Migrated DEV-Build 0.3.0

This commit is contained in:
NekuraMew
2025-05-14 11:44:48 +02:00
parent c26cb313cc
commit a37f28da9f
68 changed files with 2826 additions and 1824 deletions

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;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; general settings
; AntiDockKill: anti-dockkilling time in ms, starts when player has completely undocked and is able to fly freely.
; while being dockkill-protected, the player can't be damaged by other players and can't damage
; other players himself
; AntiF1: anti-f1 time in ms. f1 pushing will be delayed for this amount of time if player is in space.
; the client won't see what happens while delaying. (set to 0 to disable)
; DisconnectDelay: similar to anti-f1, applies when player disconnects while being in space. the player's ship will
; remain in space for this amount of time when he disconnects. within this period he can't
; reconnect to the server("your account is already in use" will be displayed)
; EnableDieMsg: suppress the "Player das died: XXX" messages and replace with improved FLHook death messages
; DisableCharfileEncryption: disables charfile-encryption(will be saved in plain ascii-text). this may lead to some
; problems with programs like ioncross!
; ChangeCruiseDisruptorBehaviour:
; set it to yes and cruise disruptors will no longer affect the engine kill
; DisableNPCSpawns: disables all npc-spawns while the serverload is bigger than this value. this does not affect
; mission npcs! it allows you to dynamically adjust the number of npcs (set to 0 to disable)
; ReservedSlots: sets the number of reserved slots
; TorpMissileBaseDamageMultiplier: sets the damage multiplier when a player missile/torpedo hits a base
; MaxGroupSize: change the maximum group size(default is 8)
[General]
AntiDockKill=4000
AntiF1=0
DisconnectDelay=10000
EnableDieMsg=yes
DisableCharfileEncryption=yes
ChangeCruiseDisruptorBehaviour=yes
DisableNPCSpawns=0
ReservedSlots=0
TorpMissileBaseDamageMultiplier=1.0
MaxGroupSize=8
PersistGroup=no
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; Plugins settings
; LoadAllPlugins: Load all plugins on starup (ignoring the list below)
; plugin: A list of plugins which should be loaded on startup if LoadAllPlugins is set to no. One line per plugin.
[Plugins]
LoadAllPlugins=yes
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; log settings
; Debug: general debug logging, creates timestamped debug logs "flhook_logs/debug/"
; DebugMaxSize: max size of debug log files (in MB)
; LogAdminCommands: log all admin commands
; LogAdminCommands: log all user commands
; LogConnects: log all connects
; LogPerformanceTimers: log all performance timers
; TimerThreshold: sets the reporting threshold for the performance timers, time in ms
[Log]
Debug=yes
DebugMaxSize=100
LogAdminCommands=yes
LogSocketCommands=yes
LogLocalSocketCommands=yes
LogUserCommands=yes
LogConnects=yes
LogPerformanceTimers=yes
TimerThreshold=100
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; kick settings
; AntiBaseIdle: time in seconds after which a player will be kicked for idling on a base/planet, no matter
; if he's active or not (set to 0 to disable)
; AntiCharMenuIdle: time in seconds after which a player will be kicked for idling in charmenu (set to 0 to disable)
; PingKick: maximum average ping in ms, higher ping results in kick (set to 0 to disable)
; PingKickFrame: time-frame in seconds in which the average ping is calculated (f.e. PingKickFrame=30 -> calculate
; average ping by the pingdata of the last 30 seconds)
; FluctKick: maximum average ping fluctuation, higher fluctuation results in kick (set to 0 to disable)
; LossKick: maximum average loss, higher loss results in kick (set to 0 to disable)
; LossKickFrame: time-frame in seconds in which the average loss is calculated.
; LagKick: maximum average lag, higher lag results in kick (set to 0 to disable)
; LagDetectionFrame: frame in position updates in which the average lag is calculated.
; LagDetectionMinimum: minimum difference in % after which lag is detected, the higher this setting the less lag will be detected
; KickThreshold: the server load must exceed this number before players are kicked for have high lag/loss/ping
[Kick]
AntiBaseIdle=0
AntiCharMenuIdle=0
PingKick=0
PingKickFrame=120
FluctKick=0
LossKick=0
LossKickFrame=120
LagKick=0
LagDetectionFrame=50
LagDetectionMinimum=50
KickThreshold=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; style settings, these settings affect appearance of text messages sent to a client
