#version 420
#extension GL_ARB_texture_gather : enable
#extension GL_ARB_separate_shader_objects : enable
// shader 4a377a50eda82af8
// SplatFx
#define adjust_bloom 0                                 // 0: disable, 1: enable.
// BloomFactor
const float bloomFactor = 1.0;                         // Default is 1.0
#define HDRpassing 0                                   // 0: disable, 1: enable.
// Fake High Dynamic Range.
const float HDRPower = 1.30;                          // 0.0 to  8.0  Default 1.30.
const float radius1 = 0.793;                           // 0.0 to  8.0  Default 0.793
const float radius2 = 0.87;                            // 0.0 to  8.0  Default 0.87  "Raising this seems to make the effect stronger and also brighter."

#define lumapassing 1                                  // 0: disable, 1: enable.
// LumaShapening
const float sharp_strength = 0.65;                     //[0.10 to 3.00] Strength of the sharpening Default is 0.65
const float sharp_clamp = 0.085;                       //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

													   //Advanced sharpening settings
const float offset_bias = 1.0;                         //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.

#define Tone_map 0                                     // 0: disable, 1-8: enable.
													   // Reshade ToneMap Option 1
													   // linearToneMapping  Option 2
													   // simpleReinhardToneMapping Option 3
													   // lumaBasedReinhardToneMapping Option 4
													   // whitePreservingLumaBasedReinhardToneMapping Option 5
													   // RomBinDaHouseToneMapping Option 6
													   // filmicToneMapping Option 7
													   // Uncharted2ToneMapping Option 8
													   // ACES Filmic Option 9
													   // Reshade ToneMap Controls
const float Exposure = 0.6;                            // [0.0, 1.0+] Adjust exposure
const float Bleach = 0.00;                             // "More bleach means more contrasted and less colorful image" min -0.5 max 1.0 Default 0.0
const float defog = 0.004;	                           // Default is 0.0  //How much of the overall color you want removed form the values of FogColor.
vec3 FogColor = vec3(1.0, 1.5, 1.7);                   // Color you want to Add or Remove  0.25 would add .25 percent of that color 1.25 would remove .25 percent of the color."
const float sat = 0.050;                               // "Adjust saturation" min -1.0 max 1.0 Default 0.0

#define blacknwhitepass 0                              // 0: disable, 1: enable.
// Levels Control  
const int BlackPoint = 16;   // [0, 255]  The black point is the new black - literally. Everything darker than this will become completely black
const int WhitePoint = 235; // [0, 255]  The new white point. Everything brighter than this becomes completely white

#define lggpass 0                                       // 0: disable, 1: enable.
// Lift Gamma Gain
vec3 RGB_Lift = vec3( 1.000, 1.000, 1.000);             // [0.000 to 2.000] Adjust shadows for Red, Green and Blue.
vec3 RGB_Gamma = vec3( 1.000, 1.00, 1.000);             // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
vec3 RGB_Gain = vec3( 1.000, 1.000, 1.000);             // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
// Note that a value of 1.0 is a neutral setting that leave the color unchanged.

#define vibpass 0                                      // 0: disable, 1: enable.
// VibrancePass
uniform float Vibrance = 1.000;                        // "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
vec3 VibranceRGBBalance = vec3(1.00, 1.0, 1.0);        // "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.";

#define Tech 0
// Technicolor
const float Power = 4.0;                               // Min 0.0 Max 8.0 Default 4.0
vec3 RGBNegativeAmount = vec3(0.88, 0.88, 0.88);
// To Edit Strength scroll down to Techicolor and edit it there, to not conflict with Filmic

#define Techine 0                                       // 0: disable, 1: enable.
// Technicolor2
const float Technicolor2_Red_Strength = 0.0;	        // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Green_Strength = 0.0;	        // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Blue_Strength = 0.0;	        // "Higher means darker and more intense colors." Default 0.2
const float Technicolor2_Brightness = 0.0;              // "Higher means brighter image." min 0.5 max 1.5 Default 1.0
const float Technicolor2_Strength = 0.0;		        // Default is 1.0
const float Technicolor2_Saturation = 1.00;             // Default is 1.0

// Curves / Filmic Pass Contrast
#define CurvesPss 0                            // 0: disable, 1: enable.
const float Contrast = 0.750;
// 1 To use curves Contrast, 0 off or to use with Filmic Pass.

