#version 420
#extension GL_ARB_texture_gather : enable
#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet, binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z + gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation, std140) 
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding = __glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shaders was auto-converted from OpenGL to Cemu.

// shader d936195db0dd8e7d 
// cross fade brightness
// To-do, .5 is daylight and 1.0 night is wiiu "correct" for nvidia
// changes here in turn "breaks" bloom as they over or under expose depending on day/night 

//old contrasty, or just copy paste clarity
const float gamma = $gamma; // 1.0 is neutral  
const float exposure = $exposure; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
const float vibrance = $vibrance;  // 0.0 is neutral  
const float lift = $lift; // 0.0 is neutral. loss of shadow detail 
const float postExposure = $postExposure; // 1.0 is neutral, then slightly raise exposure back up. 

vec3 contrasty(vec3 colour){
	vec3 fColour = (colour.xyz);
	
	fColour = clamp(exposure * fColour, 0.0, 1.0);
	fColour = pow(fColour, vec3(1.0 / gamma));
	float luminance = fColour.r*0.299 + fColour.g*0.587 + fColour.b*0.114;
	float mn = min(min(fColour.r, fColour.g), fColour.b);
	float mx = max(max(fColour.r, fColour.g), fColour.b);
	float sat = (1.0 - (mx - mn)) * (1.0 - mx) * luminance * 5.0;
	vec3 lightness = vec3((mn + mx) / 2.0);
// vibrance
	fColour = mix(fColour, mix(fColour, lightness, -vibrance), sat);
	fColour = max(vec3(0.0), fColour + vec3(lift));
	return fColour;
}

#ifdef VULKAN
layout(set = 1, binding = 3) uniform ufBlock
{
uniform ivec4 uf_remappedPS[1];
uniform vec4 uf_fragCoordScale;
};
#else
uniform ivec4 uf_remappedPS[1];
uniform vec2 uf_fragCoordScale;
#endif
TEXTURE_LAYOUT(0, 1, 0) uniform sampler2D textureUnitPS0;
TEXTURE_LAYOUT(1, 1, 1) uniform sampler3D textureUnitPS1;
TEXTURE_LAYOUT(2, 1, 2) uniform sampler3D textureUnitPS2;
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
// uf_fragCoordScale was moved to the ufBlock

float lineRand(vec2 co)
{
	float a = 12.9898;
	float b = 78.233;
	float c = 43758.5453;
	float dt = dot(co.xy, vec2(a, b));
	float sn = mod(dt, 3.14);
	return fract(sin(sn) * c);
}

int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
	return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
	return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ return min(a*b,min(abs(a)*3.40282347E+38F,abs(b)*3.40282347E+38F)); }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R127f = vec4(0.0);
float backupReg0f, backupReg1f, backupReg2f, backupReg3f, backupReg4f;
vec4 PV0f = vec4(0.0), PV1f = vec4(0.0);
float PS0f = 0.0, PS1f = 0.0;
vec4 tempf = vec4(0.0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0f = passParameterSem0;
R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) * (0.985  -(lineRand(gl_FragCoord.yx)*0.015));
//R0f.xyz = (texture(textureUnitPS0, R0f.xy).xyz) *preExposure;
// 0
R0f.xyz = contrasty(R0f.xyz);
backupReg0f = R0f.x;
PV0f.x = backupReg0f * intBitsToFloat(uf_remappedPS[0].x);
PV0f.x = clamp(PV0f.x, 0.0, 1.0);
R127f.z = R0f.z * intBitsToFloat(uf_remappedPS[0].x);
R127f.z = clamp(R127f.z, 0.0, 1.0);
R127f.w = R0f.y * intBitsToFloat(uf_remappedPS[0].x);
R127f.w = clamp(R127f.w, 0.0, 1.0);
R2f.w = 1.0;
PS0f = R2f.w;
// 1
tempResultf = log2(PV0f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.w);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R127f.y = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
PS0f = exp2(R127f.x);
// 5
R0f.x = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS1f = exp2(R127f.y);
// 6
R0f.y = (PS1f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
PS0f = exp2(R127f.w);
// 7
R0f.z = (PS0f * intBitsToFloat(uf_remappedPS[0].z) + intBitsToFloat(uf_remappedPS[0].w));
R1f.xyz = (texture(textureUnitPS1, vec3(R0f.x,R0f.y,R0f.z)).xyz);
R0f.xyz = (texture(textureUnitPS2, vec3(R0f.x,R0f.y,R0f.z)).xyz);
// 0
backupReg0f = R0f.y;
backupReg1f = R0f.x;
PV0f.x = R1f.z + -(R0f.z);
PV0f.y = R1f.y + -(backupReg0f);
PV0f.z = R1f.x + -(backupReg1f);
// 1
R2f.x = (PV0f.z * intBitsToFloat(uf_remappedPS[0].y) + R0f.x);
R2f.y = (PV0f.y * intBitsToFloat(uf_remappedPS[0].y) + R0f.y);
R2f.z = (PV0f.x * intBitsToFloat(uf_remappedPS[0].y) + R0f.z);
// export
//R2f = vec4(pow(R2f.xyz, vec3(1. / gammaPostExposure)), 1.0);

passPixelColor0 = vec4(R2f.x, R2f.y, R2f.z, R2f.w)*postExposure;
}