; DeathMsgStyle: style of death msgs occuring in foreign systems, this is the "data" value of a TRA xml-node
; (explanation in readme.txt)
; DeathMsgStyleSys: style of death msgs occuring in the system the player is currently in
; DeathMsgTextPlayerKill:
; text to be displayed when a player killed another one. %victim will be replaced by the name
; of the victim etc. set it to nothing to disable the message.
; DeathMsgTextSelfKill:
; text to be displayed when a player killed him-/herself
; DeathMsgTextNPC: text to be displayed when a player was killed by an npc
; DeathMsgTextSuicide:
; text to be displayed when a player committed suicide
; DeathMsgTextAdminKill:
; text to be displayed when an admin kills a player with the "kill" command
; KickMsg: this is the xml-string of the text to be displayed when a player is kicked for a certain reason.
; %reason will be replaced by the reason.
; KickMsgPeriod: this is the time period in ms during which the reason is shown before the player gets disconnected
; UserCmdStyle: style of the user-command replies
; AdminCmdStyle: style of the admin-command replies
[Style]
DeathMsgStyle=0x19198C01
DeathMsgStyleSys=0x1919BD01
DeathMsgTextPlayerKill=Death: %victim was killed by %killer (%type)
DeathMsgTextSelfKill=Death: %victim killed himself (%type)
DeathMsgTextNPC=Death: %victim was killed by an NPC
DeathMsgTextSuicide=Death: %victim committed suicide
DeathMsgTextAdminKill=Death: %victim was killed by an admin
KickMsg=<TRA data="0x0000FF10" mask="-1"/><TEXT>You will be kicked. Reason: %reason</TEXT>
KickMsgPeriod=5000
UserCmdStyle=0x00FF0001
AdminCmdStyle=0x00FF0001
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; socket settings
; Activated: must be set in order to enable socket listening
; Port: port that FLHook should listen to (ascii)
; WPort: port that FLHook should listen to (unicode), you will also need to send your commands in unicode
; EPort: port that FLHook should listen to (ascii,encrypted), you will also need to send your commands encrypted
; EWPort: port that FLHook should listen to (unicode,encrypted), you will also need to send your commands encrypted and in unicode
; Key: key to use for the blowfish encryption
; PassX: password
; RightsX: rights for that password (see the rights section in readme.txt)
; you can have multiple passwords with their distinctive right settings
; they must be numbered serially with passX/rightX
[Socket]
Activated=yes
Port=1919
WPort=1920
EPort=1921
EWPort=1922
Key=SomeRandomKey000
Pass0=test
Rights0=superadmin
Pass1=low
Rights1=cash,beam
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; user commands (yes = enabled)
; SetDieMsg: enable/disable "/set diemsg"
; SetDieMsgSize: enable/disable "/set diemsgsize"
; SetChatFont: enable/disable "/set chatfont"
; Ignore: enable/disble ignore commands
; MaxIgnoreListEntries: maximum number of ignorelist-entries allowed for a player
; Autobuy: enable/disable "/autobuy"
; Ping: enable/disable "/ping" and "/pingtarget"
; Help: enable/disable "/help"
; DefaultLocalChat: if enabled forces messages sent in system chat to be local unless explicitly overridden.
[UserCommands]
SetDieMsg=yes
SetDieMsgSize=yes
SetChatFont=yes
Ignore=yes
MaxIgnoreListEntries=30
AutoBuy=no
Ping=yes
Help=no
DefaultLocalChat=no
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; chat settings
; SuppressX: chat-text entered by players starting with this string will be suppressed but still shown in
; in the eventmode. this simplifies coding a custom ingame-dialogsystem.
[Chat]
;Suppress0=/chat
;Suppress1=/etc
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; nopvp settings
; SystemX: disable pvp in this system(players can't damage other players)
[NoPVP]
; Causes "WARNING: get_system(FP7_system) failed" messages in server log
System0=FP7_system
System1=start
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; MultiKillMessages will be displayed whenever a player has made a certain amount of kills in a row
; Activated: enable/disable MultiKillMessages
; Style: style of MultiKillMessages
; <KillsInARow>=<message>: message will be displayed in the system and only to players which have diemsg set to
; system/all.
[MultiKillMessages]
Activated=yes
Style=0x1919BD01
5=%player is on a rampage
10=%player runs amok
15=%player is godlike
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; you can enter ip/host bans here(a message will be printed to flhook_kicks.log when a ban matches)
; BanAccountOnMatch: player's account will be banned if set to yes and one of the bans below matches(this setting must
; be in the first line of [Bans]!)
