cemu_graphic_packs/Enhancements/HyruleWarriors_Contrasty/6ea8b1aa69c0b6f7_0000000001e49249_ps.txt

344 lines
16 KiB
Plaintext
Raw Normal View History

#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 6ea8b1aa69c0b6f7
//cutscene contrasty
uniform vec2 uf_fragCoordScale;
const float hazeFactor = 0.1;
const float gamma = $gamma; // 1.0 is neutral Botw is already colour graded at this stage
const float exposure = $exposure; // 1.0 is neutral
const float vibrance = $vibrance; // 0.0 is neutral
const float crushContrast = $crushContrast; // 0.0 is neutral. Use small increments, loss of shadow detail
const float contrastCurve = $contrastCurve;
2019-08-31 19:22:26 +02:00
vec3 RGB_Lift = vec3($redShadows, $greenShadows , $blueShadows); // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3($redMid ,$greenMid, $blueMid); // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3($redHilight, $greenHilight, $blueHilight); // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
//lumasharpen
const float sharp_mix = $sharp_mix;
const float sharp_strength = 2.0;
const float sharp_clamp = 0.75;
const float offset_bias = 1.0;
float Sigmoid (float x) {
return 1.0 / (1.0 + (exp(-(x - 0.5) * 5.5)));
}
#define px (1.0/1920.0*uf_fragCoordScale.x)
#define py (1.0/1080.0*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;
}
vec3 LiftGammaGainPass(vec3 colorInput)
{ //reshade BSD https://reshade.me , Alexkiri port
vec3 color = colorInput;
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = clamp(color, 0.0, 1.0);
color *= RGB_Gain;
color = pow(color, 1.0 / RGB_Gamma);
return clamp(color, 0.0, 1.0);
}
vec3 contrasty(vec3 colour){
vec3 fColour = (colour.xyz);
//fColour = LiftGammaGainPass(fColour);
fColour = clamp(exposure * fColour, 0.0, 1.0);
fColour = pow(fColour, vec3(1.0 / gamma));
float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
float mn = min(min(fColour.r, fColour.g), fColour.b);
float mx = max(max(fColour.r, fColour.g), fColour.b);
float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
vec3 lightness = vec3((mn + mx) / 2.0);
fColour = LiftGammaGainPass(fColour);
// vibrance
fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
fColour = max(vec3(0.0), fColour - vec3(crushContrast));
return fColour;
}
uniform ivec4 uf_remappedPS[5];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4e13800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0x1b163800 res 512x1x1 dim 1 tm: 4 format 001a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 3) uniform sampler2D textureUnitPS3;// Tex3 addr 0x10ea5000 res 1280x720x1 dim 1 tm: 4 format 0011 compSel: 0 0 0 0 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler3 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 4) uniform sampler2D textureUnitPS4;// Tex4 addr 0x1aff9000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler4 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 5) uniform sampler2D textureUnitPS5;// Tex5 addr 0x1b072000 res 320x180x1 dim 1 tm: 4 format 0820 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler5 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 6) uniform sampler2D textureUnitPS6;// Tex6 addr 0x1b17b000 res 1x1x1 dim 1 tm: 2 format 080e compSel: 0 4 4 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler6 ClampX/Y/Z: 2 2 2 border: 0
layout(binding = 7) uniform sampler2D textureUnitPS7;// Tex7 addr 0x1abdd800 res 160x90x1 dim 1 tm: 4 format 041a compSel: 0 1 2 3 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler7 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem128;
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){return mix(0.0, a*b, (a != 0.0) && (b != 0.0));}
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R122i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = floatBitsToInt(passParameterSem128);
R1i.x = floatBitsToInt(texture(textureUnitPS3, intBitsToFloat(R0i.xy)).x);
R4i.xyzw = floatBitsToInt(texture(textureUnitPS4, intBitsToFloat(R0i.xy)).xyzw);
R3i.xyzw = floatBitsToInt(texture(textureUnitPS0, intBitsToFloat(R0i.xy)).xyzw);
R2i.xyzw = floatBitsToInt(texture(textureUnitPS5, intBitsToFloat(R0i.xy)).xyzw);
R5i.xyz = floatBitsToInt(texture(textureUnitPS7, intBitsToFloat(R0i.xy)).xyz);
// 0
R0i.x = 0x3f000000;
R1i.y = 0x3f000000;
R0i.w = floatBitsToInt(intBitsToFloat(R4i.w) + -(0.5));
R1i.x = floatBitsToInt(texture(textureUnitPS2, intBitsToFloat(R1i.xy)).w);
R0i.x = floatBitsToInt(texture(textureUnitPS6, intBitsToFloat(R0i.xx)).x);
// 0
PV0i.x = floatBitsToInt(intBitsToFloat(R1i.x) + -(0.5));
R127i.y = ((0.5 > intBitsToFloat(R1i.x))?int(0xFFFFFFFF):int(0x0));