#define Filmicpass 0                           // 0: disable, 1: enable.
// Filmic Pass
const float Strength = 0.85;       // "Strength of the color curve altering"; min 0.0 max 1.5 Default 0.85
const float Fade = 0.5;            // "Decreases contrast to imitate faded image" min 0.0 max 0.6 Default 0.4
const float Linearization = 0.75;  // min 0.5 max 2.0 Default 0.5
const float Saturation = -0.15;    // min -1.0 max 1.0 Default -0.15

const float RedCurve = 1.0;      // min 0.0 max  2.0 Default 1.0
const float GreenCurve = 1.0;    // min 0.0 max  2.0 Default 1.0
const float BlueCurve = 1.0;     // min 0.0 max  2.0 Default 1.0
const float BaseCurve = 1.5;     // min 0.0 max  2.0 Default 1.5

const float BaseGamma = 1.0;     // min 0.7 max 2.0 Default 1.0
const float EffectGamma = 0.68;  // min 0.0 max 2.0 Default 0.68
const float EffectGammaR = 1.0;  // min 0.0 max 2.0 Default 1.0
const float EffectGammaG = 1.0;  // min 0.0 max 2.0 Default 1.0
const float EffectGammaB = 1.0;  // min 0.0 max 2.0 Default 1.0

//###########################################################
// Do not edit under this line.

uniform ivec4 uf_remappedPS[1];
layout(binding = 0) uniform sampler2D textureUnitPS0;// Tex0 addr 0xf494a800 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
layout(binding = 1) uniform sampler3D textureUnitPS1;// Tex1 addr 0x1eb57800 res 8x8x8 dim 2 tm: 3 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x8) Sampler1 ClampX/Y/Z: 2 2 2 border: 1
layout(binding = 2) uniform sampler2D textureUnitPS2;// Tex2 addr 0xf45c6000 res 1280x720x1 dim 1 tm: 4 format 0816 compSel: 0 1 2 5 mipView: 0x0 (num 0x1) sliceView: 0x0 (num 0x1) Sampler2 ClampX/Y/Z: 2 2 2 border: 1
layout(location = 0) in vec4 passParameterSem0;
layout(location = 1) in vec4 passParameterSem1;
layout(location = 0) out vec4 passPixelColor0;
uniform vec2 uf_fragCoordScale;
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; }

// ToneMapping

vec3 linearToneMapping(vec3 color)
{
	float exposure = 1.;
	color = clamp(exposure * color, 0., 1.);
	return color;
}

vec3 simpleReinhardToneMapping(vec3 color)
{
	float exposure = 1.5;
	color *= exposure / (1. + color / exposure);
	return color;
}

vec3 lumaBasedReinhardToneMapping(vec3 color)
{
	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
	float toneMappedLuma = luma / (1. + luma);
	color *= toneMappedLuma / luma;
	return color;
}

vec3 whitePreservingLumaBasedReinhardToneMapping(vec3 color)
{
	float white = 2.;
	float luma = dot(color, vec3(0.2126, 0.7152, 0.0722));
	float toneMappedLuma = luma * (1. + luma / (white*white)) / (1. + luma);
	color *= toneMappedLuma / luma;
	return color;
}

vec3 RomBinDaHouseToneMapping(vec3 color)
{
	color = exp(-1.0 / (2.72*color + 0.15));
	return color;
}

vec3 filmicToneMapping(vec3 color)
{
	color = max(vec3(0.), color - vec3(0.004));
	color = (color * (6.2 * color + .5)) / (color * (6.2 * color + 1.7) + 0.06);
	return color;
}

vec3 Uncharted2ToneMapping(vec3 color)
{
	float A = 0.15;
	float B = 0.50;
	float C = 0.10;
	float D = 0.20;
	float E = 0.02;
	float F = 0.30;
	float W = 11.2;
	float exposure = 2.;
	color *= exposure;
	color = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
	float white = ((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F;
	color /= white;
	return color;
}

vec3 ReshadeToneMap(vec3 inputColor) {
	vec3 color = inputColor;
	color = clamp(color - defog * FogColor * 2.55, 0.0, 1.0); // defog

