//++++++++++++++++++++++++++++++++++++++++++++By saite
#define DOF

float	DOFAmount = 0.45;
float	DOFSizeMulti = 1;
float	FocalDepth = 2.5;
//#define DECORATE_PATTERN_1
//#define DECORATE_PATTERN_2

/*---------------------------
/////////////////////////////
-----------------------------
 IMAGE SETTINGS
-----------------------------
/////////////////////////////
---------------------------*/

float   ISaturation = 1.0;
float   IBrightness = 0.9;
float   IExposure = 1.9;
float   IContrast = 0.7;
	 
float   BloomAmount = 0.16;
float   BloomAmountMix = 0.2;
	
float   BPAmount = 0;
float	BSAmount = 0.14;
	 
float   VignetteAmount = 0.25;

/*------------------------------------------------------
////////////////////////////////////////////////////////
------------------------------------------------------*/

//   sampler2D AdapLumSampler;
//   sampler2D BloomSampler;
//   float4 ColorCorrect;
//   float4 ColorShift;
//   float Exposure;
//   sampler2D GBufferTextureSampler2;
//   sampler2D GBufferTextureSampler3;
//   sampler2D HDRSampler;
//   sampler2D JitterSampler;
//   float PLAYER_MASK;
//   sampler2D StencilCopySampler;
//   float4 TexelSize;
//   float4 ToneMapParams;
//   float4 deSatContrastGamma;
//   float4 dofBlur;
//   float4 dofDist;
//   float4 dofProj;
//   float gDirectionalMotionBlurLength;
//   float4 globalScreenSize;
//   row_major float4x4 motionBlurMatrix;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   globalScreenSize             c44      1
//   Exposure                     c66      1
//   motionBlurMatrix             c72      4
//   TexelSize                    c76      1
//   dofProj                      c77      1
//   dofDist                      c78      1
//   dofBlur                      c79      1
//   gDirectionalMotionBlurLength c80      1
//   ToneMapParams                c81      1
//   deSatContrastGamma           c82      1
//   ColorCorrect                 c83      1
//   ColorShift                   c84      1
//   PLAYER_MASK                  c85      1
//   GBufferTextureSampler2       s0       1
//   GBufferTextureSampler3       s1       1
//   HDRSampler                   s2       1
//   BloomSampler                 s3       1
//   AdapLumSampler               s4       1
//   JitterSampler                s5       1
//   StencilCopySampler           s6       1
 
//quad
struct VS_OUTPUT_POST
{
        float4 vpos  : POSITION;
        float2 txcoord0 : TEXCOORD0;
};
struct VS_INPUT_POST
{
        float3 pos  : POSITION;
        float2 txcoord0 : TEXCOORD0;
};
 
//int4  _i0 : register(i0);
 
/*
float4  _c0 : register(c0);
float4  _c1 : register(c1);
float4  _c2 : register(c2);
float4  _c3 : register(c3);
float4  _c4 : register(c4);
float4  _c5 : register(c5);
float4  _c6 : register(c6);
*/
float4  _c44 : register(c44);
float4  _c66 : register(c66);
float4  _c72 : register(c72);
float4  _c73 : register(c73);
float4  _c74 : register(c74);
float4  _c75 : register(c75);
float4  _c76 : register(c76);
float4  _c77 : register(c77);
float4  _c78 : register(c78);
float4  _c79 : register(c79);
float4  _c80 : register(c80);
float4  _c81 : register(c81);
float4  _c82 : register(c82);
float4  _c83 : register(c83);
float4  _c84 : register(c84);
float4  _c85 : register(c85);
float   maxi : register(c86);
float   temp : register(c87);
 
texture2D texs0 : register(s0);
texture2D texs1 : register(s1);
texture2D texs2 : register(s2);
texture2D texs3 : register(s3);
texture2D texs4 : register(s4);
texture2D texs5 : register(s5);
texture2D texs6 : register(s6);
texture2D texs7 : register(s7);
texture2D texs13 : register(s13);//palette
texture2D texs15 : register(s15);
//sampler2D s0=sampler_state { Texture=<texs0>; };
//sampler2D s1=sampler_state { Texture=<texs1>; };
sampler2D s2=sampler_state { Texture=<texs2>; };
//sampler2D s3=sampler_state { Texture=<texs3>; };
sampler2D s4=sampler_state { Texture=<texs4>; };
sampler2D s5=sampler_state { Texture=<texs5>; };
sampler2D s6=sampler_state { Texture=<texs6>; };
sampler2D s7=sampler_state { Texture=<texs7>; };
//sampler2D s13=sampler_state { Texture=<texs13>; };
sampler2D s15=sampler_state { Texture=<texs15>; };
 