PV0i.y = R127i.y;
PV0i.z = floatBitsToInt(max(intBitsToFloat(R0i.w), -(intBitsToFloat(R0i.w))));
PV0i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * 2.0);
// 1
R123i.x = ((PV0i.y == 0)?(R2i.x):(R3i.x));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(-(intBitsToFloat(PV0i.z)) + 1.0);
PV1i.y = clampFI32(PV1i.y);
R123i.z = ((PV0i.y == 0)?(R2i.y):(R3i.y));
PV1i.z = R123i.z;
PV1i.w = floatBitsToInt(max(intBitsToFloat(PV0i.x), -(intBitsToFloat(PV0i.x))));
PV1i.w = floatBitsToInt(intBitsToFloat(PV1i.w) * 2.0);
R122i.x = ((PV0i.y == 0)?(R2i.z):(R3i.z));
PS1i = R122i.x;
// 2
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + intBitsToFloat(0x3727c5ac));
R126i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(PV1i.z));
PV0i.z = floatBitsToInt(-(intBitsToFloat(PV1i.w)) + 1.0);
PV0i.z = clampFI32(PV0i.z);
R127i.w = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(PV1i.x));
R125i.y = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(PS1i));
PS0i = R125i.y;
// 3
R123i.x = ((R127i.y == 0)?(R2i.w):(R3i.w));
PV1i.x = R123i.x;
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(0x3727c5ac));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(PV0i.x));
// 4
R127i.x = floatBitsToInt(-(intBitsToFloat(R3i.w)) + intBitsToFloat(PV1i.x));
PV0i.z = floatBitsToInt(intBitsToFloat(PS1i) + -(1.0));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.y));
// 5
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + 4.0);
PV1i.w = floatBitsToInt(intBitsToFloat(PS0i) + -(1.0));
// 6
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) + -(4.0));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + 4.0);
// 7
PV1i.y = floatBitsToInt(intBitsToFloat(PV0i.z) + -(4.0));
R126i.w = floatBitsToInt(intBitsToFloat(PV0i.x) * 0.25);
R126i.w = clampFI32(R126i.w);
// 8
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.y) * 0.25);
PV0i.x = clampFI32(PV0i.x);
// 9
backupReg0i = R127i.x;
backupReg1i = R126i.y;
backupReg2i = R127i.w;
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.w)));
PV1i.x = R127i.x;
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R125i.y),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.z)));
PV1i.y = R126i.y;
R127i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.y)));
PV1i.z = R127i.z;
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg2i),intBitsToFloat(PV0i.x)) + intBitsToFloat(R3i.x)));
PV1i.w = R127i.w;
// 10
PV0i.x = floatBitsToInt(intBitsToFloat(R4i.z) + -(intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(R4i.y) + -(intBitsToFloat(PV1i.z)));
PV0i.z = floatBitsToInt(intBitsToFloat(R4i.x) + -(intBitsToFloat(PV1i.w)));
PV0i.w = floatBitsToInt(intBitsToFloat(R4i.w) + -(intBitsToFloat(PV1i.x)));
// 11
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.w),intBitsToFloat(R126i.w)) + intBitsToFloat(R127i.x)));
PV1i.x = R123i.x;
R123i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R126i.w)) + intBitsToFloat(R127i.z)));
PV1i.y = R123i.y;
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R126i.w)) + intBitsToFloat(R127i.w)));
PV1i.z = R123i.z;
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R126i.w)) + intBitsToFloat(R126i.y)));
PV1i.w = R123i.w;
// 12
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(R0i.x)));
PV0i.x = R127i.x;
PV0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(R0i.x)));
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.w), intBitsToFloat(R0i.x)));
PV0i.z = R126i.z;
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.y), intBitsToFloat(R0i.x)));
PV0i.w = R127i.w;
// 13
PV1i.x = floatBitsToInt(intBitsToFloat(PV0i.x) * intBitsToFloat(0x3e6147ae));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) * intBitsToFloat(0x3e6147ae));
PV1i.z = R127i.z;
PV1i.w = floatBitsToInt(intBitsToFloat(PV0i.w) * intBitsToFloat(0x3e6147ae));
R0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[0].x)));
PS1i = R0i.w;
// 14
PV0i.x = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x3e99999a));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(0x3e99999a));
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.x) + intBitsToFloat(0x3cf5c28f));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + intBitsToFloat(0x3e99999a));
R125i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + intBitsToFloat(0x3cf5c28f));
PS0i = R125i.z;
// 15
backupReg0i = R127i.x;
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R126i.z),intBitsToFloat(PV0i.w)) + intBitsToFloat(0x3d75c28f)));
PV1i.y = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(0x3cf5c28f));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.x),intBitsToFloat(PV0i.y)) + intBitsToFloat(0x3d75c28f)));