	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
	float lum = dot(coefLuma, color);

	float L = clamp(10.0 * (lum - 0.45), 0.0, 1.0);
	vec3 A2 = Bleach * color;

	vec3 result1 = 2.0f * color * lum;
	vec3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);

	vec3 newColor = mix(result1, result2, L);
	vec3 mixRGB = A2 * newColor;
	color += ((1.0f - A2) * mixRGB);

	vec3 middlegray = vec3(dot(color, vec3(1.0 / 3.0)));
	vec3 diffcolor = color - middlegray;

	color = (color + diffcolor * sat) / (1 + (diffcolor * sat)); // saturation

	return color;
}
float getL709(vec3 rgb) {
	return dot(rgb, vec3(0.2126, 0.7152, 0.0722));
}
vec3 ACESFilm(vec3 color) {
	color *= Exposure;
	float Lumn = getL709(color);
	vec4 tm = vec4(color, Lumn);
	tm = (tm*(2.51*tm + 0.03)) / (tm*(2.43*tm + 0.59) + 0.14); // tonemap
	vec3 cpre = tm.w / Lumn * color;
	vec3 colorldr = mix(cpre, tm.rgb, vec3(pow(tm.w, 2.0)));//refine
	return colorldr;
}

// Curves

vec3 CurvesPass(vec3 inputColor) {
	vec3 colorInput = inputColor;
	float Contrast_blend = Contrast * 2.0; //I multiply by two to give it a strength closer to the other curves.
	vec3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma
	x = x * (x * (1.5 - x) + 0.5); //horner form - fastest version
	vec3 color = x;  //if the curve should be applied to both Luma and Chroma
	colorInput.rgb = mix(colorInput.rgb, color, Contrast_blend); //Blend by Contrast
	return colorInput;
}

// TECHNICOLOR2

vec3 Technicolor2(vec3 inputColor) {
	vec3 color = inputColor;
	vec3 Color_Strength = vec3(Technicolor2_Red_Strength, Technicolor2_Green_Strength, Technicolor2_Blue_Strength);
	vec3 source = color;
	vec3 temp = 1.0 - source;
	vec3 target = temp.grg;
	vec3 target2 = temp.bbr;
	vec3 temp2 = source * target;
	temp2 *= target2;

	temp = temp2 * Color_Strength;
	temp2 *= Technicolor2_Brightness;

	target = temp.grg;
	target2 = temp.bbr;

	temp = source - target;
	temp += temp2;
	temp2 = temp - target2;

	color = mix(source, temp2, Technicolor2_Strength);

	color = mix(vec3(dot(color, vec3(0.333))), color, Technicolor2_Saturation);

	return color;
}

// Technicolor
vec3 TechnicolorPass(vec3 color)
{
	float Strength = 0.20;   // Min 0.0 Max 1.0 Default 0.4
	const vec3 cyanfilter = vec3(0.0, 1.30, 1.0);
	const vec3 magentafilter = vec3(1.0, 0.0, 1.05);
	const vec3 yellowfilter = vec3(1.6, 1.6, 0.05);
	const vec2 redorangefilter = vec2(1.05, 0.620); // RG_
	const vec2 greenfilter = vec2(0.30, 1.0);       // RG_
	const vec2 magentafilter2 = magentafilter.rb;   // R_B

	vec3 tcol = color.rgb;

	vec2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
	vec2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
	vec2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
	vec3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
	vec3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
	vec3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;

	return mix(tcol, output_r * output_g * output_b, Strength);
}

// Levels

vec3 LevelsPass(vec3 inputColor) {
	float black_point_float = BlackPoint / 255.0;
	float white_point_float = WhitePoint == BlackPoint ? (255.0 / 0.00025) : (255.0 / (WhitePoint - BlackPoint)); // Avoid division by zero if the white and black point are the same

	vec3 color = inputColor;
	color = color * white_point_float - (black_point_float *  white_point_float);

	return color;
}

// FilmPass
vec3 FilmPass(vec3 inputColor) {

	vec3 B = inputColor.rgb;
	vec3 G = B;
	vec3 H = vec3(0.01);