; simply append ip or hostname bans in this section(without the ';' at the beginning!). you may use wildcards(?,*).
[Bans]
BanAccountOnMatch=No
;13.37.*.*
;*.lamer-isp.net
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; names settings
; this is used by the "beam" command and allows you to specify shortcuts
[Names]
London = br01_01_base
Southampton = br01_02_base
Suffolk = br01_03_base
Waterloo = br01_04_base
Canterbury = br01_05_base
Thames = br01_06_base
Kensington = br01_07_base
Trafalgar = br01_08_base
Newgate = br02_01_base
Birmingham = br02_02_base
Sheffield = br02_03_base
Liverpool = br02_04_base
Kingston = br02_05_base
Cambridge = br03_01_base
Cambridge Research = br03_02_base
Norfolk = br03_03_base
Cardiff = br03_04_base
Leeds = br04_01_base
Stokes = br04_02_base
York = br04_03_base
Glasgow = br04_04_base
LD-14 = br04_05_base
Durham = br04_06_base
Maghera = br04_07_base
Hood = br05_01_base
Glorious = br05_02_base
Graves = br05_03_base
Essex = br05_04_base
Arranmore = br05_05_base
Shetland = br06_01_base
Aberdeen = br06_02_base
Islay = br06_03_base
Perth = br06_04_base
Castlehill = br06_05_base
Scapa Flow = br06_06_base
Sprague = bw01_01_base
Freeport 1 = bw01_02_base
Rugen = bw01_03_base
Douglas = bw01_04_base
Baxter = bw01_05_base
Cadiz = bw02_01_base
Ronneburg = bw02_02_base
Freistadt = bw03_01_base
Breisen = bw03_02_base
Elbich = bw03_03_base
Solarius = bw04_01_base
Freital = bw04_02_base
Naha = bw05_01_base
Helgoland = bw05_02_base
Yanagi = bw05_03_base
Kurile = bw06_01_base
Atka = bw06_02_base
Hawaii = bw07_01_base
Ogashawa = bw07_02_base
Cali = bw08_01_base
Tau-31 Gate = bw08_02_base
Java = bw08_03_base
Nago = bw09_01_base
Shinkaku = bw09_02_base
Freeport 6 = bw09_03_base
Harris = bw10_01_base
Holman = bw10_02_base
Freeport 10 = ew01_01_base
Falkland = ew01_02_base
Ruiz = ew02_01_base
Leon = ew03_01_base
Freeport 5 = ew03_02_base
Freeport 9 = ew04_01_base
Primus = ew06_01_base
Gammu = ew06_02_base
Malta = hi01_01_base
Crete = hi02_01_base
Tripoli = hi02_02_base
Pacifica = iw01_01_base
Freeport 2 = iw01_02_base
Barrow = iw02_01_base
Dawson = iw02_02_base
Freeport 4 = iw03_01_base
Mactan = iw03_02_base
Curacao = iw04_01_base
Montezuma = iw04_02_base
Ames = iw05_01_base
Nome = iw05_02_base
Leiden = iw06_01_base
Padua = iw06_02_base
Tokyo = ku01_01_base
Narita = ku01_02_base
Yokohama = ku01_03_base
Roppongi = ku01_04_base
Shinagawa = ku01_05_base
Shinjuku = ku01_06_base
Kabukicho = ku01_07_base
Fuchu = ku02_01_base
Myoko = ku02_02_base
Deshima = ku02_03_base
Junyo = ku02_04_base
Ohashi = ku02_05_base
Kyushu = ku03_01_base
Tsushima = ku03_02_base
Nagumo = ku03_03_base
Nansei = ku03_04_base
Kagoshima = ku03_05_base
Honshu = ku04_01_base
Osaka = ku04_02_base
Yukawa = ku04_03_base
Kansai = ku04_04_base
Aomori = ku04_05_base
Akita = ku04_06_base
Matsumoto = ku05_01_base
Ainu = ku05_02_base
Chugoku Gate = ku05_03_base
Sapporo = ku05_04_base
Kyoto = ku06_01_base
Ryuku = ku07_01_base
Heavens = ku07_02_base
Manhattan = li01_01_base
Pittsburgh = li01_02_base
Missouri = li01_03_base
Benford = li01_04_base
Ithaca = li01_05_base
Trenton = li01_06_base
Norfolk Shipyard = li01_07_base
Newark = li01_08_base
West Point = li01_09_base
Detroit = li01_10_base
Fort Bush = li01_11_base
Buffalo = li01_12_base
Rochester = li01_13_base
Baltimore = li01_14_base
Los Angeles = li02_01_base
California Minor = li02_02_base
Yukon = li02_03_base
Willard = li02_04_base
San Diego = li02_05_base
Alcatraz = li02_06_base
Denver = li03_01_base
RioGrande = li03_02_base
Ouray = li03_03_base
Pueblo = li03_04_base
Houston = li04_01_base
Huntsville = li04_02_base
Mississippi = li04_03_base
Beaumont = li04_04_base
Sugarland = li04_05_base
Mitchell = li05_01_base
Anchorage = li05_02_base
Anchorage Research = li05_03_base
Juneau = li05_04_base
Berlin = rh01_01_base
Oder = rh01_02_base
Ring = rh01_03_base
Bonn = rh01_04_base
Dortmund = rh01_05_base
Essen = rh01_06_base
Brandenburg = rh01_07_base
Kreuzberg = rh01_08_base
Hamburg = rh02_01_base
Westfalen = rh02_02_base
Vierlande = rh02_03_base
Alster = rh02_04_base
Altona = rh02_05_base
Lübeck = rh02_06_base
Stuttgart = rh03_01_base
Baden-Baden = rh03_02_base
Freiburg = rh03_03_base
Ulm = rh03_04_base
Konstanz = rh03_05_base
Darmstadt = rh03_06_base
Holstein = rh04_01_base
Mainz = rh04_02_base
Mannheim = rh04_03_base
Fulda = rh04_04_base
Bruchsal = rh04_05_base
Wilhelmshaven = rh04_06_base
Wiesbaden = rh04_07_base
Jena = rh04_08_base
Leipzig = rh05_01_base
Bautzen = rh05_02_base
Pirna = rh05_03_base
Vogtland = rh05_04_base
Bremen = rh05_05_base
Toledo = st01_01_base
Osiris = st01_02_base

