Init 0.1 - 1
This commit is contained in:
182
EXE/reshade-shaders/Shaders/CAS.fx
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182
EXE/reshade-shaders/Shaders/CAS.fx
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// LICENSE
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// =======
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// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved.
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// -------
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
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// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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// -------
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// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
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// Software.
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// -------
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE
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//Initial port to ReShade: SLSNe https://gist.github.com/SLSNe/bbaf2d77db0b2a2a0755df581b3cf00c
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//Optimizations by Marty McFly:
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// vectorized math, even with scalar gcn hardware this should work
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// out the same, order of operations has not changed
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// For some reason, it went from 64 to 48 instructions, a lot of MOV gone
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// Also modified the way the final window is calculated
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//
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// reordered min() and max() operations, from 11 down to 9 registers
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//
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// restructured final weighting, 49 -> 48 instructions
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//
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// delayed RCP to replace SQRT with RSQRT
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//
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// removed the saturate() from the control var as it is clamped
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// by UI manager already, 48 -> 47 instructions
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//
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// replaced tex2D with tex2Doffset intrinsic (address offset by immediate integer)
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// 47 -> 43 instructions
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// 9 -> 8 registers
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//Further modified by OopyDoopy and Lord of Lunacy:
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// Changed wording in the UI for the existing variable and added a new variable and relevant code to adjust sharpening strength.
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//Fix by Lord of Lunacy:
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// Made the shader use a linear colorspace rather than sRGB, as recommended by the original AMD documentation from FidelityFX.
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//Modified by CeeJay.dk:
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// Included a label and tooltip description. I followed AMDs official naming guidelines for FidelityFX.
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//
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// Used gather trick to reduce the number of texture operations by one (9 -> 8). It's now 42 -> 51 instructions but still faster
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// because of the texture operation that was optimized away.
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//Fix by CeeJay.dk
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// Fixed precision issues with the gather at super high resolutions
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// Also tried to refactor the samples so more work can be done while they are being sampled, but it's not so easy and the gains
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// I'm seeing are so small they might be statistical noise. So it MIGHT be faster - no promises.
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//Fix by BC46
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// Removed the "0.5 * pixel" expressions in the DX10 or higher check.
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// With the use of dgVoodoo at least, the previous code caused the entire image to be blurry and slightly mispositioned.
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uniform float Contrast <
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ui_type = "drag";
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ui_label = "Contrast Adaptation";
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ui_tooltip = "Adjusts the range the shader adapts to high contrast (0 is not all the way off). Higher values = more high contrast sharpening.";
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ui_min = 0.0; ui_max = 1.0;
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> = 0.0;
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uniform float Sharpening <
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ui_type = "drag";
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ui_label = "Sharpening intensity";
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ui_tooltip = "Adjusts sharpening intensity by averaging the original pixels to the sharpened result. 1.0 is the unmodified default.";
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ui_min = 0.0; ui_max = 1.0;
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> = 1.0;
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#include "ReShade.fxh"
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#define pixel float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
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texture TexColor : COLOR;
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sampler sTexColor {Texture = TexColor; SRGBTexture = true;};
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float3 CASPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
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{
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// fetch a 3x3 neighborhood around the pixel 'e',
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// a b c
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// d(e)f
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// g h i
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float3 b = tex2Doffset(sTexColor, texcoord, int2(0, -1)).rgb;
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float3 d = tex2Doffset(sTexColor, texcoord, int2(-1, 0)).rgb;
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#if __RENDERER__ >= 0xa000 // If DX10 or higher
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float4 red_efhi = tex2DgatherR(sTexColor, texcoord);
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float3 e = float3( red_efhi.w, red_efhi.w, red_efhi.w);
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float3 f = float3( red_efhi.z, red_efhi.z, red_efhi.z);
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float3 h = float3( red_efhi.x, red_efhi.x, red_efhi.x);
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float3 i = float3( red_efhi.y, red_efhi.y, red_efhi.y);
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float4 green_efhi = tex2DgatherG(sTexColor, texcoord);
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e.g = green_efhi.w;
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f.g = green_efhi.z;
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h.g = green_efhi.x;
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i.g = green_efhi.y;
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float4 blue_efhi = tex2DgatherB(sTexColor, texcoord);
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e.b = blue_efhi.w;
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f.b = blue_efhi.z;
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h.b = blue_efhi.x;
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i.b = blue_efhi.y;
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#else // If DX9
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float3 e = tex2D(sTexColor, texcoord).rgb;
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float3 f = tex2Doffset(sTexColor, texcoord, int2(1, 0)).rgb;
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float3 h = tex2Doffset(sTexColor, texcoord, int2(0, 1)).rgb;
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float3 i = tex2Doffset(sTexColor, texcoord, int2(1, 1)).rgb;
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#endif
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float3 g = tex2Doffset(sTexColor, texcoord, int2(-1, 1)).rgb;
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float3 a = tex2Doffset(sTexColor, texcoord, int2(-1, -1)).rgb;
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float3 c = tex2Doffset(sTexColor, texcoord, int2(1, -1)).rgb;
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// Soft min and max.
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// a b c b
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// d e f * 0.5 + d e f * 0.5
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// g h i h
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// These are 2.0x bigger (factored out the extra multiply).
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float3 mnRGB = min(min(min(d, e), min(f, b)), h);
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float3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i)));
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mnRGB += mnRGB2;
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float3 mxRGB = max(max(max(d, e), max(f, b)), h);
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float3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i)));
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mxRGB += mxRGB2;
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// Smooth minimum distance to signal limit divided by smooth max.
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float3 rcpMRGB = rcp(mxRGB);
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float3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
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// Shaping amount of sharpening.
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ampRGB = rsqrt(ampRGB);
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float peak = -3.0 * Contrast + 8.0;
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float3 wRGB = -rcp(ampRGB * peak);
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float3 rcpWeightRGB = rcp(4.0 * wRGB + 1.0);
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// 0 w 0
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// Filter shape: w 1 w
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// 0 w 0
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float3 window = (b + d) + (f + h);
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float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB);
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return lerp(e, outColor, Sharpening);
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}
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technique ContrastAdaptiveSharpen
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<
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ui_label = "AMD FidelityFX Contrast Adaptive Sharpening";
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ui_tooltip =
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"CAS is a low overhead adaptive sharpening algorithm that AMD includes with their drivers.\n"
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"This port to ReShade works with all cards from all vendors,\n"
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"but cannot do the optional scaling that CAS is normally also capable of when activated in the AMD drivers.\n"
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"\n"
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"The algorithm adjusts the amount of sharpening per pixel to target an even level of sharpness across the image.\n"
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"Areas of the input image that are already sharp are sharpened less, while areas that lack detail are sharpened more.\n"
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"This allows for higher overall natural visual sharpness with fewer artifacts.";
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>
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = CASPass;
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SRGBWriteEnable = true;
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}
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}
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140
EXE/reshade-shaders/Shaders/Colourfulness.fx
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140
EXE/reshade-shaders/Shaders/Colourfulness.fx
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// Copyright (c) 2016-2018, bacondither
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// 1. Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer
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// in this position and unchanged.
