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Update thy clarity preset
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@ -579,44 +579,44 @@ float DPX_Strength = 0.20;
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#elif (Preset == 7) //CellHunter
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#define adjust_bloom 1
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const float bloomFactor = 0.455;
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const float bloomFactor = 0.115;
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#define HDRpassing 1
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const float HDRPower = 1.000;
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const float radius1 = 1.100;
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const float radius2 = 1.235;
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#define lumapassing 1
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const float sharp_strength = 0.65;
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const float sharp_clamp = 0.45;
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const float offset_bias = 1.0;
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const float HDRPower = 1.150;
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const float radius1 = 1.200;
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const float radius2 = 1.000;
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#define lumapassing 0
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const float sharp_strength = 0.35;
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const float sharp_clamp = 0.85;
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const float offset_bias = 1.00;
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#define Tone_map 8
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const float Exposure = 1.17;
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const float Exposure = 1.00;
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const float Bleach = 0.0;
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const float Gamma = 1.00;
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const float defog = 0.00;
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const float defog = 0.003;
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vec3 FogColor = vec3(1.0, 1.0, 1.0);
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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 0
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const float satFactor = 0.25;
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const float satFactor = 0.05;
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#define blacknwhitepass 0
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const int BlackPoint = 16;
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const int WhitePoint = 215;
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#define lggpass 1
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vec3 RGB_Lift = vec3(0.980, 0.970, 1.000);
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vec3 RGB_Gamma = vec3(0.970, 0.965, 1.010);
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vec3 RGB_Gain = vec3(0.980, 0.970, 1.005);
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vec3 RGB_Lift = vec3(1.000, 0.985, 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 1
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const float Vibrance = 0.385;
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vec3 VibranceRGBBalance = vec3(1.10, 1.05, 1.15);
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#define Tech 1
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const float Power = 5.0;
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const float Vibrance = 0.735;
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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 = 1.0;
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vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
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float Strength = 0.10;
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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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float Strength = 0.05;
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#define Techine 1
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const float Technicolor2_Red_Strength = -0.15;
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const float Technicolor2_Green_Strength = 0.25;
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const float Technicolor2_Blue_Strength = 0.55;
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const float Technicolor2_Brightness = 1.65;
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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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@ -625,17 +625,17 @@ float DPX_Strength = 0.20;
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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
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const float Contrast = 0.165;
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#define Filmicpass 0
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const float Filmic_Contrast = 0.97;
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const float Contrast = 0.115;
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#define Filmicpass 1
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const float Filmic_Contrast = 1.00;
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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 = 0.65;
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const float Fade = 0.2;
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const float Filmic_Strength = 0.60;
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const float Fade = 0.45;
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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 = 0.90;
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const float EffectGamma = 0.68;
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const float BaseCurve = 0.7;
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const float BaseGamma = 1.00;
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const float EffectGamma = 1.75;
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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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