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https://github.com/cemu-project/cemu_graphic_packs.git
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ClarityGFX
Reversion tell I can fix a few bugs that break the shader.
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@ -22,76 +22,25 @@
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//##########################################################
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//##########################################################
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//Don't touch.
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highp const float floor = 0.0 / 255;
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highp const float scale = 255.0/(255.0-0.0);
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precision highp float;
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//Don't touch.
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//-----------------------------------------------------------
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//-----------------------------------------------------------
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//Adjustable Values:
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// Adjustable values:
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precision lowp float;
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lowp uniform float brightness = 1.15; // [0.0 ~ 2.0] [1.0 Default] [1.15 Clarity]
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const float fogfactor = 0.4; // [1.0 Default] Changes amount of fog
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lowp uniform float contrast; // Blank=Neutral [0.1 ~ 2.0] Contrast Adjustment
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const float brightness = 1.2; // [1.0 Default] Lighten or Darken Shadows
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const float Gamma = 1.5; // [1.0 Default] [2.0 Clarity]
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lowp uniform float saturation; // Blank=Neutral [-1.0 ~ 1.0] Color Saturation Adjustment.
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const float contrast = 1.5;
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lowp uniform float alpha = 1.0; // [Don't touch this.]
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const float Saturation = 0.10; // [-1.0, 1.0] Saturates Colors
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const float Exposure = 0.00; // [-1.0, 1.0] Exposure Adjustment
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lowp const float gamma = 1.50; // [1.0 Default] [1.43 Serfrost] [1.50 Jamie]
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const float Defog = 0.12; // [0.0, 1.0] How much of the far distance fog to "remove."
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const float exposure = 0.00; // [-1.0 ~ 1.0] Light exposure Adjustment.
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const float defog = 0.12; // [0.0 ~ 1.0] How much of the far distance fog to "remove."
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//-----------------------------------------------------------
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// Contrast, saturation, brightness
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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#define GammaCorrection(color, gamma) pow(color, 1.0 / gamma)
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vec3 ContrastSaturationBrightness(vec3 color, float brt, float sat, float con)
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{
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//-----------------------------------------------------------
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// Increase or decrease theese values to adjust r, g and b color channels seperately
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// Coeff requires Photoshop values.
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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//End of adjustable values
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//End of adjustable values
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//###########################################################
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//Do not edit below this line.
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color * brt;
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float intensityf = dot(brtColor, LumCoeff);
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vec3 intensity = vec3(intensityf, intensityf, intensityf);
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vec3 satColor = mix(intensity, brtColor, sat);
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vec3 conColor = mix(AvgLumin, satColor, con);
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color.rgb = conColor;
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return color;
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}
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const float floor = 0.0 / 255;
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const float scale = 255.0/(255.0-0.0);
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const float Bleach = 0.0;
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const float Bleach = 0.0;
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //defog Color";
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const vec3 FogColor = vec3(0.0, 0.0, 0.0); //Defog Color";
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uniform ivec4 uf_remappedPS[1];
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uniform ivec4 uf_remappedPS[1];
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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
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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
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@ -109,15 +58,15 @@ return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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}
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}
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
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//-----------------------------------------------------------
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/*
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// Based on CeeJay.dk's original GLSL/HLSL.
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* Tonemap version 1.1
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//-----------------------------------------------------------
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*
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*/
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vec3 TonemapPass(vec3 inputColor) {
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vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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vec3 color = inputColor;
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color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog
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color = clamp(color - Defog * FogColor * 2.55, 0.0, 1.0); // Defog
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color *= pow(2.0f, exposure); // exposure
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color *= pow(2.0f, Exposure); // Exposure
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color = pow(color, vec3(gamma)); // Gamma
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color = pow(color, vec3(Gamma)); // Gamma
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float lum = dot(coefLuma, color);
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@ -134,61 +83,11 @@ vec3 TonemapPass(vec3 inputColor) {
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
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vec3 diffcolor = color - middlegray;
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vec3 diffcolor = color - middlegray;
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color = (color + diffcolor * saturation) / (1 + (diffcolor * saturation)); // saturation
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color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
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return color;
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return color;
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}
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}
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// -- Sharpening --
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#define sharp_strength 0.65 //[0.10 to 3.00] Strength of the sharpening
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#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
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// -- Advanced sharpening settings --
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#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
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//I designed the pattern for offset_bias 1.0, but feel free to experiment.