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
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// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// Colourfulness - version 2018-11-12
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// EXPECTS FULL RANGE GAMMA LIGHT
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#include "ReShadeUI.fxh"
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uniform float colourfulness < __UNIFORM_SLIDER_FLOAT1
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ui_min = -1.0; ui_max = 2.0;
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ui_tooltip = "Degree of colourfulness, 0 = neutral";
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ui_step = 0.01;
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> = 0.4;
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uniform float lim_luma < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.1; ui_max = 1.0;
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ui_tooltip = "Lower values allows for more change near clipping";
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ui_step = 0.01;
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> = 0.7;
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uniform bool enable_dither <
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ui_tooltip = "Enables dithering, avoids introducing banding in gradients";
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ui_category = "Dither";
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> = false;
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uniform bool col_noise <
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ui_tooltip = "Coloured dither noise, lower subjective noise level";
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ui_category = "Dither";
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> = true;
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uniform float backbuffer_bits <
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ui_min = 1.0; ui_max = 32.0;
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ui_tooltip = "Backbuffer bith depth, most likely 8 or 10 bits";
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ui_category = "Dither";
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> = 8.0;
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//-------------------------------------------------------------------------------------------------
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#ifndef fast_luma
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#define fast_luma 1 // Rapid approx of sRGB gamma, small difference in quality
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#endif
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#ifndef temporal_dither
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#define temporal_dither 0 // Dither changes with every frame
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#endif
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//-------------------------------------------------------------------------------------------------
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#include "ReShade.fxh"
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#if (temporal_dither == 1)
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uniform int rnd < source = "random"; min = 0; max = 1000; >;
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#endif
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// Sigmoid function, sign(v)*pow(pow(abs(v), -2) + pow(s, -2), 1.0/-2)
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#define soft_lim(v,s) ( (v*s)*rcp(sqrt(s*s + v*v)) )
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// Weighted power mean, p = 0.5
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#define wpmean(a,b,w) ( pow(abs(w)*sqrt(abs(a)) + abs(1-w)*sqrt(abs(b)), 2) )
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// Max/Min RGB components
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#define maxRGB(c) ( max((c).r, max((c).g, (c).b)) )
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#define minRGB(c) ( min((c).r, min((c).g, (c).b)) )
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// Mean of Rec. 709 & 601 luma coefficients
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#define lumacoeff float3(0.2558, 0.6511, 0.0931)
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float3 Colourfulness(float4 vpos : SV_Position, float2 tex : TEXCOORD) : SV_Target
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{
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#if (fast_luma == 1)
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float3 c0 = tex2D(ReShade::BackBuffer, tex).rgb;
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float luma = sqrt(dot(saturate(c0*abs(c0)), lumacoeff));
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c0 = saturate(c0);
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#else // Better approx of sRGB gamma
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float3 c0 = saturate(tex2D(ReShade::BackBuffer, tex).rgb);
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float luma = pow(dot(pow(c0 + 0.06, 2.4), lumacoeff), 1.0/2.4) - 0.06;
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#endif
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// Calc colour saturation change
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float3 diff_luma = c0 - luma;
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float3 c_diff = diff_luma*(colourfulness + 1) - diff_luma;
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if (colourfulness > 0.0)
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{
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// 120% of c_diff clamped to max visible range + overshoot
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float3 rlc_diff = clamp((c_diff*1.2) + c0, -0.0001, 1.0001) - c0;
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// Calc max saturation-increase without altering RGB ratios
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float poslim = (1.0002 - luma)/(abs(maxRGB(diff_luma)) + 0.0001);
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float neglim = (luma + 0.0002)/(abs(minRGB(diff_luma)) + 0.0001);
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float3 diffmax = diff_luma*min(min(poslim, neglim), 32) - diff_luma;
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// Soft limit diff
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c_diff = soft_lim( c_diff, max(wpmean(diffmax, rlc_diff, lim_luma), 1e-7) );
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}
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if (enable_dither == true)
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{
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// Interleaved gradient noise by Jorge Jimenez
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const float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
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#if (temporal_dither == 1)
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float xy_magic = (vpos.x + rnd)*magic.x + (vpos.y + rnd)*magic.y;
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#else
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float xy_magic = vpos.x*magic.x + vpos.y*magic.y;
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#endif
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float noise = (frac(magic.z*frac(xy_magic)) - 0.5)/(exp2(backbuffer_bits) - 1);
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c_diff += col_noise == true ? float3(-noise, noise, -noise) : noise;
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}
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return saturate(c0 + c_diff);
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}
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technique Colourfulness
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = Colourfulness;
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}
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}
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67
EXE/reshade-shaders/Shaders/FakeHDR.fx
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67
EXE/reshade-shaders/Shaders/FakeHDR.fx
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@@ -0,0 +1,67 @@
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/**
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* HDR
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* by Christian Cann Schuldt Jensen ~ CeeJay.dk
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*
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* Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
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*/
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#include "ReShadeUI.fxh"
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uniform float HDRPower < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 8.0;
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ui_label = "Power";
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> = 1.30;
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uniform float radius1 < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 8.0;
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ui_label = "Radius 1";
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> = 0.793;
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uniform float radius2 < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 8.0;
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ui_label = "Radius 2";
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ui_tooltip = "Raising this seems to make the effect stronger and also brighter.";
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> = 0.87;
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#include "ReShade.fxh"
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float3 HDRPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
|
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{
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float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
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||||
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float3 bloom_sum1 = tex2D(ReShade::BackBuffer, texcoord + float2(1.5, -1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
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bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, -1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
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bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 1.5, 1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
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bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, 1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
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bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, -2.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
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bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, 2.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
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bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-2.5, 0.0) * radius1 * BUFFER_PIXEL_SIZE).rgb;
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bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 2.5, 0.0) * radius1 * BUFFER_PIXEL_SIZE).rgb;
|
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bloom_sum1 *= 0.005;
|
||||
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float3 bloom_sum2 = tex2D(ReShade::BackBuffer, texcoord + float2(1.5, -1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
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||||
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, -1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
|
||||
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 1.5, 1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
|
||||
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, 1.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
|
||||
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, -2.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
|
||||
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, 2.5) * radius2 * BUFFER_PIXEL_SIZE).rgb;
|
||||
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2(-2.5, 0.0) * radius2 * BUFFER_PIXEL_SIZE).rgb;
|
||||
bloom_sum2 += tex2D(ReShade::BackBuffer, texcoord + float2( 2.5, 0.0) * radius2 * BUFFER_PIXEL_SIZE).rgb;
|
||||
|
||||
bloom_sum2 *= 0.010;
|
||||
|
||||
float dist = radius2 - radius1;
|
||||
float3 HDR = (color + (bloom_sum2 - bloom_sum1)) * dist;
|
||||
float3 blend = HDR + color;
|
||||
color = pow(abs(blend), abs(HDRPower)) + HDR; // pow - don't use fractions for HDRpower
|
||||
|
||||
return saturate(color);
|
||||
}
|
||||
|
||||
technique HDR
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = HDRPass;
|
||||
}
|
||||
}
|
||||
492
EXE/reshade-shaders/Shaders/MagicBloom.fx
Normal file
492
EXE/reshade-shaders/Shaders/MagicBloom.fx
Normal file
@@ -0,0 +1,492 @@
|
||||
/*
|
||||
Magic Bloom by luluco250
|
||||
Attempts to simulate a natural-looking bloom.