	B = clamp(B, 0.0, 1.);
	B = pow(vec3(B), vec3(Linearization));
	B = mix(H, B, Contrast);

	vec3 LumCoeff = vec3(0.212656, 0.715158, 0.072186);
	float A = dot(B.rgb, LumCoeff);
	vec3 D = vec3(A);

	B = pow(B, 1.0 / vec3(BaseGamma));

	float a = RedCurve;
	float b = GreenCurve;
	float c = BlueCurve;
	float d = BaseCurve;

	float y = 1.0 / (1.0 + exp(a / 2.0));
	float z = 1.0 / (1.0 + exp(b / 2.0));
	float w = 1.0 / (1.0 + exp(c / 2.0));
	float v = 1.0 / (1.0 + exp(d / 2.0));

	vec3 C = B;

	D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y);
	D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z);
	D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w);

	D = pow(D, 1.0 / vec3(EffectGamma));

	vec3 Di = 1.0 - D;

	D = mix(D, Di, Bleach);

	D.r = pow(abs(D.r), 1.0 / EffectGammaR);
	D.g = pow(abs(D.g), 1.0 / EffectGammaG);
	D.b = pow(abs(D.b), 1.0 / EffectGammaB);

	if (D.r < 0.5)
		C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r;
	else
		C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r;

	if (D.g < 0.5)
		C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g;
	else
		C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g;

	if (D.b < 0.5)
		C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b;
	else
		C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b;

	vec3 F = mix(B, C, Strength);

	F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v);

	float r2R = 1.0 - Saturation;
	float g2R = 0.0 + Saturation;
	float b2R = 0.0 + Saturation;

	float r2G = 0.0 + Saturation;
	float g2G = (1.0 - Fade) - Saturation;
	float b2G = (0.0 + Fade) + Saturation;

	float r2B = 0.0 + Saturation;
	float g2B = (0.0 + Fade) + Saturation;
	float b2B = (1.0 - Fade) - Saturation;

	vec3 iF = F;

	F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R);
	F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G);
	F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B);

	float N = dot(F.rgb, LumCoeff);
	vec3 Cn = F;

	if (N < 0.5)
		Cn = (2.0 * N - 1.0) * (F - F * F) + F;
	else
		Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F;

	Cn = pow(max(Cn, 0), 1.0 / vec3(Linearization));

	vec3 Fn = mix(B, Cn, Strength);
	return Fn;
}

//Lift Gamma Gain

vec3 LiftGammaGainPass(vec3 colorInput)
{
	// -- Get input --
	vec3 color = colorInput;

	// -- Lift --

	color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
	color = clamp(color, 0.0, 1.0); //isn't strictly necessary, but doesn't cost performance.

        // -- Gain --
	color *= RGB_Gain;

	// -- Gamma --
	color = pow(color, 1.0 / RGB_Gamma); //Gamma

	// -- Return output --
	return clamp(color, 0.0, 1.0);
}

//VibrancePass
vec3 VibrancePass(vec3 color) {

	const vec3 coefLuma = vec3(0.2126, 0.7152, 0.0722);
	float luma = dot(coefLuma, color);

	float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
	float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color

	float color_saturation = max_color - min_color; // The difference between the two is the saturation

													// Extrapolate between luma and original by 1 + (1-saturation) - current
	vec3 coeffVibrance = VibranceRGBBalance * Vibrance;

	color = mix(vec3(luma), color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));

	return color;
}

//LumaShapening

#define px (1.0/1280.0*uf_fragCoordScale.x)
#define py (1.0/720.0*uf_fragCoordScale.y)
#define CoefLuma vec3(0.2126, 0.7152, 0.0722)

float lumasharping(sampler2D tex, vec2 pos) {
	vec4 colorInput = texture(tex, pos);

	vec3 ori = colorInput.rgb;

	// -- Combining the strength and luma multipliers --
	vec3 sharp_strength_luma = (CoefLuma * sharp_strength);

