#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\FakeHDR.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 8 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\FakeHDR.fx"
#line 10
uniform float HDRPower <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 8.0;
ui_label = "Power";
> = 1.30;
uniform float radius1 <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 8.0;
ui_label = "Radius 1";
> = 0.793;
uniform float radius2 <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 8.0;
ui_label = "Radius 2";
ui_tooltip = "Raising this seems to make the effect stronger and also brighter.";
> = 0.87;
#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 = 2600 * (1.0 / 1552);
static const float2 PixelSize = float2((1.0 / 2600), (1.0 / 1552));
static const float2 ScreenSize = float2(2600, 1552);
#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 24 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\FakeHDR.fx"
#line 26
float3 HDRPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
#line 30
float3 bloom_sum1 = tex2D(ReShade::BackBuffer, texcoord + float2(1.5, -1.5) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, -1.5) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 1.5,  1.5) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5,  1.5) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, -2.5) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0,  2.5) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-2.5,  0.0) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 2.5,  0.0) * radius1 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
#line 39
bloom_sum1 *= 0.005;
#line 41
float3 bloom_sum2 = tex2D(ReShade::BackBuffer, texcoord + float2(1.5, -1.5) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, -1.5) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 1.5,  1.5) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5,  1.5) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, -2.5) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0,  2.5) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-2.5,  0.0) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 2.5,  0.0) * radius2 *  float2((1.0 / 2600), (1.0 / 1552))).rgb;
#line 50
bloom_sum2 *= 0.010;
#line 52
float dist = radius2 - radius1;
float3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
float3 blend = HDR + color;
color = pow(abs(blend), abs(HDRPower)) + HDR; 
#line 57
return saturate(color);
}
#line 60
technique HDR
{
pass
{
VertexShader = PostProcessVS;
PixelShader = HDRPass;
}
}