//next samplers states fixing problems on ATI cards
sampler2D s0 = sampler_state
{
    Texture   = <texs0>;
        MinFilter = LINEAR;//
        MagFilter = LINEAR;//
        MipFilter = NONE;//NONE;//LINEAR;
        AddressU  = CLAMP;
        AddressV  = CLAMP;
        SRGBTexture=FALSE;
        MaxMipLevel=0;
        MipMapLodBias=0;
};
 
sampler2D s1 = sampler_state
{
    Texture   = <texs1>;
        MinFilter = LINEAR;//
        MagFilter = LINEAR;//
        MipFilter = NONE;//NONE;//LINEAR;
        AddressU  = CLAMP;
        AddressV  = CLAMP;
        SRGBTexture=FALSE;
        MaxMipLevel=0;
        MipMapLodBias=0;
};
 
sampler2D s3 = sampler_state
{
    Texture   = <texs3>;
        MinFilter = LINEAR;//
        MagFilter = LINEAR;//
        MipFilter = NONE;//NONE;//LINEAR;
        AddressU  = CLAMP;
        AddressV  = CLAMP;
        SRGBTexture=FALSE;
        MaxMipLevel=0;
        MipMapLodBias=0;
};
 
sampler2D s13 = sampler_state
{
        Texture   = <texs13>;
        MinFilter = LINEAR;
        MagFilter = LINEAR;
        MipFilter = NONE;
        AddressU  = CLAMP;
        AddressV  = CLAMP;
        SRGBTexture=FALSE;
        MaxMipLevel=0;
        MipMapLodBias=0;
};
 
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
float4 PS_C215BE6E(VS_OUTPUT_POST IN) : COLOR
{
        float4 _oC0=0.0; //output
 
        float4 _c0=float4(0, 0.212500006, 0.715399981, 0.0720999986);
        float4 _c1=float4(0.25, 1, 256, 0);
        float4 _c2=float4(0, 2, 4, 8);
        float4 _c3=float4(58.1640015, 47.1300011, 0, 0);
        float4 _c4=float4(-0.5, -1.5, 1.5, 0.5);
        float4 _c5=float4(2, -1, 0.125, 0);
        float4 _c6=float4(256, 2, 4, 8);
//mine
        float4 _c7=float4(1.0, 0.1, 1.25, 1.4);
        float4 _c8=float4(0.0, 0.1, 0.8, 0.333);
        float4 _c9=float4(0.06, 0.1, 0.8, 0.1);
        float4 _c10=float4(0.01, 1.4, 0.0, 0.32);
        float4 _c11=float4(0.333333, 1.0, 0.0, 0.0);
        float4 _c12=float4(0.27, 0.67, 0.06, 0.0);
        float4 _c13=float4(0.0, 0.0, 0.0, 0.00001);
        float4 _c150=float4(0.55, 0.9, 0.85, 0.9);
        float4 _c195=float4(0.0, 0.0, 0.0, 0.07);//0.7
 
 
        float4 r0;
        float4 r1;
        float4 r2;
        float4 r3;
        float4 r4;
        float4 r5;
        float4 r6;
        float4 r7;
        float4 r8;
        float4 r9;
        float4 r10;
        float4 r11;
 
 
        float4 _v0=0.0;
        _v0.xy=IN.txcoord0.xy;
 
 
        r1=tex2D(s2, _v0.xy); //HDRSampler
        r2=tex2D(s3, _v0.xy); //BloomSampler
 
//********************

        float2  center;
        float   depth;
        float   focus;
 
       
        r0=tex2D(s1, _v0.xy); //GBufferTextureSampler3
        r0.y=-_c77.x + _c77.y; //-dofProj.x + dofProj.y
        r0.y=1.0/r0.y;
        r0.z=r0.y * _c77.y; //dofProj.y
        r0.z=r0.z * -_c77.x; //dofProj.x
        r0.x=_c77.y * -r0.y + r0.x;
        r0.x=1.0/r0.x;
        r0.y=r0.z * r0.x;
 
        r0.w=abs(_c79.w);
        r3=_c4; //-0.5, -1.5, 0.5, 0.5
 
 
        depth=r0.z * r0.x - _c78.w; //dofDist.w
        depth+=_c78.y * -r3.w; //dofDist.y
        depth+=148;//offset
        center.x=_v0.x-0.5;
        center.y=0.5-_v0.y;
        focus=length(center.xy)*1.41;
	focus=pow(focus,5)*2;
	focus=max(focus,10.4);

 
//********************

#ifdef DOF


	float4	vDofParams = float4(-50, 1, 1000, 1);

   	float2	FocusPoint = float2(0.5, 0.5);
	
	r4=tex2D(s1, FocusPoint); //GBufferTextureSampler3
	r4.y=-_c77.x + _c77.y; //-dofProj.x + dofProj.y
	r4.y=1/r4.y;
	r4.z=r4.y * _c77.y; //dofProj.y
	r4.z=r4.z * -_c77.x; //dofProj.x
	r4.x=_c77.y * -r4.y + r4.x;
	r4.x=1/r4.x;
	r4.y=r4.z * r4.x;	

	float cdepth;

	cdepth=r4.z * r4.x - _c78.w; //dofDist.w
	cdepth+=_c78.y * -r3.w; //dofDist.y
	cdepth+=148;//offset

	r4.w = tex2D(s0, FocusPoint).w;
	if(r4.w > 0)
	{
		vDofParams.z = cdepth * FocalDepth;
		vDofParams.y = cdepth;
	}
	

	depth = max(depth, 0); //fix zoom bug

	float	dist;

