mirror of
https://github.com/cemu-project/cemu_graphic_packs.git
synced 2024-12-29 11:21:49 +01:00
075ddb0a62
Attempts to make it look as close as Switch, I guess.
189 lines
6.2 KiB
Plaintext
189 lines
6.2 KiB
Plaintext
#version 420
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#extension GL_ARB_texture_gather : enable
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// shader f14bb57cd5c9cb77
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// AARestore - restores native aa in game
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// also includes code from Contrasty pack
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// Credit to bestminr for vibrance logic
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// original shader dumped using cemu 1.10.0f, BotW 1.3.1
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#define ENABLE_CONTRASTY 0
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/*Gamma, exposure, vibrance and crushContrast can be modified */
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const float gamma = 0.81; // 1.0 is neutral Botw is already colour graded at this stage
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const float exposure = 1.17; // 1.0 is neutral
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const float vibrance = 0.008; // 0.0 is neutral
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const float crushContrast = 0.004; // 0.0 is neutral. Use small increments, loss of shadow detail
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//Uncomment below and in body to scale 16-235 not recommended */
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/*
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const float floor = 16.0 / 255;
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const float scale = 255.0/(235.0-16.0);
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*/
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uniform ivec4 uf_remappedPS[4];
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layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf4713800 res 1280x720x1 dim 1 tm: 4 format 0019 compSel: 0 1 2 3 mipView: 0x0 (num 0x1) 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 0x387f8000 res 1280x720x1 dim 1 tm: 4 format 0001 compSel: 0 4 4 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 passParameterSem2;
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layout(location = 0) out vec4 passPixelColor0;
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uniform vec2 uf_fragCoordScale;
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ivec2 texSize = textureSize(textureUnitPS0, 0);
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vec2 framebufferSize = vec2(float(texSize.x), float(texSize.y));
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vec2 invFramebufferSize = vec2(1.0 / framebufferSize.x, 1.0 / framebufferSize.y);
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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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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 R2f = vec4(0.0);
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vec4 R3f = vec4(0.0);
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vec4 R123f = 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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bool activeMaskStack[2];
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bool activeMaskStackC[3];
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activeMaskStack[0] = false;
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activeMaskStackC[0] = false;
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activeMaskStackC[1] = false;
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activeMaskStack[0] = true;
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activeMaskStackC[0] = true;
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activeMaskStackC[1] = true;
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vec3 cubeMapSTM;
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int cubeMapFaceId;
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R0f = passParameterSem2;
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if( activeMaskStackC[1] == true ) {
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R1f.xyzw = (textureGather(textureUnitPS1, R0f.xy).wzxy);
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R2f.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
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}
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if( activeMaskStackC[1] == true ) {
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activeMaskStack[1] = activeMaskStack[0];
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activeMaskStackC[2] = activeMaskStackC[1];
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// 0
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PV0f.x = R1f.w + -(R1f.x);
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PV0f.y = R1f.z + -(R1f.y);
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PV0f.z = mul_nonIEEE(R2f.x, intBitsToFloat(uf_remappedPS[0].x));
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R127f.w = min(R1f.z, R1f.x);
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R127f.x = min(R1f.w, R1f.y);
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PS0f = R127f.x;
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// 1
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R123f.x = (mul_nonIEEE(R2f.y,intBitsToFloat(uf_remappedPS[0].y)) + PV0f.z);
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PV1f.x = R123f.x;
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PV1f.y = max(R1f.z, R1f.x);
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R127f.z = PV0f.y + -(PV0f.x);
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PV1f.z = R127f.z;
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R126f.w = PV0f.y + PV0f.x;
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PV1f.w = R126f.w;
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PS1f = max(R1f.w, R1f.y);
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// 2
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PV0f.x = max(PV1f.z, -(PV1f.z));
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PV0f.y = max(PV1f.w, -(PV1f.w));
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R123f.z = (mul_nonIEEE(R2f.z,intBitsToFloat(uf_remappedPS[0].z)) + PV1f.x);
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PV0f.z = R123f.z;
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PV0f.w = min(R127f.w, R127f.x);
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PS0f = max(PV1f.y, PS1f);
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// 3
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PV1f.x = mul_nonIEEE(PS0f, intBitsToFloat(uf_remappedPS[1].x));
