(PS0f);
-R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-PV1f.y = R123f.y;
-R127f.z = backupReg0f + -(PS0f);
-R125f.w = backupReg1f + -(PS0f);
-// 12
-R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-PV0f.x = R123f.x;
-// 13
-R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
-R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
-R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
-
-// -- End original shader code
-
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-vec3 color = (passPixelColor0.xyz);
-color += bloom;
-color = TonemapPass(color);
-color = Technicolor2(color);
-color = LiftGammaGainPass(color);
-passPixelColor0 = vec4(color, R0f.w); 
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index dffd2ae6..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_Skyrim_Jamie_BETA_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,409 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.)
-// Couldn't 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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-// v0.10
-// Add 1.3.3 support
-
-//##########################################################
-//ToneMapping
-#define bloomFactor 0.2    //Default is 1.0
-#define Bleach 0.3         //Default is 0.0
-#define exposure 1.13      //Default is 1.0
-#define defog 0.004	       //Default is 0.0  //How much of the overall color you want removed form the values of FogColor.
-#define FogColor vec3(1.0, 1.5, 1.0)    //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."
-
-//VibrancePass
-#define Vibrance 0.15      //"Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
-#define 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.";
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.05, 1.05, 1.05)  //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.70, 0.70, 0.70)  //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.05, 1.05, 1.05)  //[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.
-
-//Curves 
-#define Contrast 0.50      //[-1.0, 1.0]  The amount of contrast you want
-
-//Levels Control
-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
-
-//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 1.00    //Default is 1.0
-#define Technicolor2_Strength 0.40		//Default is 1.0
-#define Technicolor2_Saturation 0.70    //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.
-
-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;
-	
-	float sat = 0.0;
-	color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
-
-	return color;
-}
-
-// Levels 
-
-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;
-
-	// -- Lift --
-
-	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-
-	// -- Gain --
-	color *= RGB_Gain;
-
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-
-	// -- Return output --
-	return clamp(color, 0.0, 1.0);
-}
-
-//VibrancePass
-vec3 VibrancePass(vec3 color) {
-  
-	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
-	float luma = dot(coefLuma, color);
-
-	float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
-	float min_color = min(color.r, min(color.g, color.b)); // Find the weakest 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
-	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;
-	
-	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_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 ]
-
-	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
-
-	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);
-	vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
-	bloom *= bloomFactor;
-	R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
-	float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
-	R0f.xyz += vec3(smask);
-	// -- Original shader code
-	// 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;
-	PV1f.w = max(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 = max(PV1f.x, PV1f.w);
-	PS0f = R126f.z;
-	// 11
-	backupReg0f = R127f.x;
-	backupReg1f = R127f.z;
-	R127f.x = R126f.x + -(PS0f);
-	R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-	PV1f.y = R123f.y;
-	R127f.z = backupReg0f + -(PS0f);
-	R125f.w = backupReg1f + -(PS0f);
-	// 12
-	R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-	PV0f.x = R123f.x;
-	// 13
-	R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
-	R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
-	R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
-
-	// -- End original shader code
-
-	passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-
-	vec3 color = (passPixelColor0.xyz);
-	color += bloom;
-	color = TonemapPass(color);
-	color = Technicolor2(color);
-	color = LevelsPass(color);
-	color = CurvesPass(color);
-	color = LiftGammaGainPass(color);
-	color = VibrancePass(color);
-	passPixelColor0 = vec4(color, R0f.w);
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt
deleted file mode 100644
index d6328bcd..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/Presets/Preset_TCG_37040a485a29d54e_00000000000003c9_ps.txt
+++ /dev/null
@@ -1,327 +0,0 @@
-#version 420
-#extension GL_ARB_texture_gather : enable
-// shader 37040a485a29d54e
-
-// 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.(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.
-// Shader dumped from Cemu 1.11.0 from BotW 1.3.3
-
-// Changelog v0.8
-// Add support for 1.3.3!
-
-//##########################################################
-
-//ToneMapping
-float bloomFactor = 0.33;       //Default is 1.0
-
-//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 1.00		//Default is 1.0
-#define Technicolor2_Strength 0.40		//Default is 1.0
-#define Technicolor2_Saturation 0.51    //Default is 1.0	
-
-//Lift Gamma Gain
-#define RGB_Lift  vec3(1.0, 1.0, 1.0)        //[0.000 to 2.000] Adjust shadows for Red, Green and Blue.
-#define RGB_Gamma vec3(0.60, 0.60, 0.60)     //[0.000 to 2.000] Adjust midtones for Red, Green and Blue
-#define RGB_Gain  vec3(1.0, 1.0, 1.0)        //[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.
-
-//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.
-
-uniform ivec4 uf_remappedPS[1];
-layout(binding = 0) uniform sampler2D textureUnitPS0;//   Bloom
-layout(binding = 1) uniform sampler2D textureUnitPS1;//   LumaShapening, HDR 
-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; }
-
-//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;
-	
-	// -- Lift --
-	
-	color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
-	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.
-	
-	// -- Gain --
-	color *= RGB_Gain; 
-	
-	// -- Gamma --
-	color = pow(color, 1.0 / RGB_Gamma); //Gamma
-	
-	// -- Return output --
-	
-	return clamp(color, 0.0, 1.0);
-}
-
-//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);
-vec3 bloom = texture(textureUnitPS0, passParameterSem0.xy).xyz;
-bloom *= bloomFactor;
-R0f.xyz = HDRPass(textureUnitPS1, passParameterSem0.xy);
-float smask = lumasharping(textureUnitPS1, passParameterSem0.xy);
-R0f.xyz += vec3(smask);
-// -- Original shader code
-// 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;
-PV1f.w = max(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 = max(PV1f.x, PV1f.w);
-PS0f = R126f.z;
-// 11
-backupReg0f = R127f.x;
-backupReg1f = R127f.z;
-R127f.x = R126f.x + -(PS0f);
-R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
-PV1f.y = R123f.y;
-R127f.z = backupReg0f + -(PS0f);
-R125f.w = backupReg1f + -(PS0f);
-// 12
-R123f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
-PV0f.x = R123f.x;
-// 13
-R0f.x = (mul_nonIEEE(R127f.x,PV0f.x) + R126f.z);
-R0f.y = (mul_nonIEEE(R127f.z,PV0f.x) + R126f.z);
-R0f.z = (mul_nonIEEE(R125f.w,PV0f.x) + R126f.z);
-
-// -- End original shader code
-
-passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
-vec3 color = (passPixelColor0.xyz);
-color += bloom;
-color = Technicolor2(color);
-color = LiftGammaGainPass(color);
-passPixelColor0 = vec4(color, R0f.w); 
-}
\ No newline at end of file
diff --git a/Enhancement/BreathOfTheWild_ClarityGFXv176/ReadME.txt b/Enhancement/BreathOfTheWild_ClarityGFXv176/ReadME.txt
deleted file mode 100644
index a12555ad..00000000
--- a/Enhancement/BreathOfTheWild_ClarityGFXv176/ReadME.txt
+++ /dev/null
@@ -1,11 +0,0 @@
-The Preset folder Contains the following Presets 
-AVGLuma
-BSOD
-HDROFF
-SKYRIM - Frost 
-Skyrim - Jamie
-The Complaining Gamer - TCG
-Original
--------------------------------
-The Default file is already set to go with the Origonal preset, but feel free to copy paste the contents
-from one preset to the one in the main directory, to test diffrent ones or to just make your own.