	if(depth < vDofParams.y)
	    dist = (depth - vDofParams.y)/(vDofParams.y - vDofParams.x);
	else
	{
	    dist = (depth - vDofParams.y)/(vDofParams.z - vDofParams.y);
	    dist = clamp(dist, 0, vDofParams.w);
	}

    	dist = dist * 0.5 + 0.5;


	static float3 poisson[60] =
		{
			   float3( 0.2165, 0.1250, 1.0000 ),
			   float3( 0.0000, 0.2500, 1.0000 ),
			   float3( -0.2165, 0.1250, 1.0000 ),
			   float3( -0.2165, -0.1250, 1.0000 ),
			   float3( -0.0000, -0.2500, 1.0000 ),
			   float3( 0.2165, -0.1250, 1.0000 ),
			   float3( 0.4330, 0.2500, 1.0000 ),
			   float3( 0.0000, 0.5000, 1.0000 ),
			   float3( -0.4330, 0.2500, 1.0000 ),
			   float3( -0.4330, -0.2500, 1.0000 ),
			   float3( -0.0000, -0.5000, 1.0000 ),
			   float3( 0.4330, -0.2500, 1.0000 ),
			   float3( 0.6495, 0.3750, 1.0000 ),
			   float3( 0.0000, 0.7500, 1.0000 ),
			   float3( -0.6495, 0.3750, 1.0000 ),
			   float3( -0.6495, -0.3750, 1.0000 ),
			   float3( -0.0000, -0.7500, 1.0000 ),
			   float3( 0.6495, -0.3750, 1.0000 ),
			   float3( 0.8660, 0.5000, 1.0000 ),
			   float3( 0.0000, 1.0000, 1.0000 ),
			   float3( -0.8660, 0.5000, 1.0000 ),
			   float3( -0.8660, -0.5000, 1.0000 ),
			   float3( -0.0000, -1.0000, 1.0000 ),
			   float3( 0.8660, -0.5000, 1.0000 ),
			   float3( 0.2163, 0.3754, 0.8670 ),
			   float3( -0.2170, 0.3750, 0.8670 ),
			   float3( -0.4333, -0.0004, 0.8670 ),
			   float3( -0.2163, -0.3754, 0.8670 ),
			   float3( 0.2170, -0.3750, 0.8670 ),
			   float3( 0.4333, 0.0004, 0.8670 ),
			   float3( 0.4328, 0.5004, 0.8847 ),
			   float3( -0.2170, 0.6250, 0.8847 ),
			   float3( -0.6498, 0.1246, 0.8847 ),
			   float3( -0.4328, -0.5004, 0.8847 ),
			   float3( 0.2170, -0.6250, 0.8847 ),
			   float3( 0.6498, -0.1246, 0.8847 ),
			   float3( 0.6493, 0.6254, 0.9065 ),
			   float3( -0.2170, 0.8750, 0.9065 ),
			   float3( -0.8663, 0.2496, 0.9065 ),
			   float3( -0.6493, -0.6254, 0.9065 ),
			   float3( 0.2170, -0.8750, 0.9065 ),
			   float3( 0.8663, -0.2496, 0.9065 ),
			   float3( 0.2160, 0.6259, 0.8851 ),
			   float3( -0.4340, 0.5000, 0.8851 ),
			   float3( -0.6500, -0.1259, 0.8851 ),
			   float3( -0.2160, -0.6259, 0.8851 ),
			   float3( 0.4340, -0.5000, 0.8851 ),
			   float3( 0.6500, 0.1259, 0.8851 ),
			   float3( 0.4325, 0.7509, 0.8670 ),
			   float3( -0.4340, 0.7500, 0.8670 ),
			   float3( -0.8665, -0.0009, 0.8670 ),
			   float3( -0.4325, -0.7509, 0.8670 ),
			   float3( 0.4340, -0.7500, 0.8670 ),
			   float3( 0.8665, 0.0009, 0.8670 ),
			   float3( 0.2158, 0.8763, 0.9070 ),
			   float3( -0.6510, 0.6250, 0.9070 ),
			   float3( -0.8668, -0.2513, 0.9070 ),
			   float3( -0.2158, -0.8763, 0.9070 ),
			   float3( 0.6510, -0.6250, 0.9070 ),
			   float3( 0.8668, 0.2513, 0.9070 )
		};


	float2	pixelSizeHigh;
	float2	pixelSizeLow;


	pixelSizeHigh.x = 2.0 / _c44.x;
	pixelSizeHigh.y = 2.0 / _c44.y;

	pixelSizeHigh.xy *= DOFSizeMulti;

	pixelSizeLow.xy = pixelSizeHigh.xy;

	float2	vMaxCoC = float2(5.0, 10.0);

	float	radiusScale = DOFAmount;
	
	float	discRadius;
	float	discRadiusLow;
	float	centerDepth;
	float4	tdepth;

	float4  tapHigh;
	float4  tapLow;

	centerDepth = dist;
	
	discRadius = abs(centerDepth * vMaxCoC.y - vMaxCoC.x);
	discRadiusLow = discRadius * radiusScale;
	
	r1 = 0.0;

	for(int t = 0; t < 60; t++){
	
	    float2  coordLow = _v0.xy + (pixelSizeLow.xy * poisson[t].xy * discRadiusLow);
	    float2  coordHigh = _v0.xy + (pixelSizeHigh.xy * poisson[t].xy * discRadius);

