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github build fix?
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@ -22,7 +22,7 @@
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// User Defined Preset 0
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// Bruz Preset 1
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// BSOD Gaming Preset 2
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// t3nka Neutral+ 2
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// Jamie Preset 3
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// Contrasty Preset 4
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// The Complaining Gamer Preset 5
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@ -34,6 +34,8 @@
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// ViskClarity Preset 11
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// Survival of the Wild Preset (Warmer) 12
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// Survival of the Wild Preset (Colder) 13
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// Godot's Mexican Preset 14
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// BSOD Gaming Preset 15
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//##########################################################
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@ -1062,71 +1064,139 @@ float DPX_Strength = 0.20;
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#elif (Preset == 14) //Godot's Mexican Preset
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#define adjust_bloom 1
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const float bloomFactor = 0.684;
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#define HDRpassing 1
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const float HDRPower = 0.80;
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const float radius1 = 0.80;
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const float radius2 = 1.10;
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#define lumapassing 1
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const float sharp_strength = 0.23;
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const float sharp_clamp = 0.035;
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const float offset_bias = 1.0;
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#define Tone_map 4
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const float Exposure = 0.69;
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const float Bleach = 0.6;
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const float Gamma = 1.00;
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const float defog = 0;
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vec3 FogColor = vec3(0, 0, 0);
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const float sat = 0.000;
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const float crushContrast = 0.000;
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#define post_process 1
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const float satFactor = 0.16;
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#define blacknwhitepass 1
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const int BlackPoint = 5;
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const int WhitePoint = 167;
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#define lggpass 0
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
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#define vibpass 0
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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const float Power = 4.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.20;
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#define Techine 0
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const float Technicolor2_Red_Strength = 0.02;
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const float Technicolor2_Green_Strength = 0.02;
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const float Technicolor2_Blue_Strength = 0.02;
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const float Technicolor2_Brightness = 1.00;
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const float Technicolor2_Strength = 1.00;
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const float Technicolor2_Saturation = 1.00;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 1 // 0: disable, 1: enable.
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const float Contrast = 0.92;
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#define Filmicpass 1
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const float Filmic_Contrast = 0.8;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.50;
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const float Filmic_Strength = 0.3;
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const float Fade = 0.0;
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const float Linearization = 0.7;
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const float BaseCurve = 1.5;
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const float BaseGamma = 0.93;
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const float EffectGamma = 0.69;
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#define dpxpass 1
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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float DPX_Contrast = 0.1;
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float DPX_Saturation = 0.6;
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float Colorfulness = 0.8;
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float DPX_Strength = 0.10;
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#define adjust_bloom 1
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const float bloomFactor = 0.684;
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#define HDRpassing 1
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const float HDRPower = 0.80;
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const float radius1 = 0.80;
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const float radius2 = 1.10;
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#define lumapassing 1
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const float sharp_strength = 0.23;
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const float sharp_clamp = 0.035;
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const float offset_bias = 1.0;
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#define Tone_map 4
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const float Exposure = 0.69;
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const float Bleach = 0.6;
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const float Gamma = 1.00;
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const float defog = 0;
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vec3 FogColor = vec3(0, 0, 0);
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const float sat = 0.000;
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const float crushContrast = 0.000;
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#define post_process 1
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const float satFactor = 0.16;
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#define blacknwhitepass 1
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const int BlackPoint = 5;
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const int WhitePoint = 167;
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#define lggpass 0
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vec3 RGB_Lift = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gamma = vec3(1.000, 1.000, 1.000);
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vec3 RGB_Gain = vec3(1.000, 1.000, 1.000);
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#define vibpass 0
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const float Vibrance = 0.150;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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const float Power = 4.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.20;
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#define Techine 0
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const float Technicolor2_Red_Strength = 0.02;
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const float Technicolor2_Green_Strength = 0.02;
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const float Technicolor2_Blue_Strength = 0.02;
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const float Technicolor2_Brightness = 1.00;
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const float Technicolor2_Strength = 1.00;
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const float Technicolor2_Saturation = 1.00;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 1 // 0: disable, 1: enable.
