#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\LiftGammaGain.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 6 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\LiftGammaGain.fx"
#line 8
uniform float3 RGB_Lift <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 2.0;
ui_label = "RGB Lift";
ui_tooltip = "Adjust shadows for red, green and blue.";
> = float3(1.0, 1.0, 1.0);
uniform float3 RGB_Gamma <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 2.0;
ui_label = "RGB Gamma";
ui_tooltip = "Adjust midtones for red, green and blue.";
> = float3(1.0, 1.0, 1.0);
uniform float3 RGB_Gain <      ui_type = "slider"; 
ui_min = 0.0; ui_max = 2.0;
ui_label = "RGB Gain";
ui_tooltip = "Adjust highlights for red, green and blue.";
> = float3(1.0, 1.0, 1.0);
#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 = 1984 * (1.0 / 1184);
static const float2 PixelSize = float2((1.0 / 1984), (1.0 / 1184));
static const float2 ScreenSize = float2(1984, 1184);
#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 25 "D:\The.Elder.Scrolls.V.Skyrim.VR.v1.4.0.15.8\The Elder Scrolls V Skyrim VR\reshade-shaders\Shaders\LiftGammaGain.fx"
#line 27
float3 LiftGammaGainPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
#line 32
color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
color = saturate(color); 
#line 36
color *= RGB_Gain;
#line 39
color = pow(abs(color), 1.0 / RGB_Gamma);
#line 41
return saturate(color);
}
#line 45
technique LiftGammaGain
{
pass
{
VertexShader = PostProcessVS;
PixelShader = LiftGammaGainPass;
}
}