	    tapLow = tex2D(s2, coordLow.xy) * poisson[t].z;
	    tapHigh = tex2D(s2, coordHigh.xy) * poisson[t].z;

	    tdepth = tex2D(s1, coordHigh.xy); //GBufferTextureSampler3
	    tdepth.y = -_c77.x + _c77.y; //-dofProj.x + dofProj.y
	    tdepth.y = 1.0 / tdepth.y;
	    tdepth.z = tdepth.y * _c77.y; //dofProj.y
	    tdepth.z = tdepth.z * -_c77.x; //dofProj.x
	    tdepth.x = _c77.y * -tdepth.y + tdepth.x;
	    tdepth.x = 1.0 / tdepth.x;

	    tdepth.w = tdepth.z * tdepth.x - _c78.w; //dofDist.w
	    tdepth.w += _c78.y * -r3.w; //dofDist.y
	    tdepth.w += 148;//offset

	    tdepth.w = max(tdepth.w, 0); //fix zoom bug

	    if(tdepth.w < vDofParams.y)
	        tapHigh.w = (tdepth.w - vDofParams.y)/(vDofParams.y - vDofParams.x);
	    else
	    {
	        tapHigh.w = (tdepth.w - vDofParams.y)/(vDofParams.z - vDofParams.y);
	        tapHigh.w = clamp(tapHigh.w, 0, vDofParams.w);
	    }

    	    tapHigh.w = tapHigh.w * 0.5 + 0.5;

	    tapLow.w = tapHigh.w;

	    float  tapBlur = abs(tapHigh.w * 2.0 - 1.0);
	    float4  tap = lerp(tapHigh, tapLow, tapBlur);

	    if(tap.w >= centerDepth)	tap.w = 1;
	    else	tap.w = abs(tap.w * 2.0 - 1.0);

	    r1.xyz += tap.xyz * tap.w;
	    r1.w += tap.w;
	}
	
	r1.xyz /= r1.w;


#endif //DOF

//********************

        r1.w=dot(r1.xyz, r1.xyz); //dp3
        r1.w=1.0/r1.w;
 
        //if (-r1.w<0.0) r3 = r1;
        //else r3 = _c0.x;
 
        r3 = lerp(_c0.x, r1, saturate(r1.w * 10000));
 
        r4 = r3;
        r5 = r3;
        r6 = r3;
        r7 = r3;
 
        r0.x=r0.z * r0.x - _c78.w; //dofDist.w
        r0.x=_c78.y * -r3.w + r0.x; //dofDist.y
        r1.w=max(r0.x, _c0.x); //0.0
        r0.x=1.0/_c78.z; //dofDist.z
        r0.x=r1.w * r0.x;
        r1.w=lerp(_c79.y, _c79.z, r0.x);//dofBlur
        r0.x=min(_c79.z, r1.w); //dofBlur.z
 
        r0.z=dot(r7.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
        r8.x=dot(r3.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
        r8.y=dot(r4.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
        r8.z=dot(r5.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
        r8.w=dot(r6.xyz, _c0.yzw); //0.212500006, 0.715399981, 0.0720999986
        r1.w=dot(r8, _c1.xxxx); //0.25
 
        r8=r8 - r1.w;
        r2.w=dot(r8, r8);
        r0.z=r0.z - r1.w;
        r0.z=r0.z * r0.z - r2.w;
        r0.x=r0.x*r0.x;
        if (r0.z<0.0)
        {
                r0.x=r0.x;
        } else r0.x=_c1.y; //1.0
 
 
        r8=tex2D(s0, _v0.xy); //GBufferTextureSampler2
 
 
 
r8.yz=_c1.yz; // 1.0, 256.0
r9=r8.w * -r8.z + _c2; //0, 2, 4, 8
if (r9.w<0.0) //r9<0.0
{
 r9=_c1.w; //0.0
} else r9=_c1.y; //1.0
//r9 is filtered sky mask
 
//r10=r8.w + tempc6;//c6.yzwx; //256, 2, 4, 8
r10=r8.w * -_c6.x + _c6.yzwx; //256, 2, 4, 8
 
 
 
if (r10.x<0.0)
{
 r10.x=-_c1.w; //0.0
} else r10.x=-_c1.y; //1.0
 
if (r10.y<0.0)
{
 r10.y=-_c1.w; //0.0
} else r10.y=-_c1.y; //1.0
 
if (r10.z<0.0)
{
 r10.z=-_c1.w; //0.0
} else r10.z=-_c1.y; //1.0
 
if (r10.w<0.0)
{
 r10.w=-_c1.w; //0.0
} else r10.w=-_c1.y; //1.0
 
 
r9=r9 + r10;
r9=r9 * _c4.x; //-0.5
 
 
r0.z=dot(r9, _c1.yyyy); //1.0
r0.z=r0.z + _c4.w; //0.5
r0.z=1.0/r0.z;
r8.xzw=r3.xyz * r9.x;
 
 
r7.xyz=r7 * _c4.w + r8.xzw; //0.5
r7.xyz=r4 * r9.y + r7;
r7.xyz=r5 * r9.z + r7;
r7.xyz=r6 * r9.w + r7;
r7.xyz=r0.z * r7;
r0.z=-r0.x + _c1.y; //1.0
r1.w=r0.x * _c1.x; //0.25
 
 
r3.xyz=r3 * r1.w;
r3.xyz=r7 * r0.z + r3;
r3.xyz=r4 * r1.w + r3;
r3.xyz=r5 * r1.w + r3;
r3.xyz=r6 * r1.w + r3;
 