|
||||
|
||||
Features:
|
||||
|
||||
--Wide bloom blurring, derived from the gaussian function
|
||||
defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
|
||||
|
||||
--Eye adaptation, decreases or increases the brightness
|
||||
of bloom according to the overall image luminance.
|
||||
|
||||
--Lens dirt, as standard I suppose. Really not much here.
|
||||
It uses an image named "MagicBloom_Dirt.png" so make
|
||||
sure you have one in your textures directory.
|
||||
|
||||
--Unwanted features can be disabled through
|
||||
preprocessor definitions, saving performance.
|
||||
|
||||
Preprocessor definitions:
|
||||
|
||||
--MAGICBLOOM_ADAPT_RESOLUTION:
|
||||
Determines the width/height of the texture used for adaptation.
|
||||
It is recommended to use 256, but you can use as far as 1024 without issues.
|
||||
Too low resolutions will make adaptation seem "unstable".
|
||||
Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
|
||||
|
||||
--MAGICBLOOM_BLUR_PRECALCULATED:
|
||||
If set to 0 the gaussian blur will be calculated inside the shader.
|
||||
Otherwise, it uses a pre-calculated kernel (array).
|
||||
|
||||
--MAGICBLOOM_NODIRT:
|
||||
If set to 1 all lens dirt related features are disabled.
|
||||
Beneficial for performance if you don't wish to use lens dirt.
|
||||
|
||||
--MAGICBLOOM_NOADAPT:
|
||||
If set to 1 all adaptation related features are disabled.
|
||||
Beneficial for performance if you don't wish to use adaptation.
|
||||
|
||||
MIT Licensed:
|
||||
|
||||
Copyright (c) 2017 luluco250
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all
|
||||
copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
SOFTWARE.
|
||||
*/
|
||||
|
||||
#include "ReShade.fxh"
|
||||
|
||||
//Statics
|
||||
|
||||
#ifndef MAGICBLOOM_ADAPT_RESOLUTION
|
||||
#define MAGICBLOOM_ADAPT_RESOLUTION 256
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_BLUR_PRECALCULATED
|
||||
#define MAGICBLOOM_BLUR_PRECALCULATED 1
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_NODIRT
|
||||
#define MAGICBLOOM_NODIRT 0
|
||||
#endif
|
||||
|
||||
#ifndef MAGICBLOOM_NOADAPT
|
||||
#define MAGICBLOOM_NOADAPT 0
|
||||
#endif
|
||||
|
||||
static const int iBlurSamples = 4;
|
||||
static const int iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
|
||||
|
||||
#define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
|
||||
|
||||
static const float sigma = float(iBlurSamples) / 2.0;
|
||||
static const float double_pi = 6.283185307179586476925286766559;
|
||||
static const int lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
|
||||
static const float3 luma_value = float3(0.2126, 0.7152, 0.0722);
|
||||
|
||||
//Uniforms
|
||||
|
||||
#include "ReShadeUI.fxh"
|
||||
|
||||
uniform float fBloom_Intensity < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_label = "Bloom Intensity";
|
||||
ui_tooltip = "Amount of bloom applied to the image.";
|
||||
ui_min = 0.0;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.001;
|
||||
> = 1.0;
|
||||
|
||||
uniform float fBloom_Threshold <
|
||||
ui_label = "Bloom Threshold";
|
||||
ui_tooltip =
|
||||
"Thresholds (limits) dark pixels from being accounted for bloom.\n"
|
||||
"Essentially, it increases the contrast in bloom and blackens darker pixels.\n"
|
||||
"At 1.0 all pixels are used in bloom.\n"
|
||||
"This value is not normalized, it is exponential, therefore changes in lower values are more noticeable than at higher values.";
|
||||
ui_type = "drag";
|
||||
ui_min = 1.0;
|
||||
ui_max = 10.0;
|
||||
ui_step = 0.1;
|
||||
> = 2.0;
|
||||
|
||||
#if !MAGICBLOOM_NODIRT
|
||||
uniform float fDirt_Intensity < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_label = "Dirt Intensity";
|
||||
ui_tooltip =
|
||||
"Amount of lens dirt applied to bloom.\n"
|
||||
"Uses a texture called \"MagicBloom_Dirt.png\" from your textures directory(ies).";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.001;
|
||||
> = 0.0;
|
||||
#endif
|
||||
|
||||
#if !MAGICBLOOM_NOADAPT
|
||||
uniform float fExposure < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_label = "Exposure";
|
||||
ui_tooltip =
|
||||
"The target exposure that bloom adapts to.\n"
|
||||
"It is recommended to just leave it at 0.5, unless you wish for a brighter (1.0) or darker (0.0) image.";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.001;
|
||||
> = 0.5;
|
||||
|
||||
uniform float fAdapt_Speed <
|
||||
ui_label = "Adaptation Speed";
|
||||
ui_tooltip =
|
||||
"How quick bloom adapts to changes in the image brightness.\n"
|
||||
"At 1.0, changes are instantaneous.\n"
|
||||
"It is recommended to use low values, between 0.01 and 0.1.\n"
|
||||
"0.1 will provide a quick but natural adaptation.\n"
|
||||
"0.01 will provide a slow form of adaptation.";
|
||||
ui_type = "drag";
|
||||
ui_min = 0.001;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.001;
|
||||
> = 0.1;
|
||||
|
||||
uniform float fAdapt_Sensitivity < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_label = "Adapt Sensitivity";
|
||||
ui_tooltip =
|
||||
"How sensitive adaptation is towards brightness.\n"
|
||||
"At higher values bloom can get darkened at the slightest amount of brightness.\n"
|
||||
"At lower values bloom will require a lot of image brightness before it's fully darkened."
