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ClarityGFX
Added FakeHDR as an optional Shader. Thank you to Kiri and Navras for some guidence.
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11
Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt
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11
Enhancement/BreathOfTheWild_ClarityGFX/ReadME.txt
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There is currently 3 releases of Clarity in this pack,
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The default is with No lumasharpening or HDR.
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The second titled.lumasharpening is the same file as above but with lumashapening.
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The third FakeHDR is the same but with Faked HDR
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You cannot Enable all 3 packs at once , so you need to rename the file by removing the ending extention .lumasharpening
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or FakeHDR . The Origional File I would back upto its name.txt.origional case you want to revert for any reason.
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Please Note sword effect's are slightly off in Faked HDR .. Looking for a solution.
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lumasharpening and FakeHDR were Brought over from SweetFX, Reshade to be used as a 1- pass shader .. They cannot be enabled
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or used at the same time..
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@ -0,0 +1,265 @@
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#version 420
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#extension GL_ARB_texture_gather : enable
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// shader bd8bba59e2149449
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// Possible problems
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// Being below 1.3.0 will give you double-vision with recent graphic packs. Update to 1.3.0 or above.
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// If you're experiencing any issues (due to having the previous Clarity shaders installed), please remove and redownload all of the BotW packs.
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// Changelog V0.1
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// Changed from shader f14bb_ps.txt to bd8bb_ps.txt
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// Credit to NAVras for merging to a better shader.
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// Credit to getdls for adding exposure & Original Contrasty.
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// Clarity GFX
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// Credit to Jamie for main coding.
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// Credit to Kiri coding & Reshade logic.
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// Credit to Serfrost for preset values.
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// Original shader dumped using cemu 1.10.0f, BotW 1.3.1
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// Changelog v0.5
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//##########################################################
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// Contrast, saturation, Gamma.
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//Adjustable Values:
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const float gamma = 1.00; // [0.0 ~ 2.5] [1.0 Default] Gamma Adjustment - or + values work
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const float bloomFactor = 0.7; // 1.0 is neutral
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const float brt = 1.0;
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const float con = 0.75;
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const float sat = 0.0;
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//Luma Values for changing color. Machinima tool mostly.
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const float AvgLumR = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
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const float AvgLumG = -0.003; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
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const float AvgLumB = 0.0; // [0.0 ~ 1.5] [0.0 Default] Use very small increments, as it changes RGB values.
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//-----------------------------------------------------------
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//End of adjustable values
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//###########################################################
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//Do not edit under this line.
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const float exposure = 0.00;
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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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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 = 1) uniform sampler2D textureUnitPS1;// Tex1 addr 0xf5c7b800 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
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layout(location = 0) in vec4 passParameterSem0;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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int clampFI32(int v)
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{
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if( v == 0x7FFFFFFF )
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return floatBitsToInt(1.0);
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else if( v == 0xFFFFFFFF )
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return floatBitsToInt(0.0);
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return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
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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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//-----------------------------------------------------------
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// Based on CeeJay.dk's original GLSL/HLSL.
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//-----------------------------------------------------------
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vec3 TonemapPass(vec3 inputColor) {
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vec3 color = inputColor;
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color *= pow(2.0f, exposure); // exposure
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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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float lum = dot(coefLuma, color);
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float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
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vec3 A2 = Bleach * color;
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vec3 result1 = 2.0f * color * lum;
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vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
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vec3 newColor = mix(result1, result2, L);
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vec3 mixRGB = A2 * newColor;
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color += ((1.0f - A2) * mixRGB);
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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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color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation
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return color;
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}
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vec3 brightnessContrast(vec3 color, float brt, float con){
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return (color - 0.5) * con + 0.5 + brt;
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}
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//Fake High Dynamic Range.
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#define HDRPower 1.30 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter."
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#define radius1 0.793 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter."
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#define radius2 0.87 // 0.0 to 8.0 "Raising this seems to make the effect stronger and also brighter."
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vec3 HDRPass(sampler2D tex, vec2 pos){
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vec4 colorInput = texture(tex, pos);
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vec3 color = colorInput.rgb;
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vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1).rgb;
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bloom_sum1 += texture(tex, pos + vec2( 1.5, 1.5) * radius1).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1).rgb;
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bloom_sum1 += texture(tex, pos + vec2( 0.0, -2.5) * radius1).rgb;
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bloom_sum1 += texture(tex, pos + vec2( 0.0, 2.5) * radius1).rgb;
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bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1).rgb;
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bloom_sum1 += texture(tex, pos + vec2( 2.5, 0.0) * radius1).rgb;
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bloom_sum1 *= 0.005;
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vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2).rgb;
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bloom_sum2 += texture(tex, pos + vec2( 1.5, 1.5) * radius2).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2).rgb;
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bloom_sum2 += texture(tex, pos + vec2( 0.0, -2.5) * radius2).rgb;
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bloom_sum2 += texture(tex, pos + vec2( 0.0, 2.5) * radius2).rgb;
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bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2).rgb;