 
//r4.xyz=_v0.yxy * _c5.x + _c5.y; //2, -1
r4.x=_v0.y * _c5.x + _c5.y;
r4.y=_v0.x * _c5.x + _c5.y;
r4.z=_v0.y * _c5.x + _c5.y;
 
r0.z=r4.y * _c77.z; //dofProj.z
r0.z=r0.y * r0.z;
r1.w=-r4.x * _c77.w; //dofProj.w
r1.w=r0.y * r1.w;
r5.xyz=r1.w * _c73; //motionBlurMatrix.2
r5.xyz=r0.z * _c72 + r5; //motionBlurMatrix.1
r5.xyz=-r0.y * _c74 + r5; //motionBlurMatrix.3
r5.xyz=r5 + _c75; //motionBlurMatrix.4
 
r0.y=-r5.z * _c77.z; //dofProj.z
r0.y=1/r0.y;
r6.x=r5.x * r0.y;
r0.y=r5.z * _c77.w; //dofProj.w
r0.y=1/r0.y;
r6.y=r5.y * r0.y;
//r0.yz=-r4 + r6.xxyw;
r0.yz=-r4.yz + r6.xy;
 
//r0.yz=r0 * _c80.x; //gDirectionalMotionBlurLength.x
r0.y=r0.y * _c80.x;
r0.z=r0.z * _c80.x;
r4.xy=r0.yz * _c5.z; //0.125
r5=tex2D(s6, _v0.xy); //StencilCopySampler
r1.w=r5.x - _c85.x; //PLAYER_MASK.x
r4.zw=r3.xy * _c2.w; //8.0
r4.zw=_v0.xy * _c3.xy + r4.zw; //58.1640015, 47.1300011
r5=tex2D(s5, r4.zw); //JitterSampler
//r2.w=r5.x - 0.5; //-0.5
r4.zw=r4.xy * (r5.x - 4) + _v0.xy; //0.082 fixed
r5.xyz=r3.xyz;
r2.w=_c1.y; //1.0
r3.w=_c1.y; //1.0
 
for (int iii=0; iii<8; iii++)
{
r6.x=r4.x * r3.w + r4.z;
r6.y=r4.y * r3.w + r4.w;
 r7=tex2D(s6, r6.xy);
 r5.w=r7.x - _c85.x;
 if (r5.w<-0.3)
 {
        r5.w=_c1.y; //1.0
 } else r5.w=_c1.w; //0.0
 r6=tex2D(s2, r6.xy);
 r5.xyz=r6.xyz * r5.w + r5.xyz;
 r2.w=r2.w + r5.w;
 r3.w=r3.w + _c1.y; //1.0
}
 
 
r2.w=1.0/r2.w;
 
//r0.yz=r0 * _c44.xxyw; //globalScreenSize
r0.y=r0.y * _c44.x; //globalScreenSize
r0.z=r0.z * _c44.y; //globalScreenSize
 
r0.y=dot(r0.yz, r0.yz)+_c0.x;//dp2
 
//r0.y=sqrt(r0.y);
//r0.y=1.0/r0.y;
r0.y=pow(r0.y, _c4.w); //0.5
 
r0.y=r0.y * _c4.w; //0.5
r0.x=r0.x + _c1.y; //1.0
r0.x=1.0/r0.x;
//r0.y is wrong
r0.x=saturate(r0.y * r0.x);
r4.xyz=r5 * r2.w - r3;
r0.xyz=r0.x * r4 + r3;

//_oC0.xyz=0.5*r0.xyz;
 
if (-r1.w<0.0) r0.xyz=r3.xyz;
if (-r0.w<0.0) r0.xyz=r1.xyz;

#ifdef DECORATE_PATTERN_1 
	
	float2	centercood;
	centercood.x=_v0.x-0.5;
	centercood.y=0.5-_v0.y;
	float	decorate=length(centercood.xy)*1.41
	decorate=pow(decorate, 8.0);
	decorate=min(decorate, 0.1);
	r0.xyz=saturate(r0.xyz-decorate);
#endif	
	
#ifdef DECORATE_PATTERN_2
	
	r0.xyz=(_v0.y > 0.09 && _v0.y < 0.91) ? r0.xyz : 0.0;
#endif
 
 
 