	// -- Gaussian filter --
	//   [ .25, .50, .25]     [ 1 , 2 , 1 ]
	//   [ .50,   1, .50]  =  [ 2 , 4 , 2 ]
	//   [ .25, .50, .25]     [ 1 , 2 , 1 ]

	vec3 blur_ori = texture(tex, pos + vec2(px, -py) * 0.5 * offset_bias).rgb; // South East
	blur_ori += texture(tex, pos + vec2(-px, -py) * 0.5 * offset_bias).rgb;  // South West
	blur_ori += texture(tex, pos + vec2(px, py) * 0.5 * offset_bias).rgb; // North East
	blur_ori += texture(tex, pos + vec2(-px, py) * 0.5 * offset_bias).rgb; // North West

	blur_ori *= 0.25;  // ( /= 4) Divide by the number of texture fetches

					   // -- Calculate the sharpening --
	vec3 sharp = ori - blur_ori;  //Subtracting the blurred image from the original image

					   // -- Adjust strength of the sharpening and clamp it--
	vec4 sharp_strength_luma_clamp = vec4(sharp_strength_luma * (0.5 / sharp_clamp), 0.5); //Roll part of the clamp into the dot

	float sharp_luma = clamp((dot(vec4(sharp, 1.0), sharp_strength_luma_clamp)), 0.0, 1.0); //Calculate the luma, adjust the strength, scale up and clamp
	sharp_luma = (sharp_clamp * 2.0) * sharp_luma - sharp_clamp; //scale down

	return sharp_luma;
}

//Fake High Dynamic Range.

vec3 HDRPass(sampler2D tex, vec2 pos) {
	vec3 color = texture(tex, pos).rgb;

	vec3 bloom_sum1 = texture(tex, pos + vec2(1.5, -1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(-1.5, -1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(1.5, 1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(-1.5, 1.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(0.0, -2.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(0.0, 2.5) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(-2.5, 0.0) * radius1 * vec2(px, py)).rgb;
	bloom_sum1 += texture(tex, pos + vec2(2.5, 0.0) * radius1 * vec2(px, py)).rgb;

	bloom_sum1 *= 0.005;

	vec3 bloom_sum2 = texture(tex, pos + vec2(1.5, -1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(-1.5, -1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(1.5, 1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(-1.5, 1.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(0.0, -2.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(0.0, 2.5) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(-2.5, 0.0) * radius2 * vec2(px, py)).rgb;
	bloom_sum2 += texture(tex, pos + vec2(2.5, 0.0) * radius2 * vec2(px, py)).rgb;

	bloom_sum2 *= 0.010;

	float dist = radius2 - radius1;
	vec3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;

	vec3 blend = HDR + color;
	color = pow(abs(blend), vec3(abs(HDRPower))) + HDR;