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bloom_sum2 += texture(tex, pos + vec2( 2.5, 0.0) * radius2).rgb;
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bloom_sum2 *= 0.010;
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float dist = radius1 - radius2;
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vec3 HDR = (colorInput.rgb + (bloom_sum2 - bloom_sum1)) * dist;
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vec3 blend = HDR + colorInput.rgb;
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colorInput.rgb = pow(abs(blend), vec3(abs(HDRPower)) + HDR);
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return clamp(colorInput.rgb, 0.0,1.0);
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}
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void main()
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{
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vec4 R0f = vec4(0.0);
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vec4 R1f = vec4(0.0);
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vec4 R123f = vec4(0.0);
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vec4 R125f = vec4(0.0);
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vec4 R126f = vec4(0.0);
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vec4 R127f = vec4(0.0);
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float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
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vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
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float PS0f = 0.0, PS1f = 0.0;
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vec4 tempf = vec4(0.0);
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float tempResultf;
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int tempResulti;
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ivec4 ARi = ivec4(0);
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bool predResult = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem0;
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R1f.xyz = (texture(textureUnitPS0, R0f.xy).xyz);
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R1f.xyz *= bloomFactor;
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R0f.xyz = HDRPass(textureUnitPS1, R0f.xy);
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// 0
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R126f.x = R1f.x + R0f.x;
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PV0f.x = R126f.x;
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R127f.y = R1f.y + R0f.y;
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PV0f.y = R127f.y;
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R126f.z = R1f.z + R0f.z;
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PV0f.z = R126f.z;
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R125f.w = 1.0;
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// 1
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tempf.x = dot(vec4(PV0f.x,PV0f.y,PV0f.z,-0.0),vec4(intBitsToFloat(0x3e99096c),intBitsToFloat(0x3f162b6b),intBitsToFloat(0x3dea4a8c),0.0));
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PV1f.x = tempf.x;
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PV1f.y = tempf.x;
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PV1f.z = tempf.x;
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PV1f.w = tempf.x;
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// 2
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R127f.x = -(R127f.y) * intBitsToFloat(0x3fb8aa3b);
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PV0f.y = -(PV1f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.z = -(R126f.x) * intBitsToFloat(0x3fb8aa3b);
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R127f.w = -(R126f.z) * intBitsToFloat(0x3fb8aa3b);
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R126f.w = 1.0 / PV1f.x;
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PS0f = R126f.w;
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// 3
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PS1f = exp2(PV0f.y);
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// 4
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PV0f.x = -(PS1f) + 1.0;
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PS0f = exp2(R127f.x);
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// 5
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R127f.x = -(PS0f) + 1.0;
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R126f.y = mul_nonIEEE(PV0f.x, PV0f.x);
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PV1f.z = PV0f.x * R126f.w;
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PS1f = exp2(R127f.w);
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// 6
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backupReg0f = R126f.x;
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backupReg1f = R127f.z;
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R126f.x = mul_nonIEEE(backupReg0f, PV1f.z);
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PV0f.y = -(PS1f) + 1.0;
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R127f.z = mul_nonIEEE(R126f.z, PV1f.z);
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PV0f.z = R127f.z;
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R127f.w = mul_nonIEEE(R127f.y, PV1f.z);
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PV0f.w = R127f.w;
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PS0f = exp2(backupReg1f);
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// 7
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PV1f.x = R127f.x + -(PV0f.w);
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PV1f.y = PV0f.y + -(PV0f.z);
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PV1f.w = -(PS0f) + 1.0;
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// 8
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backupReg0f = R127f.z;
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R127f.x = (mul_nonIEEE(PV1f.x,R126f.y) + R127f.w);
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R127f.x = clamp(R127f.x, 0.0, 1.0);
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PV0f.x = R127f.x;
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PV0f.y = PV1f.w + -(R126f.x);
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R127f.z = (mul_nonIEEE(PV1f.y,R126f.y) + backupReg0f);
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R127f.z = clamp(R127f.z, 0.0, 1.0);
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PV0f.z = R127f.z;
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// 9
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backupReg0f = R126f.x;
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R126f.x = (mul_nonIEEE(PV0f.y,R126f.y) + backupReg0f);
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R126f.x = clamp(R126f.x, 0.0, 1.0);
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PV1f.x = R126f.x;
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R126f.y = max(PV0f.x, PV0f.z);
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PV1f.w = min(PV0f.x, PV0f.z);
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// 10
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tempf.x = dot(vec4(PV1f.x,R127f.x,R127f.z,R125f.w),vec4(intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),intBitsToFloat(0x3f2aaaab),-(1.0)));
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PV0f.x = tempf.x;
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PV0f.y = tempf.x;
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PV0f.z = tempf.x;
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PV0f.w = tempf.x;
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R126f.z = min(PV1f.x, PV1f.w);
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PS0f = R126f.z;
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// 11
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backupReg0f = R127f.x;
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backupReg1f = R127f.z;
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R127f.x = max(R126f.x, R126f.y);
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PV1f.x = R127f.x;
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R123f.y = (mul_nonIEEE(-(PV0f.x),PV0f.x) + 1.0);
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PV1f.y = R123f.y;
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R127f.z = backupReg0f + -(PS0f);
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R125f.w = R126f.x + -(PS0f);
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R126f.y = backupReg1f + -(PS0f);
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PS1f = R126f.y;
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// 12
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R126f.x = (mul_nonIEEE(PV1f.y,intBitsToFloat(uf_remappedPS[0].y)) + intBitsToFloat(uf_remappedPS[0].x));
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PV0f.x = R126f.x;
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PV0f.y = -(R126f.z) + PV1f.x;
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// 13
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R123f.w = (mul_nonIEEE(-(PV0f.x),PV0f.y) + R127f.x);
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PV1f.w = R123f.w;
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// 14
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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.z = (mul_nonIEEE(R126f.x,R126f.y) + PV1f.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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const vec3 LumCoeff = vec3(0.2125, 0.7154, 0.0721);
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vec3 AvgLumin = vec3(AvgLumR, AvgLumG, AvgLumB);
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vec3 brtColor = color * brt;
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vec3 intensity = vec3(dot(color, LumCoeff));
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vec3 satColor = mix(intensity, color, 1.);
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vec3 conColor = mix(AvgLumin, satColor, con);
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passPixelColor0 = vec4(conColor, R0f.w);
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}
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