PV1i.z = R123i.z;
R126i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R127i.w),intBitsToFloat(PV0i.x)) + intBitsToFloat(0x3d75c28f)));
R127i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV0i.z)) + intBitsToFloat(0x3b03126f)));
PS1i = R127i.x;
// 16
backupReg0i = R126i.z;
backupReg1i = R127i.w;
R126i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg0i),intBitsToFloat(PV1i.y)) + intBitsToFloat(0x3b03126f)));
R127i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(backupReg1i),intBitsToFloat(R125i.z)) + intBitsToFloat(0x3b03126f)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(PV1i.z));
// 17
PV1i.z = floatBitsToInt(intBitsToFloat(R127i.x) * intBitsToFloat(PS0i));
PS1i = floatBitsToInt(1.0 / intBitsToFloat(R126i.w));
// 18
PV0i.y = floatBitsToInt(intBitsToFloat(R127i.w) * intBitsToFloat(PS1i));
PV0i.w = floatBitsToInt(intBitsToFloat(PV1i.z) + -(intBitsToFloat(0x3d086595)));
PS0i = floatBitsToInt(1.0 / intBitsToFloat(R126i.x));
// 19
PV1i.x = floatBitsToInt(intBitsToFloat(R126i.z) * intBitsToFloat(PS0i));
PV1i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[0].x)));
PV1i.z = floatBitsToInt(intBitsToFloat(PV0i.y) + -(intBitsToFloat(0x3d086595)));
// 20
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV1i.y)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV1i.x) + -(intBitsToFloat(0x3d086595)));
PV0i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.z), intBitsToFloat(uf_remappedPS[0].x)));
// 21
R123i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV0i.w)));
PV1i.x = R123i.x;
PV1i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.y), intBitsToFloat(uf_remappedPS[0].x)));
// 22
backupReg0i = R126i.x;
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(backupReg0i), intBitsToFloat(uf_remappedPS[2].x)));
R126i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV1i.x), intBitsToFloat(uf_remappedPS[2].y)));
R123i.w = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.z),intBitsToFloat(uf_remappedPS[1].x)) + intBitsToFloat(PV1i.z)));
PV0i.w = R123i.w;
// 23
R126i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PV0i.w), intBitsToFloat(uf_remappedPS[2].z)));
PV1i.z = R126i.z;
// 24
tempi.x = floatBitsToInt(dot(vec4(intBitsToFloat(R126i.x),intBitsToFloat(R126i.y),intBitsToFloat(PV1i.z),-0.0),vec4(intBitsToFloat(0x3e990abb),intBitsToFloat(0x3f162c13),intBitsToFloat(0x3dea747e),0.0)));
PV0i.x = tempi.x;
PV0i.y = tempi.x;
PV0i.z = tempi.x;
PV0i.w = tempi.x;
R125i.z = tempi.x;
// 25
PV1i.x = floatBitsToInt(intBitsToFloat(R126i.y) + -(intBitsToFloat(PV0i.x)));
PV1i.y = floatBitsToInt(intBitsToFloat(R126i.x) + -(intBitsToFloat(PV0i.x)));
PV1i.w = floatBitsToInt(intBitsToFloat(R126i.z) + -(intBitsToFloat(PV0i.x)));
// 26
R126i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.w),intBitsToFloat(uf_remappedPS[3].z)) + intBitsToFloat(R125i.z)));
R126i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.x),intBitsToFloat(uf_remappedPS[3].y)) + intBitsToFloat(R125i.z)));
R123i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV1i.y),intBitsToFloat(uf_remappedPS[3].x)) + intBitsToFloat(R125i.z)));
PV0i.z = R123i.z;
// 27
tempResultf = log2(intBitsToFloat(PV0i.z));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 28
R125i.z = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[4].x)));
tempResultf = log2(intBitsToFloat(R126i.y));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0i = floatBitsToInt(tempResultf);
// 29
R127i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS0i), intBitsToFloat(uf_remappedPS[4].x)));
tempResultf = log2(intBitsToFloat(R126i.x));
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1i = floatBitsToInt(tempResultf);
// 30
R126i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(PS1i), intBitsToFloat(uf_remappedPS[4].x)));
PS0i = floatBitsToInt(exp2(intBitsToFloat(R125i.z)));
// 31
R0i.x = PS0i;
PS1i = floatBitsToInt(exp2(intBitsToFloat(R127i.w)));
// 32
R0i.y = PS1i;
R4i.w = floatBitsToInt(exp2(intBitsToFloat(R126i.x)));
PS0i = R4i.w;
// 33
R0i.z = R4i.w;
// export
passPixelColor0 = vec4(intBitsToFloat(R0i.x), intBitsToFloat(R0i.y), intBitsToFloat(R0i.z), intBitsToFloat(R0i.w));
passPixelColor0.xyz = contrasty(passPixelColor0.xyz);
passPixelColor0.xyz = mix(passPixelColor0.xyz, smoothstep(0.0, 1.0, passPixelColor0.xyz), contrastCurve);
float smask = lumasharping(textureUnitPS0, passParameterSem128.xy);
vec3 temp3 = passPixelColor0.xyz;
passPixelColor0.xyz = mix(passPixelColor0.xyz, (temp3.xyz += (smask)), sharp_mix);
}