#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 7b9f05b2bd8f3b71
//skell cockpit brigthtness fix + minor colour tweak to balance broken bloom
const float exposure = 0.32; // 1.0 is neutral, first lessen to avoid truncation prob around .25 for radeon. 
const float postExposure = 1.05; // 1.0 is neutral, then slightly raise exposure back up. 
const float gamma = 0.93; // 1.0 is neutral  
const float vibrance = 0.3175;  // 0.0 is neutral  
const float crushContrast = 0.000; // 0.0 is neutral. loss of shadow detail 


uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf470a000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler0 ClampX/Y/Z: 2 2 2 border: 0
layout(location = 0) in vec4 passParameterSem0;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;


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(crushContrast));
	return fColour;
}

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){ if( a == 0.0 || b == 0.0 ) return 0.0; return a*b; }
void main()
{
vec4 R0f = vec4(0.0);
vec4 R126f = 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.xyzw = (texture(textureUnitPS0, R0f.xy).xyzw);
// 0
R0f.xyz = contrasty(R0f.xyz);

backupReg0f = R0f.x;
backupReg1f = R0f.w;
PV0f.x = mul_nonIEEE(backupReg0f, intBitsToFloat(uf_remappedPS[0].x));
R127f.y = mul_nonIEEE(R0f.z, intBitsToFloat(uf_remappedPS[0].x));
R127f.z = mul_nonIEEE(R0f.y, intBitsToFloat(uf_remappedPS[0].x));
R0f.w = mul_nonIEEE(backupReg1f, intBitsToFloat(uf_remappedPS[0].x));
// 1
tempResultf = log2(PV0f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 2
R127f.w = PS1f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 3
R126f.w = PS0f * intBitsToFloat(0x3ee8ba2e);
tempResultf = log2(R127f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 4
R127f.x = PS1f * intBitsToFloat(0x3ee8ba2e);
R0f.x = exp2(R127f.w);
PS0f = R0f.x;
// 5
R0f.y = exp2(R126f.w);
PS1f = R0f.y;
// 6
R0f.z = exp2(R127f.x);
PS0f = R0f.z;
// export
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w)*postExposure;
}