|
||||
"1.0 will not modify the amount of brightness that is accounted for adaptation.\n"
|
||||
"0.5 is a good value, but may miss certain bright spots.";
|
||||
ui_min = 0.0;
|
||||
ui_max = 3.0;
|
||||
ui_step = 0.001;
|
||||
> = 1.0;
|
||||
|
||||
uniform float2 f2Adapt_Clip < __UNIFORM_SLIDER_FLOAT2
|
||||
ui_label = "Adaptation Min/Max";
|
||||
ui_tooltip =
|
||||
"Determines the minimum and maximum values that adaptation can determine to ajust bloom.\n"
|
||||
"Reducing the maximum would cause bloom to be brighter (as it is less adapted).\n"
|
||||
"Increasing the minimum would cause bloom to be darker (as it is more adapted).\n"
|
||||
"Keep the maximum above or equal to the minium and vice-versa.";
|
||||
ui_min = 0.0;
|
||||
ui_max = 1.0;
|
||||
ui_step = 0.001;
|
||||
> = float2(0.0, 1.0);
|
||||
|
||||
uniform int iAdapt_Precision < __UNIFORM_SLIDER_INT1
|
||||
ui_label = "Adaptation Precision";
|
||||
ui_tooltip =
|
||||
"Determins how accurately bloom adapts to the center of image.\n"
|
||||
"At 0 the adaptation is calculated from the average of the whole image.\n"
|
||||
"At the highest value (which may vary) adaptation focuses solely on the center pixel(s) of the screen.\n"
|
||||
"Values closer to 0 are recommended.";
|
||||
ui_min = 0;
|
||||
ui_max = lowest_mip;
|
||||
ui_step = 0.1;
|
||||
> = lowest_mip * 0.3;
|
||||
#endif
|
||||
|
||||
uniform uint iDebug <
|
||||
ui_label = "Debug Options";
|
||||
ui_tooltip = "Contains debugging options like displaying the bloom texture.";
|
||||
ui_type = "combo";
|
||||
ui_items = "None\0Display Bloom Texture\0";
|
||||
> = 0;
|
||||
|
||||
//Textures
|
||||
|
||||
texture tMagicBloom_1 < pooled = true; > { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
|
||||
texture tMagicBloom_2 < pooled = true; > { Width = BUFFER_WIDTH / 4; Height = BUFFER_HEIGHT / 4; Format = RGBA16F; };
|
||||
texture tMagicBloom_3 < pooled = true; > { Width = BUFFER_WIDTH / 8; Height = BUFFER_HEIGHT / 8; Format = RGBA16F; };
|
||||
texture tMagicBloom_4 < pooled = true; > { Width = BUFFER_WIDTH / 16; Height = BUFFER_HEIGHT / 16; Format = RGBA16F; };
|
||||
texture tMagicBloom_5 < pooled = true; > { Width = BUFFER_WIDTH / 32; Height = BUFFER_HEIGHT / 32; Format = RGBA16F; };
|
||||
texture tMagicBloom_6 < pooled = true; > { Width = BUFFER_WIDTH / 64; Height = BUFFER_HEIGHT / 64; Format = RGBA16F; };
|
||||
texture tMagicBloom_7 < pooled = true; > { Width = BUFFER_WIDTH / 128; Height = BUFFER_HEIGHT / 128; Format = RGBA16F; };
|
||||
texture tMagicBloom_8 < pooled = true; > { Width = BUFFER_WIDTH / 256; Height = BUFFER_HEIGHT / 256; Format = RGBA16F; };
|
||||
#if !MAGICBLOOM_NOADAPT
|
||||
texture tMagicBloom_Small { Width = iAdaptResolution; Height = iAdaptResolution; Format = R32F; MipLevels = lowest_mip; };
|
||||
texture tMagicBloom_Adapt { Format = R32F; };
|
||||
texture tMagicBloom_LastAdapt { Format = R32F; };
|
||||
#endif
|
||||
#if !MAGICBLOOM_NODIRT
|
||||
texture tMagicBloom_Dirt <source="MagicBloom_Dirt.png";> { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; };
|
||||
#endif
|
||||
|
||||
//Samplers
|
||||
|
||||
sampler sMagicBloom_1 { Texture = tMagicBloom_1; };
|
||||
sampler sMagicBloom_2 { Texture = tMagicBloom_2; };
|
||||
sampler sMagicBloom_3 { Texture = tMagicBloom_3; };
|
||||
sampler sMagicBloom_4 { Texture = tMagicBloom_4; };
|
||||
sampler sMagicBloom_5 { Texture = tMagicBloom_5; };
|
||||
sampler sMagicBloom_6 { Texture = tMagicBloom_6; };
|
||||
sampler sMagicBloom_7 { Texture = tMagicBloom_7; };
|
||||
sampler sMagicBloom_8 { Texture = tMagicBloom_8; };
|
||||
#if !MAGICBLOOM_NOADAPT
|
||||
sampler sMagicBloom_Small { Texture = tMagicBloom_Small; };
|
||||
sampler sMagicBloom_Adapt { Texture = tMagicBloom_Adapt; MinFilter = POINT; MagFilter = POINT; };
|
||||
sampler sMagicBloom_LastAdapt { Texture = tMagicBloom_LastAdapt; MinFilter = POINT; MagFilter = POINT; };
|
||||
#endif
|
||||
#if !MAGICBLOOM_NODIRT
|
||||
sampler sMagicBloom_Dirt { Texture = tMagicBloom_Dirt; };
|
||||
#endif
|
||||
|
||||
//Functions
|
||||
|
||||
#if !MAGICBLOOM_BLUR_PRECALCULATED
|
||||
float gaussian_function(float2 i) {
|
||||
static const float first_part = 1.0 / (double_pi * pow(sigma, 2.0));
|
||||
static const float second_part_a = 1.0 / (2.0 * pow(sigma, 2.0));
|
||||
float second_part_b = (pow(i.x, 2.0) + pow(i.y, 2.0)) * second_part_a;
|
||||
return first_part * exp(-second_part_b);
|
||||
}
|
||||
#endif
|
||||
|
||||
//Why use a single-pass blur? To reduce the amount of textures used in half.
|
||||
//Scale should be the original resolution divided by target resolution.
