#line 1 "unknown"

#line 1 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\Technicolor.fx"
#line 1 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\ReShadeUI.fxh"
#line 7 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\Technicolor.fx"
#line 9
uniform float Power <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 8.0;
> = 4.0;
uniform float3 RGBNegativeAmount <      ui_type = "color"; 
> = float3(0.88, 0.88, 0.88);
#line 15
uniform float Strength <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "Adjust the strength of the effect.";
> = 0.4;
#line 1 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\ReShade.fxh"
#line 50
namespace ReShade
{
#line 61
static const float AspectRatio = 2656 * (1.0 / 1584);
static const float2 PixelSize = float2((1.0 / 2656), (1.0 / 1584));
static const float2 ScreenSize = float2(2656, 1584);
#line 67
texture BackBufferTex : COLOR;
texture DepthBufferTex : DEPTH;
#line 70
sampler BackBuffer { Texture = BackBufferTex; };
sampler DepthBuffer { Texture = DepthBufferTex; };
#line 74
float GetLinearizedDepth(float2 texcoord)
{
#line 79
texcoord.x /=  1;
texcoord.y /=  1;
#line 84
texcoord.x -=  0 / 2.000000001;
#line 89
texcoord.y +=  0 / 2.000000001;
#line 91
float depth = tex2Dlod(DepthBuffer, float4(texcoord, 0, 0)).x *  1;
#line 100
const float N = 1.0;
depth /= 1000.0 - depth * (1000.0 - N);
#line 103
return depth;
}
}
#line 108
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
{
texcoord.x = (id == 2) ? 2.0 : 0.0;
texcoord.y = (id == 1) ? 2.0 : 0.0;
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
#line 20 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\Technicolor.fx"
#line 22
float3 TechnicolorPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
const float3 cyanfilter = float3(0.0, 1.30, 1.0);
const float3 magentafilter = float3(1.0, 0.0, 1.05);
const float3 yellowfilter = float3(1.6, 1.6, 0.05);
const float2 redorangefilter = float2(1.05, 0.620); 
const float2 greenfilter = float2(0.30, 1.0);       
const float2 magentafilter2 = magentafilter.rb;     
#line 31
float3 tcol = tex2D(ReShade::BackBuffer, texcoord).rgb;
#line 33
float2 negative_mul_r = tcol.rg * (1.0 / (RGBNegativeAmount.r * Power));
float2 negative_mul_g = tcol.rg * (1.0 / (RGBNegativeAmount.g * Power));
float2 negative_mul_b = tcol.rb * (1.0 / (RGBNegativeAmount.b * Power));
float3 output_r = dot(redorangefilter, negative_mul_r).xxx + cyanfilter;
float3 output_g = dot(greenfilter, negative_mul_g).xxx + magentafilter;
float3 output_b = dot(magentafilter2, negative_mul_b).xxx + yellowfilter;
#line 40
return lerp(tcol, output_r * output_g * output_b, Strength);
}
#line 43
technique Technicolor
{
pass
{
VertexShader = PostProcessVS;
PixelShader = TechnicolorPass;
}
}