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PV1f.y = max(PV0f.z, PS0f);
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PV1f.z = min(PV0f.z, PV0f.w);
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PV1f.w = min(PV0f.y, PV0f.x);
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// 4
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R1f.x = -(PV1f.z) + PV1f.y;
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R0f.z = max(PV1f.x, intBitsToFloat(uf_remappedPS[1].y));
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PS0f = 1.0 / PV1f.w;
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// 5
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PV1f.x = mul_nonIEEE(R127f.z, PS0f);
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PV1f.y = mul_nonIEEE(R126f.w, PS0f);
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// 6
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PV0f.z = max(PV1f.x, -(intBitsToFloat(uf_remappedPS[2].y)));
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PV0f.w = max(PV1f.y, -(intBitsToFloat(uf_remappedPS[2].y)));
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// 7
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R3f.x = min(PV0f.w, intBitsToFloat(uf_remappedPS[2].y));
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R1f.y = min(PV0f.z, intBitsToFloat(uf_remappedPS[2].y));
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// 8
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predResult = (R1f.x > R0f.z);
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activeMaskStack[1] = predResult;
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activeMaskStackC[2] = predResult == true && activeMaskStackC[1] == true;
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}
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else {
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activeMaskStack[1] = false;
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activeMaskStackC[2] = false;
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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backupReg0f = R3f.x;
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backupReg0f = R3f.x;
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R3f.x = (mul_nonIEEE(backupReg0f,0.5*invFramebufferSize.x) + R0f.x);
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R3f.y = (mul_nonIEEE(R1f.y,0.5*invFramebufferSize.y) + R0f.y);
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R1f.x = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.x) + R0f.x);
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PS0f = R1f.x;
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// 1
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backupReg0f = R1f.y;
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R1f.y = (mul_nonIEEE(backupReg0f,-0.5*invFramebufferSize.y) + R0f.y);
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}
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if( activeMaskStackC[2] == true ) {
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R0f.xyzw = (texture(textureUnitPS0, R3f.xy).xyzw);
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R1f.xyzw = (texture(textureUnitPS0, R1f.xy).xyzw);
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}
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if( activeMaskStackC[2] == true ) {
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// 0
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R127f.x = R0f.w + R1f.w;
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R127f.x /= 2.0;
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PV0f.x = R127f.x;
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R127f.y = R0f.z + R1f.z;
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R127f.y /= 2.0;
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PV0f.y = R127f.y;
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R127f.z = R0f.y + R1f.y;
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R127f.z /= 2.0;
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PV0f.z = R127f.z;
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R127f.w = R0f.x + R1f.x;
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R127f.w /= 2.0;
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PV0f.w = R127f.w;
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// 1
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PV1f.x = R2f.w + -(PV0f.x);
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PV1f.y = R2f.z + -(PV0f.y);
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PV1f.z = R2f.y + -(PV0f.z);
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PV1f.w = R2f.x + -(PV0f.w);
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// 2
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R2f.x = (PV1f.w * intBitsToFloat(0x3eb33333) + R127f.w);
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R2f.y = (PV1f.z * intBitsToFloat(0x3eb33333) + R127f.z);
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R2f.z = (PV1f.y * intBitsToFloat(0x3eb33333) + R127f.y);
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R2f.w = (PV1f.x * intBitsToFloat(0x3eb33333) + R127f.x);
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}
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activeMaskStackC[1] = activeMaskStack[0] == true && activeMaskStackC[0] == true;
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// export
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passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w);
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#if (ENABLE_CONTRASTY == 1)
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vec3 fColour = (passPixelColor0.xyz);
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fColour = max(vec3(0.0), fColour - vec3(crushContrast));
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fColour = clamp(exposure * fColour, 0.0, 1.0);
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fColour = pow(fColour, vec3(1.0 / gamma));
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float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
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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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// vibrance
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fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
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//vec3 fColour = (fColour.xyz - floor) * scale; // Not recommended 0-255->16-235..
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passPixelColor0 = vec4(fColour.x, fColour.y, fColour.z, 1.0);
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#endif
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}
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