|
||||
float3 blur(sampler sp, float2 uv, float scale) {
|
||||
float2 ps = BUFFER_PIXEL_SIZE * scale;
|
||||
|
||||
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||
static const float kernel[9] = {
|
||||
0.0269955, 0.0647588, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.0647588, 0.0269955
|
||||
};
|
||||
static const float accum = 1.02352;
|
||||
#else
|
||||
float accum = 0.0;
|
||||
#endif
|
||||
|
||||
float gaussian_weight = 0.0;
|
||||
float3 col = 0.0;
|
||||
|
||||
[loop]
|
||||
for (int x = -iBlurSamples; x <= iBlurSamples; ++x) {
|
||||
for (int y = -iBlurSamples; y <= iBlurSamples; ++y) {
|
||||
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||
gaussian_weight = kernel[x + iBlurSamples] * kernel[y + iBlurSamples];
|
||||
#else
|
||||
gaussian_weight = gaussian_function(float2(x, y));
|
||||
accum += gaussian_weight;
|
||||
#endif
|
||||
col += tex2D(sp, uv + ps * float2(x, y)).rgb * gaussian_weight;
|
||||
}
|
||||
}
|
||||
|
||||
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||
return col * accum;
|
||||
#else
|
||||
return col / accum;
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
Uncharted 2 Tonemapper
|
||||
|
||||
Thanks John Hable and Naughty Dog.
|
||||
*/
|
||||
float3 tonemap(float3 col, float exposure) {
|
||||
static const float A = 0.15; //shoulder strength
|
||||
static const float B = 0.50; //linear strength
|
||||
static const float C = 0.10; //linear angle
|
||||
static const float D = 0.20; //toe strength
|
||||
static const float E = 0.02; //toe numerator
|
||||
static const float F = 0.30; //toe denominator
|
||||
static const float W = 11.2; //linear white point value
|
||||
|
||||
col *= exposure;
|
||||
|
||||
col = ((col * (A * col + C * B) + D * E) / (col * (A * col + B) + D * F)) - E / F;
|
||||
static const float white = 1.0 / (((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F);
|
||||
col *= white;
|
||||
return col;
|
||||
}
|
||||
|
||||
float3 blend_screen(float3 a, float3 b) {
|
||||
return 1.0 - (1.0 - a) * (1.0 - b);
|
||||
}
|
||||
|
||||
/*
|
||||
The function below is a leftover from debugging.
|
||||
It just draws a line on the screen, it's horizontal position being
|
||||
the value you specify (from 0.0-1.0, becoming left-right).
|
||||
No use now but might be useful later on so I just left it here.
|
||||
*/
|
||||
/*void debug_value(inout float3 col, float2 uv, float value, float3 needle_color) {
|
||||
static const float2 ps = BUFFER_PIXEL_SIZE;
|
||||
col = (uv.x + ps.x > value && uv.x - ps.x < value) ? needle_color : col;
|
||||
}*/
|
||||
|
||||
//Shaders
|
||||
|
||||
/*
|
||||
Thresholding is performed on the first blur for two reasons:
|
||||
--Save an entire texture from being used to threshold.
|
||||
--Being the smallest blur it also results in the least amount of artifacts.
|
||||
*/
|
||||
float4 PS_Blur1(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
float3 col = blur(ReShade::BackBuffer, uv, 2.0);
|
||||
col = pow(abs(col), fBloom_Threshold);
|
||||
col *= fBloom_Intensity;
|
||||
return float4(col, 1.0);
|
||||
}
|
||||
|
||||
float4 PS_Blur2(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return float4(blur(sMagicBloom_1, uv, 4.0), 1.0);
|
||||
}
|
||||
|
||||
float4 PS_Blur3(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return float4(blur(sMagicBloom_2, uv, 8.0), 1.0);
|
||||
}
|
||||
|
||||
float4 PS_Blur4(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return float4(blur(sMagicBloom_3, uv, 8.0), 1.0);
|
||||
}
|
||||
|
||||
float4 PS_Blur5(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return float4(blur(sMagicBloom_4, uv, 16.0), 1.0);
|
||||
}
|
||||
|
||||
float4 PS_Blur6(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return float4(blur(sMagicBloom_5, uv, 32.0), 1.0);
|
||||
}
|
||||
|
||||
float4 PS_Blur7(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return float4(blur(sMagicBloom_6, uv, 64.0), 1.0);
|
||||
}
|
||||
|
||||
float4 PS_Blur8(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return float4(blur(sMagicBloom_7, uv, 128.0), 1.0);
|
||||
}
|
||||
|
||||
//Final blend shader
|
||||
float4 PS_Blend(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
float3 col = tex2D(ReShade::BackBuffer, uv).rgb;
|
||||
float3 bloom = tex2D(sMagicBloom_1, uv).rgb
|
||||
+ tex2D(sMagicBloom_2, uv).rgb
|
||||
+ tex2D(sMagicBloom_3, uv).rgb
|
||||
+ tex2D(sMagicBloom_4, uv).rgb
|
||||
+ tex2D(sMagicBloom_5, uv).rgb
|
||||
+ tex2D(sMagicBloom_6, uv).rgb
|
||||
+ tex2D(sMagicBloom_7, uv).rgb
|
||||
+ tex2D(sMagicBloom_8, uv).rgb;
|
||||
//Dunno if making the division by 8 a static multiplication helps, but whatever.
|
||||
static const float bloom_accum = 1.0 / 8.0;
|
||||
bloom *= bloom_accum;
|
||||
|
||||
#if !MAGICBLOOM_NOADAPT
|
||||
float exposure = fExposure / max(tex2D(sMagicBloom_Adapt, 0.0).x, 0.00001);
|
||||
bloom = tonemap(bloom, exposure);
|
||||
#else
|
||||
//Without adaptation it seems 100.0 exposure is needed for bloom to look bright enough.
|
||||
bloom = tonemap(bloom, 100.0);
|
||||
#endif
|
||||
|
||||
#if !MAGICBLOOM_NODIRT
|
||||
float3 dirt = tex2D(sMagicBloom_Dirt, uv).rgb;
|
||||
dirt *= fDirt_Intensity;
|
||||
bloom = blend_screen(bloom, dirt * bloom);
|
||||
#endif
|
||||
|
||||
col = blend_screen(col, bloom);
|
||||
|
||||
//If we're to display the bloom texture, we replace col with it.
|
||||
col = iDebug == 1 ? bloom : col;
|
||||
|
||||
return float4(col, 1.0);
|
||||
}
|
||||
|
||||
#if !MAGICBLOOM_NOADAPT
|
||||
/*
|
||||
How adaptation works:
|
||||
--Calculate image luminance.
|
||||
--Save it to a smaller, mipmapped texture.
|
||||
--Mipmaps require a power of 2 texture.
|
||||
--Fetch a mipmap level according to a specfied amount of precision.
|
||||
--The lowest mipmap is simply an average of the entire image.
|
||||
*/
|
||||
float PS_GetSmall(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return dot(tex2D(ReShade::BackBuffer, uv).rgb, luma_value);
|
||||
}
|
||||
|
||||
float PS_GetAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
float curr = tex2Dlod(sMagicBloom_Small, float4(0.5, 0.5, 0, lowest_mip - iAdapt_Precision)).x;
|
||||
curr *= fAdapt_Sensitivity;
|
||||
curr = clamp(curr, f2Adapt_Clip.x, f2Adapt_Clip.y);
|
||||
float last = tex2D(sMagicBloom_LastAdapt, 0.0).x;
|
||||
//Using the frametime/delta here would actually scale adaptation with the framerate.