//for future use
r11=r0;
 
 
r1=tex2D(s4, _c0.x); //AdapLumSampler , 0.0
r0.w=1.0/r1.x;
r0.w=r0.w * _c81.y; //ToneMapParams.y
r1.x=1.0/r0.w;
r1.x=r1.x * _c81.x; //ToneMapParams.x
r1.xyz=r2 * _c66.x - r1.x; //Exposure.x
r2.xyz=max(r1, _c0.x); //0.0
r1.xyz=r2 * _c81.z; //ToneMapParams.z
r1.xyz=r1 * _c1.x; //0.25
r0.xyz=r0 * _c66.x + r1; //Exposure.x
r1.xyz=r0.w * r0;
r1.x=dot(r1.xyz, _c0.yzw); //0.2125, 0.7154, 0.0721
r0.xyz=r0 * r0.w - r1.x;
r0.xyz=_c82.x * r0 + r1.x; //deSatContrastGamma.x
r0.w=r1.x * _c84.w; //ColorShift.w
r1.yzw=r0.w * _c84.xxyz; //ColorShift
 
//darken as DarkeningAmount, but keeps colors
r2.x=saturate(r0.w);
r0.xyz=r0.xyz - _c84.xyz * r0.w; //ColorShift
r0.xyz=r2.x * r0.xyz + r1.yzww;
 
//coloring (green, brown, ...)
r0.xyz=2.0 * r0.xyz * _c83.xyz; //ColorCorrect
 
//keeps colors, changes luma
r1.x=saturate(r1.x);//luma
r0.w=_c82.z - _c1.y; //deSatContrastGamma.z - 1.0
r2.x=pow(r1.x, r0.w);

_oC0.xyz=r0.xyz * r2.x; //orig
_oC0.w=_c1.y; //1.0
 
//********************

        float4 color;
        //r0=tex2D(s2, _v0.xy);//hdr color
        color= r11;
 
        float4 origcolor = tex2D(s2, _v0.xy);


        float4 colorbloom = tex2D(s3, _v0.xy);

        //colorbloom.r*=lerp(0.4, 1.3, saturate(pow(depth/325, 1)));
        //colorbloom.g*=lerp(0.4, 1.3, saturate(pow(depth/325, 1)));
        //colorbloom.b*=lerp(0.4, 1.3, saturate(pow(depth/325, 1)));

        colorbloom.r*=1.5;
        colorbloom.g*=1.1;
        colorbloom.b*=0.7;
 
        color = colorbloom * BloomAmount + color;
 
 
        float cgray=dot(color.xyz, 0.333);//luma
        float3 poweredcolor=pow(color.xyz, ISaturation);
        float newgray=dot(poweredcolor.xyz, 0.333);
        color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);
 
        r10.x=dot(color.xyz, _c12.xyz);
        r10.x*=IBrightness;
        color*=r10.x;
 
        color.xyz=lerp(color.xyz, pow(color.xyz*2, IContrast), 0.1);
 
        r5=tex2D(s4, _c0.x);
        //r5=1.0;
 
        //adaptation
        r5.w=r5.x;
        r5.w=1.0/r5.w;
        color.xyz=color.xyz * r5.w;
        r3.xy=_c10.xwxw;
        r3.xy=r3.xy * r5.w;
 
 
        color=color * _c7.y; //pre multiply
        r1=color * _c7.z; //e multiply
        r1=r1 + _c7.w;
 
 
        color=color / r1;
 
        color=BloomAmountMix*colorbloom * r3.x + color;
 
        color.xyz=lerp(color.xyz, 1 - pow(3, -color.xyz), 0.3);
 
        float middlegray=dot(color.xyz, 0.3333);
        float3 diffcolor=color.rgb-middlegray;
        color.rgb+=diffcolor*1;
 
        color.xyz=saturate(color.xyz);
        color.xyz=lerp(color.xyz, sin(color.xyz*1.56), IExposure);


	float   luma = dot(color.xyz, _c12.xyz);
	float3  blend = luma.xxx;
	float   L = min(1, max(0, 10*(luma - 0.5)));
	float3 result1 = 2.0 * color.xyz * blend;
	float3 result2 = 1.0 - 2.0*(1.0 - blend)*(1.0 - color.xyz);
	float3 newColor = lerp(result1.xyz, result2.xyz, L);
	float3 mixRGB = BPAmount * newColor.xyz;
	mixRGB += ((1.025f - BPAmount) * color.xyz);
	color.xyz = mixRGB;

	color.xyz *= pow(1.0f, 1);
	float3 cshift = color.xyz * float3(0.1f, 0.35f, 1.0f);
	color.xyz = lerp(color.xyz, cshift, BSAmount);
 
//********************

        //pallete texture (0.082 version feature)
#ifdef E_CC_PALETTE
        color.rgb=saturate(color.rgb);
        float3 brightness=0.001;//tex2D(s4, _c0.x);//adaptation luminance
//      brightness=brightness/(brightness+1.0);
        float3 palette;
        float4 uvsrc=0.0;
        uvsrc.y=brightness.r;
        uvsrc.x=color.r;
        palette.r=tex2Dlod(s13, uvsrc).r;
        uvsrc.x=color.g;
        uvsrc.y=brightness.g;
        palette.g=tex2Dlod(s13, uvsrc).g;
        uvsrc.x=color.b;
        uvsrc.y=brightness.b;
        palette.b=tex2Dlod(s13, uvsrc).b;
        color.rgb=palette.rgb;
#endif //E_CC_PALETTE

//********************

focus=length(center.xy)*1.31421;
focus=pow(focus, 8);
 
color.xyz-=focus*VignetteAmount;
color.xyz = saturate(color.xyz);
 