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#define CoefLuma vec3(0.2126, 0.7152, 0.0722) // BT.709 & sRBG luma coefficient (Monitors and HD Television)
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vec4 texel(sampler2D tex, vec2 pos, vec2 tex_size){
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vec4 colorInput = texture(tex, pos);
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vec3 ori = colorInput.rgb;
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// -- Combining the strength and luma multipliers --
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vec3 sharp_strength_luma = (CoefLuma * sharp_strength); //I'll be combining even more multipliers with it later on
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// -- Gaussian filter --
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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// [ .50, 1, .50] = [ 2 , 4 , 2 ]
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// [ .25, .50, .25] [ 1 , 2 , 1 ]
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float px = 1.0/tex_size[0];
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float py = 1.0/tex_size[1];
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vec3 blur_ori = texture(tex, pos + vec2(px,-py) * 0.5 * offset_bias).rgb; // South East
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blur_ori += texture(tex, pos + vec2(-px,-py) * 0.5 * offset_bias).rgb; // South West
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blur_ori += texture(tex, pos + vec2(px,py) * 0.5 * offset_bias).rgb; // North East
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blur_ori += texture(tex, pos + vec2(-px,py) * 0.5 * offset_bias).rgb; // North West
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blur_ori *= 0.25; // ( /= 4) Divide by the number of texture fetches
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// -- Calculate the sharpening --
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vec3 sharp = ori - blur_ori; //Subtracting the blurred image from the original image
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// -- Adjust strength of the sharpening and clamp it--
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vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp),0.5); //Roll part of the clamp into the dot
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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
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sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down
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// -- Combining the values to get the final sharpened pixel --
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colorInput.rgb = colorInput.rgb + sharp_luma; // Add the sharpening to the input color.
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return clamp(colorInput, 0.0,1.0);
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}
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void main()
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void main()
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{
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{
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vec4 R0f = vec4(0.0);
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vec4 R0f = vec4(0.0);
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@ -209,6 +108,7 @@ vec3 cubeMapSTM;
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int cubeMapFaceId;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R0f = passParameterSem0;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R1f *= fogfactor;
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R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
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R0f.xyz = (texture(textureUnitPS1, R0f.xy).xyz);
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// 0
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// 0
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R126f.x = R1f.x + R0f.x;
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R126f.x = R1f.x + R0f.x;
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@ -301,9 +201,24 @@ PV1f.w = R123f.w;
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.x = (mul_nonIEEE(R126f.x,R125f.w) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.y = (mul_nonIEEE(R126f.x,R127f.z) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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R0f.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.w);
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// export
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
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vec3 color = (passPixelColor0.xyz);
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color = TonemapPass(color);
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//Color
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color = (color.xyz - floor) * scale;
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vec3 fColour = (passPixelColor0.xyz);
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passPixelColor0 = vec4(color.x, color.y, color.z, R0f.w);
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fColour = TonemapPass(fColour);
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vec3 gamma = vec3(1.0/2.2f, 1.0/2.2f, 1.0/2.2f);
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gamma = pow(fColour, gamma);
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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vec3 bright = fColour + vec3(brightness,brightness,brightness);
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vec3 contrasted = (fColour - 0.5) * contrast + 0.5;
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float mn = min(min(fColour.r, fColour.g), fColour.b);
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float mx = max(max(fColour.r, fColour.g), fColour.b);
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float sat = (1.0-(mx - mn)) * (1.0-mx) * luminance * 5.0;
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vec3 lightness = vec3((mn + mx)/2.0);
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const vec3 lightPos = vec3(0.5, 0.5, 5.0);
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const vec3 diffColour = vec3(1.0, 1.0, 1.0);
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const vec3 ambColour = vec3(0.2, 0.2, 0.2);
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fColour = (fColour.xyz - floor) * scale;
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passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, R0f.w);
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}
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}
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