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const float Contrast = 0.92;
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#define Filmicpass 1
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const float Filmic_Contrast = 0.8;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.50;
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const float Filmic_Strength = 0.3;
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const float Fade = 0.0;
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const float Linearization = 0.7;
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const float BaseCurve = 1.5;
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const float BaseGamma = 0.93;
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const float EffectGamma = 0.69;
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#define dpxpass 1
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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float DPX_Contrast = 0.1;
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float DPX_Saturation = 0.6;
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float Colorfulness = 0.8;
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float DPX_Strength = 0.10;
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#elif (Preset == 15) //BSoD Gaming
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#define adjust_bloom 1
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const float bloomFactor = 0.010;
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#define HDRpassing 1
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const float HDRPower = 1.085;
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const float radius1 = 0.793;
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const float radius2 = 0.87;
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#define lumapassing 1
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const float sharp_strength = 0.25;
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const float sharp_clamp = 0.085;
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const float offset_bias = 1.0;
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#define Tone_map 8
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const float Exposure = 0.6;
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const float Bleach = 0.3;
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const float Gamma = 1.00;
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const float defog = 0.004;
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vec3 FogColor = vec3(1.0, 1.5, 1.7);
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const float sat = 0.050;
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const float crushContrast = 0.000;
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#define post_process 0
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const float satFactor = 0.25;
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#define blacknwhitepass 0
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const int BlackPoint = 8;
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const int WhitePoint = 235;
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#define lggpass 1
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vec3 RGB_Lift = vec3(0.994, 0.994, 0.994);
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vec3 RGB_Gamma = vec3(1.0, 0.990, 1.0);
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vec3 RGB_Gain = vec3(1.0, 0.990, 1.00);
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#define vibpass 1
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const float Vibrance = 0.113;
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vec3 VibranceRGBBalance = vec3(1.0, 1.0, 1.0);
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#define Tech 0
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const float Power = 4.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.20;
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#define Techine 0
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const float Technicolor2_Red_Strength = 0.000;
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const float Technicolor2_Green_Strength = 0.000;
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const float Technicolor2_Blue_Strength = 0.000;
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const float Technicolor2_Brightness = 1.0;
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const float Technicolor2_Strength = 0.40;
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const float Technicolor2_Saturation = 0.70;
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#define cmatrix 0
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vec3 ColorMatrix_Red = vec3(0.817, 0.183, 0.000);
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vec3 ColorMatrix_Green = vec3(0.333, 0.667, 0.000);
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vec3 ColorMatrix_Blue = vec3(0.000, 0.125, 0.875);
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float CM_Strength = 1.0;
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#define CurvesPss 0
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const float Contrast = 0.65;
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#define Filmicpass 1
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const float Filmic_Contrast = 1.0;
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const float Filmic_Bleach = 0.0;
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const float Saturation = -0.15;
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const float Filmic_Strength = 0.85;
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const float Fade = 0.4;
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const float Linearization = 0.5;
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const float BaseCurve = 1.5;
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const float BaseGamma = 0.7;
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const float EffectGamma = 0.68;
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#define dpxpass 0
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vec3 RGB_Curve = vec3(8.0, 8.0, 8.0);
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vec3 RGB_C = vec3(0.36, 0.36, 0.34);
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float DPX_Contrast = 0.1;
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float DPX_Saturation = 3.0;
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float Colorfulness = 2.5;
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float DPX_Strength = 0.20;
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#endif
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@ -92,6 +92,11 @@ name = Godot's Mexican Preset
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category = Clarity
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$preset:int = 14
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[Preset]
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name = BSoD Gaming's Preset
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category = Clarity
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$preset:int = 15
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[Preset]
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name = User-Defined Preset
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category = Clarity
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