|
||||
//We don't want that, so we don't even bother with it.
|
||||
return lerp(last, curr, fAdapt_Speed);
|
||||
}
|
||||
|
||||
float PS_SaveAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||
return tex2D(sMagicBloom_Adapt, 0.0).x;
|
||||
}
|
||||
#endif
|
||||
|
||||
technique MagicBloom {
|
||||
pass Blur1 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur1;
|
||||
RenderTarget = tMagicBloom_1;
|
||||
}
|
||||
pass Blur2 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur2;
|
||||
RenderTarget = tMagicBloom_2;
|
||||
}
|
||||
pass Blur3 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur3;
|
||||
RenderTarget = tMagicBloom_3;
|
||||
}
|
||||
pass Blur4 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur4;
|
||||
RenderTarget = tMagicBloom_4;
|
||||
}
|
||||
pass Blur5 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur5;
|
||||
RenderTarget = tMagicBloom_5;
|
||||
}
|
||||
pass Blur6 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur6;
|
||||
RenderTarget = tMagicBloom_6;
|
||||
}
|
||||
pass Blur7 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur7;
|
||||
RenderTarget = tMagicBloom_7;
|
||||
}
|
||||
pass Blur8 {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blur8;
|
||||
RenderTarget = tMagicBloom_8;
|
||||
}
|
||||
pass Blend {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_Blend;
|
||||
}
|
||||
#if !MAGICBLOOM_NOADAPT
|
||||
pass GetSmall {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_GetSmall;
|
||||
RenderTarget = tMagicBloom_Small;
|
||||
}
|
||||
pass GetAdapt {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_GetAdapt;
|
||||
RenderTarget = tMagicBloom_Adapt;
|
||||
}
|
||||
pass SaveAdapt {
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = PS_SaveAdapt;
|
||||
RenderTarget = tMagicBloom_LastAdapt;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
113
EXE/reshade-shaders/Shaders/ReShade.fxh
Normal file
113
EXE/reshade-shaders/Shaders/ReShade.fxh
Normal file
@@ -0,0 +1,113 @@
|
||||
#pragma once
|
||||
|
||||
#if !defined(__RESHADE__) || __RESHADE__ < 30000
|
||||
#error "ReShade 3.0+ is required to use this header file"
|
||||
#endif
|
||||
|
||||
#ifndef RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
|
||||
#define RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN 0
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_IS_REVERSED
|
||||
#define RESHADE_DEPTH_INPUT_IS_REVERSED 1
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
|
||||
#define RESHADE_DEPTH_INPUT_IS_LOGARITHMIC 0
|
||||
#endif
|
||||
|
||||
#ifndef RESHADE_DEPTH_MULTIPLIER
|
||||
#define RESHADE_DEPTH_MULTIPLIER 1
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_LINEARIZATION_FAR_PLANE
|
||||
#define RESHADE_DEPTH_LINEARIZATION_FAR_PLANE 1000.0
|
||||
#endif
|
||||
|
||||
// Above 1 expands coordinates, below 1 contracts and 1 is equal to no scaling on any axis
|
||||
#ifndef RESHADE_DEPTH_INPUT_Y_SCALE
|
||||
#define RESHADE_DEPTH_INPUT_Y_SCALE 1
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_X_SCALE
|
||||
#define RESHADE_DEPTH_INPUT_X_SCALE 1
|
||||
#endif
|
||||
// An offset to add to the Y coordinate, (+) = move up, (-) = move down
|
||||
#ifndef RESHADE_DEPTH_INPUT_Y_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_Y_OFFSET 0
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET 0
|
||||
#endif
|
||||
// An offset to add to the X coordinate, (+) = move right, (-) = move left
|
||||
#ifndef RESHADE_DEPTH_INPUT_X_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_X_OFFSET 0
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET 0
|
||||
#endif
|
||||
|
||||
#define BUFFER_PIXEL_SIZE float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
|
||||
#define BUFFER_SCREEN_SIZE float2(BUFFER_WIDTH, BUFFER_HEIGHT)
|
||||
#define BUFFER_ASPECT_RATIO (BUFFER_WIDTH * BUFFER_RCP_HEIGHT)
|
||||
|
||||
namespace ReShade
|
||||
{
|
||||
#if defined(__RESHADE_FXC__)
|
||||
float GetAspectRatio() { return BUFFER_WIDTH * BUFFER_RCP_HEIGHT; }
|
||||
float2 GetPixelSize() { return float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); }
|
||||
float2 GetScreenSize() { return float2(BUFFER_WIDTH, BUFFER_HEIGHT); }
|
||||
#define AspectRatio GetAspectRatio()
|
||||
#define PixelSize GetPixelSize()
|
||||
#define ScreenSize GetScreenSize()
|
||||
#else
|
||||
// These are deprecated and will be removed eventually.