//********************

_oC0.xyz=color.xyz;
 
        //_oC0.w=1.0;
        return _oC0;
}
 
 
//mine temporary post process
technique Shader_C215BE6E
{
    pass p0
    {
                PixelShader  = compile ps_3_0 PS_C215BE6E();
        }
}
 
 
 
 
//original shader of post processing
technique Shader_ORIGINALPOSTPROCESS
{
    pass p0
    {
 
        PixelShader=
        asm
        {
//
// Generated by Microsoft (R) HLSL Shader Compiler 9.23.949.2378
//
// Parameters:
//
//   sampler2D AdapLumSampler;
//   sampler2D BloomSampler;
//   float4 ColorCorrect;
//   float4 ColorShift;
//   float Exposure;
//   sampler2D GBufferTextureSampler2;
//   sampler2D GBufferTextureSampler3;
//   sampler2D HDRSampler;
//   sampler2D JitterSampler;
//   float PLAYER_MASK;
//   sampler2D StencilCopySampler;
//   float4 TexelSize;
//   float4 ToneMapParams;
//   float4 deSatContrastGamma;
//   float4 dofBlur;
//   float4 dofDist;
//   float4 dofProj;
//   float gDirectionalMotionBlurLength;
//   float4 globalScreenSize;
//   row_major float4x4 motionBlurMatrix;
//
//
// Registers:
//
//   Name                         Reg   Size
//   ---------------------------- ----- ----
//   globalScreenSize             c44      1
//   Exposure                     c66      1
//   motionBlurMatrix             c72      4
//   TexelSize                    c76      1
//   dofProj                      c77      1
//   dofDist                      c78      1
//   dofBlur                      c79      1
//   gDirectionalMotionBlurLength c80      1
//   ToneMapParams                c81      1
//   deSatContrastGamma           c82      1
//   ColorCorrect                 c83      1
//   ColorShift                   c84      1
//   PLAYER_MASK                  c85      1
//   GBufferTextureSampler2       s0       1
//   GBufferTextureSampler3       s1       1
//   HDRSampler                   s2       1
//   BloomSampler                 s3       1
//   AdapLumSampler               s4       1
//   JitterSampler                s5       1
//   StencilCopySampler           s6       1
//
 
    ps_3_0
    def c0, 0, 0.212500006, 0.715399981, 0.0720999986
    def c1, 0.25, 1, 256, 0
    def c2, 0, 2, 4, 8
    def c3, 58.1640015, 47.1300011, 0, 0
    def c4, -0.5, -1.5, 1.5, 0.5
    def c5, 2, -1, 0.125, 0
    def c6, 256, 2, 4, 8
def c180, 0.0, 0.0, 0.0, 100.5
def c181, 1.0, 0.0, 0.0, 20.01
def c183, 800.0, 600.0, 0.0, 100.5
    defi i0, 7, 0, 0, 0
    dcl_texcoord v0.xy
    dcl_2d s0
    dcl_2d s1
    dcl_2d s2
    dcl_2d s3
    dcl_2d s4
    dcl_2d s5
    dcl_2d s6
    texld r0, v0, s1
    add r0.y, -c77.x, c77.y
    rcp r0.y, r0.y
    mul r0.z, r0.y, c77.y
    mul r0.z, r0.z, -c77.x
    mad r0.x, c77.y, -r0.y, r0.x
    rcp r0.x, r0.x
    mul r0.y, r0.z, r0.x
    texld r1, v0, s2
    texld r2, v0, s3
    abs r0.w, c79.w
    mov r3, c4
    mad r4.xy, c76, r3, v0
    texld r4, r4, s2
    mad r5.xy, c76, r3.zxzw, v0
    texld r5, r5, s2
    mad r3.xz, c76.xyyw, r3.wyzw, v0.xyyw
    texld r6, r3.xzzw, s2
    mad r3.xy, c76, r3.ywzw, v0
    texld r7, r3, s2
    dp3 r1.w, r4, r4
    rcp r1.w, r1.w
    cmp r3.xyz, -r1.w, c0.x, r4
    dp3 r1.w, r5, r5
    rcp r1.w, r1.w
    cmp r4.xyz, -r1.w, c0.x, r5
    dp3 r1.w, r6, r6
    rcp r1.w, r1.w
    cmp r5.xyz, -r1.w, c0.x, r6
    dp3 r1.w, r7, r7
    rcp r1.w, r1.w
    cmp r6.xyz, -r1.w, c0.x, r7
    dp3 r1.w, r1, r1
    rcp r1.w, r1.w
    cmp r7.xyz, -r1.w, c0.x, r1
    mad r0.x, r0.z, r0.x, -c78.w
    mad r0.x, c78.y, -r3.w, r0.x
    max r1.w, r0.x, c0.x
    rcp r0.x, c78.z
    mul r0.x, r1.w, r0.x
    lrp r1.w, r0.x, c79.z, c79.y
    min r0.x, c79.z, r1.w
    dp3 r0.z, r7, c0.yzww
    dp3 r8.x, r3, c0.yzww
    dp3 r8.y, r4, c0.yzww
    dp3 r8.z, r5, c0.yzww
    dp3 r8.w, r6, c0.yzww
    dp4 r1.w, r8, c1.x
    add r8, r8, -r1.w
    dp4 r2.w, r8, r8
    add r0.z, r0.z, -r1.w
    mad r0.z, r0.z, r0.z, -r2.w
    mul r0.x, r0.x, r0.x
    cmp r0.x, r0.z, c1.y, r0.x
    texld r8, v0, s0
    mov r8.yz, c1
    mad r9, r8.w, -r8.z, c2
    cmp r9, r9, c1.y, c1.w
    mad r10, r8.w, -c6.x, c6.yzwx
    cmp r10, r10, -c1.y, -c1.w
    add r9, r9, r10
    mul r9, r9, c4.x
    dp4 r0.z, r9, c1.y
    add r0.z, r0.z, c4.w
    rcp r0.z, r0.z
    mul r8.xzw, r3.xyyz, r9.x
    mad r7.xyz, r7, c4.w, r8.xzww
    mad r7.xyz, r4, r9.y, r7
    mad r7.xyz, r5, r9.z, r7
    mad r7.xyz, r6, r9.w, r7
    mul r7.xyz, r0.z, r7
    add r0.z, -r0.x, c1.y
    mul r1.w, r0.x, c1.x
    mul r3.xyz, r3, r1.w
    mad r3.xyz, r7, r0.z, r3
    mad r3.xyz, r4, r1.w, r3
    mad r3.xyz, r5, r1.w, r3
    mad r3.xyz, r6, r1.w, r3
    mad r4.xyz, v0.yxyw, c5.x, c5.y
    mul r0.z, r4.y, c77.z
    mul r0.z, r0.y, r0.z
    mul r1.w, -r4.x, c77.w
    mul r1.w, r0.y, r1.w
    mul r5.xyz, r1.w, c73
    mad r5.xyz, r0.z, c72, r5
    mad r5.xyz, -r0.y, c74, r5
    add r5.xyz, r5, c75
    mul r0.y, -r5.z, c77.z
    rcp r0.y, r0.y
    mul r6.x, r5.x, r0.y
    mul r0.y, r5.z, c77.w
    rcp r0.y, r0.y
    mul r6.y, r5.y, r0.y
    add r0.yz, -r4, r6.xxyw
    mul r0.yz, r0, c80.x
    mul r4.xy, r0.yzzw, c5.z
    texld r5, v0, s6
    add r1.w, r5.x, -c85.x
    mul r4.zw, r3.xyxy, c2.w
    mad r4.zw, v0.xyxy, c3.xyxy, r4
    texld r5, r4.zwzw, s5
    add r2.w, r5.x, c4.x
    mad r4.zw, r4.xyxy, r2.w, v0.xyxy
    mov r5.xyz, r3
    mov r2.w, c1.y
    mov r3.w, c1.y
 