	return color;
}

void main()
{
vec4 R0f = vec4(0.0);
vec4 R1f = vec4(0.0);
vec4 R2f = vec4(0.0);
vec4 R123f = vec4(0.0);
vec4 R125f = 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;
R1f = passParameterSem1;
R2f.xyzw = (texture(textureUnitPS2, R1f.xy).xyzw);
R1f.xyz = (texture(textureUnitPS0, R1f.xy).xyz);
// 0
R127f.y = (mul_nonIEEE(R0f.w,R2f.z) + R1f.z);
PV0f.y = R127f.y;
R126f.z = (mul_nonIEEE(R0f.w,R2f.y) + R1f.y);
PV0f.z = R126f.z;
R127f.w = (mul_nonIEEE(R0f.w,R2f.x) + R1f.x);
PV0f.w = R127f.w;
R0f.w = R2f.w;
PS0f = R0f.w;
// 1
PV1f.x = PV0f.w * intBitsToFloat(0x40c66666);
R127f.z = PV0f.y * intBitsToFloat(0x40c66666);
PV1f.z = R127f.z;
PV1f.w = PV0f.z * intBitsToFloat(0x40c66666);
// 2
PV0f.x = PV1f.w + intBitsToFloat(0x3fd9999a);
PV0f.y = PV1f.x + intBitsToFloat(0x3fd9999a);
PV0f.z = PV1f.x + 0.5;
PV0f.w = PV1f.z + intBitsToFloat(0x3fd9999a);
R125f.z = PV1f.w + 0.5;
PS0f = R125f.z;
// 3
R126f.x = (mul_nonIEEE(R127f.y,PV0f.w) + intBitsToFloat(0x3d75c28f));
R126f.y = (mul_nonIEEE(R126f.z,PV0f.x) + intBitsToFloat(0x3d75c28f));
R123f.z = (mul_nonIEEE(R127f.w,PV0f.y) + intBitsToFloat(0x3d75c28f));
PV1f.z = R123f.z;
PV1f.w = R127f.z + 0.5;
R127f.x = mul_nonIEEE(R127f.w, PV0f.z);
PS1f = R127f.x;
// 4
backupReg0f = R125f.z;
R125f.z = mul_nonIEEE(R127f.y, PV1f.w);
R127f.w = mul_nonIEEE(R126f.z, backupReg0f);
PS0f = 1.0 / PV1f.z;
// 5
R126f.z = R127f.x * PS0f;
PS1f = 1.0 / R126f.y;
// 6
R126f.y = R127f.w * PS1f;
PS0f = 1.0 / R126f.x;
// 7
R126f.x = R125f.z * PS0f;
tempResultf = log2(R126f.z);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 8
R126f.z = PS1f * intBitsToFloat(0x400ccccd);
tempResultf = log2(R126f.y);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS0f = tempResultf;
// 9
R127f.w = PS0f * intBitsToFloat(0x400ccccd);
tempResultf = log2(R126f.x);
if( isinf(tempResultf) == true ) tempResultf = -3.40282347E+38F;
PS1f = tempResultf;
// 10
R126f.x = PS1f * intBitsToFloat(0x400ccccd);
PS0f = exp2(R126f.z);
// 11
R1f.x = (mul_nonIEEE(PS0f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
PS1f = exp2(R127f.w);
// 12
R1f.y = (mul_nonIEEE(PS1f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
PS0f = exp2(R126f.x);
// 13
R1f.z = (mul_nonIEEE(PS0f,intBitsToFloat(uf_remappedPS[0].x)) + intBitsToFloat(uf_remappedPS[0].y));
R0f.xyz = (texture(textureUnitPS1, vec3(R1f.x,R1f.y,R1f.z)).xyz);
passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);

// export
vec3 bloom = texture(textureUnitPS0, passParameterSem1.xy).xyz;
#if (adjust_bloom == 1)
bloom *= bloomFactor;
#endif
#if (HDRpassing == 1)
passPixelColor0.xyz = HDRPass(textureUnitPS2, passParameterSem1.xy).xyz;
#endif
#if (HDRpassing == 0)
passPixelColor0.xyz = texture(textureUnitPS2, passParameterSem1.xy).xyz;
#endif
#if (lumapassing == 1)
	float smask = lumasharping(textureUnitPS2, passParameterSem1.xy);
	passPixelColor0.xyz += vec3(smask);
#endif
	vec3 color = (passPixelColor0.xyz);
	color += bloom;
#if (Tone_map == 1)
	color = ReshadeToneMap(color);
#endif
#if (Tone_map == 2)
	color = linearToneMapping(color);
#endif
#if (Tone_map == 3)
	color = simpleReinhardToneMapping(color);
#endif
#if (Tone_map == 4)
	color = lumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 5)
	color = whitePreservingLumaBasedReinhardToneMapping(color);
#endif
#if (Tone_map == 6)
	color = RomBinDaHouseToneMapping(color);
#endif
#if (Tone_map == 7)
	color = filmicToneMapping(color);
#endif
#if (Tone_map == 8)
	color = Uncharted2ToneMapping(color);
#endif
#if (tone_mapping == 9)
	color = ACESFilm(color);
#endif
#if (blacknwhitepass == 1)
	color = LevelsPass(color);
#endif
#if (Techine == 1)
	color = Technicolor2(color);
#endif
#if (Tech == 1)
	color = TechnicolorPass(color);
#endif
#if (Filmicpass == 1)
	color = FilmPass(color);
#endif
#if (CurvesPss == 1)
	color = CurvesPass(color);
#endif
#if (lggpass == 1)
	color = LiftGammaGainPass(color);
#endif
#if (vibpass == 1)
	color = VibrancePass(color);
#endif
passPixelColor0 = vec4(color, R0f.w);
//passPixelColor0 = vec4(R0f.x, R0f.y, R0f.z, R0f.w);
}
