rendered paste body#ifndef POSTPROCESS_V2
r5=tex2D(s4, _c0.x);//adaptation luminance
//r5=1.0;
float4 color;
//r0=tex2D(s2, _v0.xy);//hdr color
color=r0 + r11;
float luma=0.27*color.r + 0.67*color.g + 0.06*color.b;
//increase color
float cgray=dot(color.xyz, 0.333);//luma
float3 poweredcolor=pow(color.xyz, EColorSaturation);
float newgray=dot(poweredcolor.xyz, 0.333);
color.xyz=poweredcolor.xyz*cgray/(newgray+0.0001);
float4 colorbloom=tex2D(s3, _v0.xy); //bloom
colorbloom.r*=1.1;
colorbloom.g*=1.0;
colorbloom.b*=0.9;
//HERE 0.15 is bloom factor 1, soft bloom
color=colorbloom * EBloomAmountV1 + color;
//power from intensity
r10.x=dot(color.xyz, _c12.xyz); //luminance
r10.x*=EBrightnessV1;
color*=r10.x;
color=pow(color*2, 0.6)*0.3 + color*0.7;
//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 + _c7.w); //+1.0
color=color / r1;
//HERE 0.8 is bloom for additive mix
color=EBloomAmountAdditiveV1*colorbloom * r3.x + color;
color=(1 - pow(2.4,-color))*0.5 + color*0.5 - pow(2, -color*2)*0.02;
float middlegray=dot(color.xyz, 0.333);
float3 diffcolor=color.rgb-middlegray;
color.rgb+=diffcolor*0.6;
color.xyz=saturate(color.xyz);
color.xyz=color.xyz*0.6 + sin(color.xyz*1.57079)*0.4;
#endif //not POSTPROCESS_V2