    rep i0
      mad r6.xy, r4, r3.w, r4.zwzw
      texld r7, r6, s6
      add r5.w, r7.x, -c85.x
      cmp r5.w, r5.w, c1.w, c1.y
      texld r6, r6, s2
      mad r5.xyz, r6, r5.w, r5
      add r2.w, r2.w, r5.w
      add r3.w, r3.w, c1.y
    endrep
 
    rcp r2.w, r2.w
    mul r0.yz, r0, c183.xxyw//c44.xxyw
    dp2add r0.y, r0.yzzw, r0.yzzw, c0.x
    rsq r0.y, r0.y
    rcp r0.y, r0.y
    mul r0.y, r0.y, c4.w
    add r0.x, r0.x, c1.y
    rcp r0.x, r0.x
    mul_sat r0.x, r0.y, r0.x
    mad r4.xyz, r5, r2.w, -r3
    mad r0.xyz, r0.x, r4, r3
    cmp r0.xyz, r1.w, r3, r0
    cmp r0.xyz, -r0.w, r0, r1
 
    texld r1, c0.x, s4
    rcp r0.w, r1.x
    mul r0.w, r0.w, c81.y
    rcp r1.x, r0.w
    mul r1.x, r1.x, c81.x
    mad r1.xyz, r2, c66.x, -r1.x
    max r2.xyz, r1, c0.x
    mul r1.xyz, r2, c81.z
    mul r1.xyz, r1, c1.x
    mad r0.xyz, r0, c66.x, r1
    mul r1.xyz, r0.w, r0
    dp3 r1.x, r1, c0.yzww
    mad r0.xyz, r0, r0.w, -r1.x
    mad r0.xyz, c82.x, r0, r1.x
    mul r0.w, r1.x, c84.w
    mul r1.yzw, r0.w, c84.xxyz
    mov_sat r2.x, r0.w
    mad r0.xyz, c84, -r0.w, r0
    mad r0.xyz, r2.x, r0, r1.yzww
    mul r0.xyz, r0, c83
    add r0.xyz, r0, r0
    mov_sat r1.x, r1.x
    add r0.w, -r8.y, c82.z
    pow r2.x, r1.x, r0.w
//mul r2.x, r2.x, c181.x
    mul oC0.xyz, r0, r2.x
    mov oC0.w, c1.y
 
//texld r1, v0, s2
//mul oC0.xyz, r1, c199.z
        };
    }
}