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1
trent

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1

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; Zonen- und Objektdefinition für Trenton Outpost (Li01_06_Base_Deck)
; Koordinaten sind in Metern, relativ zum Ursprung der Szene
; Y-Achse ist Vorwärtsrichtung, Z ist Höhe, X ist seitwärts
[Init]
target_z = 2.0 ; Feste Z-Position der Kamera (Höhe)
start_x = 29.403124 ; Start-X-Position
start_y = 17.587891 ; Start-Y-Position
start_blickrichtung = 30.0 ; Start-Blickrichtung (Yaw-Winkel in Grad)
[Zone1]
; Hauptbereich
min_x = -20.596876
min_y = -32.412109
min_z = -48.0 ; Etwas unter target_z=2.0, da Z fixiert ist
max_x = 79.403124
max_y = 67.587891
max_z = 52.0 ; Etwas über target_z=2.0
[Zone2]
; Angrenzender Korridor
min_x = 60.0
min_y = -32.412109
min_z = -48.0
max_x = 100.0
max_y = 67.587891
max_z = 52.0
[Zone3]
; Ausbuchtung (Alkoven)
min_x = 20.0
min_y = -32.412109
min_z = -48.0
max_x = 40.0
max_y = 67.587891
max_z = 52.0
[Object1]
; Kiste im Hauptbereich
name = Crate
min_x = 5.0
min_y = 5.0
min_z = -10.0
max_x = 10.0
max_y = 10.0
max_z = 10.0
[InteractiveObject1]
name = ControlPanel
min_x = 2.0
min_y = 3.0
min_z = -1.0
max_x = 3.0
max_y = 4.0
max_z = 1.0
action = control_panel.lua
in_range = 3.0
facing = 0.0 ; Vorderseite in positive Y-Richtung

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14

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off

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origin

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May

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origin

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origin

0
EXE/REM/Lua/Dock.lua Normal file
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print("Lua started!")
-- Open the console after a delay
rem.StartTimer(2000, function()
rem.ShowNNMessage(9000)
print("Console open after 2 seconds.")
end)
-- rem.StartTimer(2000, function()
-- rem.ShowNNMessage(9000)
-- print("Console open after 2 seconds.")
-- end)
-- Add Infocard
rem.AddInfoCard(9000, "TestSpam")

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-- Start a timer for 3 seconds
rem.StartTimer(3000, function()
rem.ShowNNMessage(1699)
print("Message displayed after 3 seconds!")
end)
print("This happens immediately while the timer runs.")