|
||||
static const float AspectRatio = BUFFER_WIDTH * BUFFER_RCP_HEIGHT;
|
||||
static const float2 PixelSize = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
|
||||
static const float2 ScreenSize = float2(BUFFER_WIDTH, BUFFER_HEIGHT);
|
||||
#endif
|
||||
|
||||
// Global textures and samplers
|
||||
texture BackBufferTex : COLOR;
|
||||
texture DepthBufferTex : DEPTH;
|
||||
|
||||
sampler BackBuffer { Texture = BackBufferTex; };
|
||||
sampler DepthBuffer { Texture = DepthBufferTex; };
|
||||
|
||||
// Helper functions
|
||||
float GetLinearizedDepth(float2 texcoord)
|
||||
{
|
||||
#if RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
|
||||
texcoord.y = 1.0 - texcoord.y;
|
||||
#endif
|
||||
texcoord.x /= RESHADE_DEPTH_INPUT_X_SCALE;
|
||||
texcoord.y /= RESHADE_DEPTH_INPUT_Y_SCALE;
|
||||
#if RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET
|
||||
texcoord.x -= RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET * BUFFER_RCP_WIDTH;
|
||||
#else // Do not check RESHADE_DEPTH_INPUT_X_OFFSET, since it may be a decimal number, which the preprocessor cannot handle
|
||||
texcoord.x -= RESHADE_DEPTH_INPUT_X_OFFSET / 2.000000001;
|
||||
#endif
|
||||
#if RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET
|
||||
texcoord.y += RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET * BUFFER_RCP_HEIGHT;
|
||||
#else
|
||||
texcoord.y += RESHADE_DEPTH_INPUT_Y_OFFSET / 2.000000001;
|
||||
#endif
|
||||
float depth = tex2Dlod(DepthBuffer, float4(texcoord, 0, 0)).x * RESHADE_DEPTH_MULTIPLIER;
|
||||
|
||||
#if RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
|
||||
const float C = 0.01;
|
||||
depth = (exp(depth * log(C + 1.0)) - 1.0) / C;
|
||||
#endif
|
||||
#if RESHADE_DEPTH_INPUT_IS_REVERSED
|
||||
depth = 1.0 - depth;
|
||||
#endif
|
||||
const float N = 1.0;
|
||||
depth /= RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - depth * (RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - N);
|
||||
|
||||
return depth;
|
||||
}
|
||||
}
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
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);
|
||||
}
|
||||
216
EXE/reshade-shaders/Shaders/ReShadeUI.fxh
Normal file
216
EXE/reshade-shaders/Shaders/ReShadeUI.fxh
Normal file
@@ -0,0 +1,216 @@
|
||||
#pragma once
|
||||
|
||||
#if !defined(__RESHADE__) || __RESHADE__ < 30000
|
||||
#error "ReShade 3.0+ is required to use this header file"
|
||||
#endif
|
||||
|
||||
#define RESHADE_VERSION(major,minor,build) (10000 * (major) + 100 * (minor) + (build))
|
||||
#define SUPPORTED_VERSION(major,minor,build) (__RESHADE__ >= RESHADE_VERSION(major,minor,build))
|
||||
|
||||
// Since 3.0.0
|
||||
// Commit current in-game user interface status
|
||||
// https://github.com/crosire/reshade/commit/302bacc49ae394faedc2e29a296c1cebf6da6bb2#diff-82cf230afdb2a0d5174111e6f17548a5R1183
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
#define __UNIFORM_INPUT_ANY ui_type = "input";
|
||||
|
||||
#define __UNIFORM_INPUT_BOOL1 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_BOOL2 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_BOOL3 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_BOOL4 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_INT1 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_INT2 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_INT3 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_INT4 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT1 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT2 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT3 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT4 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 4.0.1
|
||||
// Change slider widget to be used with new "slider" instead of a "drag" type annotation
|
||||
// https://github.com/crosire/reshade/commit/746229f31cd6f311a3e72a543e4f1f23faa23f11#diff-59405a313bd8cbfb0ca6dd633230e504R1701
|
||||
// Changed slider widget to be used with < ui_type = "slider"; > instead of < ui_type = "drag"; >
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#if SUPPORTED_VERSION(4,0,1)
|
||||
#define __UNIFORM_DRAG_ANY ui_type = "drag";
|
||||
|
||||
// Since 4.0.0
|
||||
// Rework statistics tab and add drag widgets back
|
||||
// https://github.com/crosire/reshade/commit/1b2c38795f00efd66c007da1f483f1441b230309
|
||||
// Changed drag widget to a slider widget (old one is still available via < ui_type = "drag2"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#elif SUPPORTED_VERSION(4,0,0)
|
||||
#define __UNIFORM_DRAG_ANY ui_type = "drag2";
|
||||
|
||||
// Since 3.0.0
|
||||
// Commit current in-game user interface status
|
||||
// https://github.com/crosire/reshade/commit/302bacc49ae394faedc2e29a296c1cebf6da6bb2#diff-82cf230afdb2a0d5174111e6f17548a5R1187
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
#else
|
||||
#define __UNIFORM_DRAG_ANY ui_type = "drag";
|
||||
#endif
|
||||
|
||||
#define __UNIFORM_DRAG_BOOL1 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_BOOL2 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_BOOL3 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_BOOL4 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_INT1 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_INT2 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_INT3 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_INT4 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT1 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT2 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT3 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT4 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 4.0.1
|
||||
// Change slider widget to be used with new "slider" instead of a "drag" type annotation
|
||||
// https://github.com/crosire/reshade/commit/746229f31cd6f311a3e72a543e4f1f23faa23f11#diff-59405a313bd8cbfb0ca6dd633230e504R1699
|
||||
// Changed slider widget to be used with < ui_type = "slider"; > instead of < ui_type = "drag"; >
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#if SUPPORTED_VERSION(4,0,1)
|
||||
#define __UNIFORM_SLIDER_ANY ui_type = "slider";
|
||||
|
||||
// Since 4.0.0
|
||||
// Rework statistics tab and add drag widgets back
|
||||
// https://github.com/crosire/reshade/commit/1b2c38795f00efd66c007da1f483f1441b230309
|
||||
// Changed drag widget to a slider widget (old one is still available via < ui_type = "drag2"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#elif SUPPORTED_VERSION(4,0,0)
|
||||
#define __UNIFORM_SLIDER_ANY ui_type = "drag";
|
||||
#else
|
||||
#define __UNIFORM_SLIDER_ANY __UNIFORM_DRAG_ANY
|
||||
#endif
|
||||
|
||||
#define __UNIFORM_SLIDER_BOOL1 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_BOOL2 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_BOOL3 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_BOOL4 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_INT1 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_INT2 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_INT3 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_INT4 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT1 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT2 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT3 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT4 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 3.0.0
|
||||
// Add combo box display type for uniform variables and fix displaying of integer variable under Direct3D 9
|
||||
// https://github.com/crosire/reshade/commit/b025bfae5f7343509ec0cacf6df0cff537c499f2#diff-82cf230afdb2a0d5174111e6f17548a5R1631
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
#define __UNIFORM_COMBO_ANY ui_type = "combo";
|
||||
|
||||
// __UNIFORM_COMBO_BOOL1
|
||||
#define __UNIFORM_COMBO_BOOL2 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_BOOL3 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_BOOL4 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_INT1 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_INT2 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_INT3 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_INT4 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_FLOAT1 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_FLOAT2 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_FLOAT3 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_FLOAT4 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
