 
 	neighbor_sum /= 5.0;
 
-	float lum = RGB2YCbCr(neighbor_sum.xyz).x;
-	neighbor_sum.xyz = neighbor_sum.xyz / (1 - lum);
+	neighbor_sum.xyz = unmap(neighbor_sum.xyz);
 
 	oBuffer = neighbor_sum;
 	oBuffer.a = 1;
 
 	oScreen = oBuffer;
-}
+}
	vec3 YCbCr2B = { 1.0, 1.77200, 1.40200 };

	return vec3(dot(ycc, YCbCr2R), dot(ycc, YCbCr2G), dot(ycc, YCbCr2B));
}

vec3 clipAABB(

{
	vec4 clr = texture2D(s, uv);

	clr.xyz = map(clr.xyz);

	return clr;
}
