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Clarity
AMD fix... This should hopefully elimate any issue.
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@ -2,7 +2,7 @@
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#extension GL_ARB_texture_gather : enable
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#extension GL_ARB_texture_gather : enable
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// shader 37040a485a29d54e
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// shader 37040a485a29d54e
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//##########################################################
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//##########################################################
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#define Preset 3
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#define Preset 3
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// User Defined 0
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// User Defined 0
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// Bruz Option 1
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// Bruz Option 1
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// BSOD Option 2
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// BSOD Option 2
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@ -1023,10 +1023,10 @@ vec3 DPXPass(vec3 inputColor)
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B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
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B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0));
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float value = max(max(B.r, B.g), B.b);
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float value = max(max(B.r, B.g), B.b);
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vec3 input = B / value;
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vec3 Ztemp = B / value;
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color = pow(abs(color), 1. / vec3(Colorfulness));
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color = pow(abs(color), 1. / vec3(Colorfulness));
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vec3 c0 = input * value;
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vec3 c0 = Ztemp * value;
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c0 *= (XYZ, c0);
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c0 *= (XYZ, c0);
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float luma = dot(c0, vec3(0.30, 0.59, 0.11));
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float luma = dot(c0, vec3(0.30, 0.59, 0.11));
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c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
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c0 = (1.0 - DPX_Saturation) * luma + DPX_Saturation * c0;
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