|
||||
// Since 4.0.0 (but the ui_items force set "Off\0On\0"), and if less than it force converted to checkbox
|
||||
// Add option to display boolean values as combo box instead of checkbox
|
||||
// https://github.com/crosire/reshade/commit/aecb757c864c9679e77edd6f85a1521c49e489c1#diff-59405a313bd8cbfb0ca6dd633230e504R1147
|
||||
// https://github.com/crosire/reshade/blob/v4.0.0/source/gui.cpp
|
||||
// Added option to display boolean values as combo box instead of checkbox (via < ui_type = "combo"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#define __UNIFORM_COMBO_BOOL1 __UNIFORM_COMBO_ANY
|
||||
|
||||
// Since 4.0.0
|
||||
// Cleanup GUI code and rearrange some widgets
|
||||
// https://github.com/crosire/reshade/commit/6751f7bd50ea7c0556cf0670f10a4b4ba912ee7d#diff-59405a313bd8cbfb0ca6dd633230e504R1711
|
||||
// Added radio button widget (via < ui_type = "radio"; ui_items = "Button 1\0Button 2\0...\0"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#if SUPPORTED_VERSION(4,0,0)
|
||||
#define __UNIFORM_RADIO_ANY ui_type = "radio";
|
||||
#else
|
||||
#define __UNIFORM_RADIO_ANY __UNIFORM_COMBO_ANY
|
||||
#endif
|
||||
|
||||
#define __UNIFORM_RADIO_BOOL1 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_BOOL2 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_BOOL3 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_BOOL4 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_INT1 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_INT2 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_INT3 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_INT4 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_FLOAT1 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_FLOAT2 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_FLOAT3 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_FLOAT4 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
|
||||
// Since 4.1.0
|
||||
// Fix floating point uniforms with unknown "ui_type" not showing up in UI
|
||||
// https://github.com/crosire/reshade/commit/50e5bf44dfc84bc4220c2b9f19d5f50c7a0fda66#diff-59405a313bd8cbfb0ca6dd633230e504R1788
|
||||
// Fixed floating point uniforms with unknown "ui_type" not showing up in UI
|
||||
// https://reshade.me/forum/releases/5021-4-1
|
||||
#define __UNIFORM_COLOR_ANY ui_type = "color";
|
||||
|
||||
// Since 3.0.0
|
||||
// Move technique list to preset configuration file
|
||||
// https://github.com/crosire/reshade/blob/84bba3aa934c1ebe4c6419b69dfe1690d9ab9d34/source/runtime.cpp#L1328
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
|
||||
// If empty, these versions before 4.1.0 are decide that the type is color from the number of components
|
||||
|
||||
#define __UNIFORM_COLOR_BOOL1 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_BOOL2 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_BOOL3 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_BOOL4 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT1 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT2 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT3 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT4 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
// __UNIFORM_COLOR_FLOAT1
|
||||
#define __UNIFORM_COLOR_FLOAT2 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_FLOAT3 __UNIFORM_COLOR_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COLOR_FLOAT4 __UNIFORM_COLOR_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 4.2.0
|
||||
// Add alpha slider widget for single component uniform variables (#86)
|
||||
// https://github.com/crosire/reshade/commit/87a740a8e3c4dcda1dd4eeec8d5cff7fa35fe829#diff-59405a313bd8cbfb0ca6dd633230e504R1820
|
||||
// Added alpha slider widget for single component uniform variables
|
||||
// https://reshade.me/forum/releases/5150-4-2
|
||||
#if SUPPORTED_VERSION(4,2,0)
|
||||
#define __UNIFORM_COLOR_FLOAT1 __UNIFORM_COLOR_ANY
|
||||
#else
|
||||
#define __UNIFORM_COLOR_FLOAT1 __UNIFORM_SLIDER_ANY
|
||||
#endif
|
||||
|
||||
// Since 4.3.0
|
||||
// Add new "list" GUI widget (#103)
|
||||
// https://github.com/crosire/reshade/commit/515287d20ce615c19cf3d4c21b49f83896f04ddc#diff-59405a313bd8cbfb0ca6dd633230e504R1894
|
||||
// Added new "list" GUI widget
|
||||
// https://reshade.me/forum/releases/5417-4-3
|
||||
#if SUPPORTED_VERSION(4,3,0)
|
||||
#define __UNIFORM_LIST_ANY ui_type = "list";
|
||||
#else
|
||||
#define __UNIFORM_LIST_ANY __UNIFORM_COMBO_ANY
|
||||
#endif
|
||||
|
||||
// __UNIFORM_LIST_BOOL1
|
||||
#define __UNIFORM_LIST_BOOL2 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_BOOL3 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_BOOL4 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_INT1 __UNIFORM_LIST_ANY // Supported in 4.3.0
|
||||
#define __UNIFORM_LIST_INT2 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_INT3 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_INT4 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT1 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT2 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT3 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT4 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
|
||||
// For compatible with ComboBox
|
||||
#define __UNIFORM_LIST_BOOL1 __UNIFORM_COMBO_ANY
|
||||
72
EXE/reshade-shaders/Shaders/Tonemap.fx
Normal file
72
EXE/reshade-shaders/Shaders/Tonemap.fx
Normal file
@@ -0,0 +1,72 @@
|
||||
/**
|
||||
* Tonemap version 1.1
|
||||
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
|
||||
*/
|
||||
|
||||
#include "ReShadeUI.fxh"
|
||||
|
||||
uniform float Gamma < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_min = 0.0; ui_max = 2.0;
|
||||
ui_tooltip = "Adjust midtones. 1.0 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
|
||||
> = 1.0;
|
||||
uniform float Exposure < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_min = -1.0; ui_max = 1.0;
|
||||
ui_tooltip = "Adjust exposure";
|
||||
> = 0.0;
|
||||
uniform float Saturation < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_min = -1.0; ui_max = 1.0;
|
||||
ui_tooltip = "Adjust saturation";
|
||||
> = 0.0;
|
||||
|
||||
uniform float Bleach < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_min = 0.0; ui_max = 1.0;
|
||||
ui_tooltip = "Brightens the shadows and fades the colors";
|
||||
> = 0.0;
|
||||
|
||||
uniform float Defog < __UNIFORM_SLIDER_FLOAT1
|
||||
ui_min = 0.0; ui_max = 1.0;
|
||||
ui_tooltip = "How much of the color tint to remove";
|
||||
> = 0.0;
|
||||
uniform float3 FogColor < __UNIFORM_COLOR_FLOAT3
|
||||
ui_label = "Defog Color";
|
||||
ui_tooltip = "Which color tint to remove";
|
||||
> = float3(0.0, 0.0, 1.0);
|
||||
|
||||
|
||||
#include "ReShade.fxh"
|
||||
|
||||
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
|
||||
{
|
||||
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
|
||||
color = saturate(color - Defog * FogColor * 2.55); // Defog
|
||||
color *= pow(2.0f, Exposure); // Exposure
|
||||
color = pow(color, Gamma); // Gamma
|
||||
|
||||
const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
|
||||
float lum = dot(coefLuma, color);
|
||||
|
||||
float L = saturate(10.0 * (lum - 0.45));
|
||||
float3 A2 = Bleach * color;
|
||||
|
||||
float3 result1 = 2.0f * color * lum;
|
||||
float3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
|
||||
|
||||
float3 newColor = lerp(result1, result2, L);
|
||||
float3 mixRGB = A2 * newColor;
|
||||
color += ((1.0f - A2) * mixRGB);
|
||||
|
||||
float3 middlegray = dot(color, (1.0 / 3.0));
|
||||
float3 diffcolor = color - middlegray;
|
||||
color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
technique Tonemap
|
||||
{
|
||||
pass
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = TonemapPass;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user