// TONEMAPPER

cbuffer _Globals : register(b0)
{
  float4 lightCount : packoffset(c0);
  float4 ambient : packoffset(c1);
  float4 lightInfo[4] : packoffset(c2);
  float4 g_vScreenDepthRect : packoffset(c6);
  float4 g_vDitherSettings : packoffset(c7);
  float4 g_ColorK : packoffset(c8) = {0.270000011,0.670000017,0.0599999987,0};
  float4 g_vLevelMin0 : packoffset(c9) = {0.0500000007,0.0500000007,0.0500000007,0};
  float4 g_vLevelMin1 : packoffset(c10) = {0.100000001,0.100000001,0.100000001,0};
  float4 g_vLevelMax : packoffset(c11) = {0.800000012,0.800000012,0.800000012,0};
  float4 g_vMaxAdd : packoffset(c12) = {0.100000001,0.100000001,0.100000001,0};
  float4 g_vMinSub : packoffset(c13) = {0.0199999996,0.0199999996,0.0199999996,0};
  float4 Color : packoffset(c14);
  float4 Settings : packoffset(c15);
  float4 Settings2 : packoffset(c16);
  float4 Settings3 : packoffset(c17);
  float4 Settings4 : packoffset(c18);
  float4 Transform : packoffset(c19);
  float4 g_vDepthCoordsClamp : packoffset(c20);
  float4 CamPos : packoffset(c21);
  float4 g_vCenterOffs : packoffset(c22);
  float4 g_vHFrustrum : packoffset(c23);
  float4 g_vVFrustrum : packoffset(c24);
  float4 g_avNoise[8] : packoffset(c25);
  float4x4 g_mView : packoffset(c33);
  float4 g_PixelsDir[8] : packoffset(c37);
  float4 g_vHistogramBoundLow : packoffset(c45) = {0,0.0160000008,0.0260000005,0.129999995};
  float4 g_vHistogramBoundHigh : packoffset(c46) = {0.0160000008,0.0260000005,0.129999995,0.409999996};
}

SamplerState DiffuseSamplerPoint_s : register(s0);
SamplerState ToneSamplerMin_s : register(s1);
SamplerState ToneSamplerMax_s : register(s2);
Texture2D<float4> ToneSamplerMin : register(t0);
Texture2D<float4> ToneSamplerMax : register(t1);
Texture2D<float4> DiffuseSamplerPoint : register(t2);


// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : SV_Position0,
  float2 v1 : TEXCOORD0,
  out float4 o0 : SV_Target0)
{
  float4 r0,r1,r2,r3,r4,r5;
  uint4 bitmask, uiDest;
  float4 fDest;

 // r0.xyzw = ToneSamplerMax.Sample(ToneSamplerMax_s, float2(0.5,0.5)).xyzw;
 // r0.w = max(r0.x, r0.y);
 // r0.w = max(r0.w, r0.z);
 // r0.xyz = saturate(max(g_vLevelMax.xyz, r0.xyz));
 // r0.xyz = g_vMaxAdd.xyz + r0.xyz;
 // r1.x = -0.200000003 + r0.w;
 // r0.w = saturate(-r0.w * 3.33333325 + 1);
 // r1.x = saturate(3.33333325 * r1.x);
 // r1.yzw = g_vLevelMin1.xyz + -g_vLevelMin0.xyz;
 // r1.xyz = r1.xxx * r1.yzw + g_vLevelMin0.xyz;
 // r2.xyzw = ToneSamplerMin.Sample(ToneSamplerMin_s, float2(0.5,0.5)).xyzw;
 // r1.xyz = min(r2.xyz, r1.xyz);
 // r1.xyz = -g_vMinSub.xyz + r1.xyz;
 // r1.x = min(r1.x, r1.y);
 // r1.x = min(r1.x, r1.z);
 // r0.x = max(r0.x, r0.y);
 // r0.x = max(r0.x, r0.z);
 // r0.x = r0.x + -r1.x;
 // r0.x = 1 / r0.x;
 // r0.x = -1 + r0.x;
 // r0.x = Settings.x * r0.x + 1;
 // r2.xyzw = DiffuseSamplerPoint.Sample(DiffuseSamplerPoint_s, v1.xy).xyzw;
//
///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////NEWNEWNEWNENWENWNEWNENWENWENW////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
//
r0.xyzw = DiffuseSamplerPoint.Sample(DiffuseSamplerPoint_s, v1.xy).xyzw;
//////////// GAMMA ------------------------------------------
//r3.xyz = log2(r0.xyz);
//r3.xyz = r3.xyz * 0.45454545;
//r3.xyz = exp2(r3.xyz);
//o0.xyz = r3.xyz; //////////////////////////// GAMMA OUTPUT
///////////////////////////////////////////////
//////////// ACES -------------------------------------------
r0.xyz = r0.xyz * 1.0;
r1.xyz = 2.51 * r0.xyz + 0.03;
r1.xyz = r0.xyz * r1.xyz;
r2.xyz = 2.43 * r0.xyz + 0.59;
r2.xyz = r0.xyz * r2.xyz + 0.14;
r2.xyz = saturate(r1.xyz/r2.xyz); ////////// ACES OUTPUT
o0.xyz = saturate(r2.xyz * 1.20);
//////////////////////////////////////////////
//////////// REINHARD ----------------------------------------
//r3.xyz = 1 + r0.xyz;
//r3.xyz = r0.xyz / r3.xyz;
//r3.xyz = log2(r3.xyz);
//r3.xyz = r3.xyz * 0.4545454545;
//r3.xyz = exp2(r3.xyz);
//o0.xyz = r3.xyz; ///////////////////////// REINHARD OUTPUT
///////////////////////////////////////////////
//o0.xyzw = r0.xyzw; /////////////////////// FUCKING RAW
//
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////////
//
 // r1.xyzw = -r1.xxxx * r0.xxxx + r2.xyzw;
 // r2.xyzw = r1.xyzw * r0.xxxx;
 // r0.y = max(r2.x, r2.y);
 // r0.y = max(r0.y, r2.z);
 // r1.xyz = -r1.xyz * r0.xxx + r0.yyy;
 // r0.x = saturate(-r0.y * 2 + 1);
 // r0.x = r0.w * r0.x;
 // o0.xyz = r0.xxx * r1.xyz + r2.xyz;
 // o0.w = r2.w;
  return;
}