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[APP]
[APP]
Force10BitFormat=0
ForceFullscreen=0
ForceResolution=0,0
@@ -30,10 +30,10 @@ KeyReload=0,0,0,0
KeyScreenshot=44,0,0,0
[OVERLAY]
AutoSavePreset=1
ClockFormat=0
FPSPosition=1
NoFontScaling=0
SavePresetOnModification=1
SaveWindowState=0
ShowClock=0
ShowForceLoadEffectsButton=1
@@ -75,3 +75,5 @@ ScrollbarRounding=0.000000
StyleIndex=2
TabRounding=4.000000
WindowRounding=0.000000

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If you are reading this after launching the game at least once, it likely means ReShade was not loaded by the game.
In that event here are some steps you can try to resolve this:
1) Make sure this file and the related DLL are really in the same directory as the game executable.
If that is the case and it does not work regardless, check if there is a 'bin' directory, move them there and try again.
2) Try running the game with elevated user permissions by doing a right click on its executable and choosing 'Run as administrator'.
3) If the game crashes, try disabling all game overlays (like Origin), recording software (like Fraps), FPS displaying software,
GPU overclocking and tweaking software and other proxy DLLs (like ENB, Helix or Umod).
4) If none of the above helps, you can get support on the forums at https://reshade.me/forum. But search for your problem before
creating a new topic, as somebody else may have already found a solution.

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;==========================================================================
; === Text based config file for dgVoodoo2
; === Use this file if you are a game modder/hacker or an experted user and
; want to modify some advanced properties not available via the CPL.
;==========================================================================
Version = 0x282
;--------------------------------------------------------------------------
[General]
; OutputAPI: "d3d11warp", "d3d11_fl10_0", "d3d11_fl10_1", "d3d11_fl11_0",
; "d3d12_fl11_0", "d3d12_fl12_0", "bestavailable"
; Adapters: "all", or the ordinal of the adapter (1, ...)
;FullScreenOutput: "default", or the ordinal of the output on the adapter (1, ...)
; ScalingMode: "unspecified", "centered", "stretched", "centered_ar", "stretched_ar", "stretched_ar_crt",
; "stretched_4_3", "stretched_4_3_crt", "stretched_4_3_c64"
;
;InheritColorProfileInFullScreenMode:
; Enabled by default and can only be disabled only when a D3D11 output API
; is explicitly selected. Disabled case is intended for avoiding extra
; rendering resources on old hardware for better performance, if required.
OutputAPI = bestavailable
Adapters = all
FullScreenOutput = default
FullScreenMode = true
ScalingMode = unspecified
ProgressiveScanlineOrder = false
EnumerateRefreshRates = false
Brightness = 100
Color = 100
Contrast = 100
InheritColorProfileInFullScreenMode = true
KeepWindowAspectRatio = true
CaptureMouse = true
CenterAppWindow = false
;--------------------------------------------------------------------------
[GeneralExt]
; DesktopResolution: Desktop (native) resolution can be forced for dgVoodoo's internal calculations.
; Useful for rare applications that pre-set the desktop to other than the native
; resolution before dgVoodoo gets in action. Only the compact format can be used here,
; and applies to all outputs of the desktop.
; DesktopBitDepth: You can define what screen bit depth should be reported through dgVoodoo
; (8, 16, 32)
; DeframerSize: When resolution is forced to other than the app default then
; a black frame is drawn around the output image coming from a wrapped API
; to remove scaling artifacts -
; frame thickness can be defined in pixels (max 16, 0 = disable)
; ImageScaleFactor: Integer factor for scaling the output image coming from a wrapped API
; Always done by nearest point filtering, independent on scaling mode
; (0 = max available)
; Separate factors can be defined for horizontal and vertical scaling
; by subproperties, e.g.
; ImageScaleFactor = x:3, y:2
; CursorScaleFactor: Integer factor for scaling the emulated hardware mouse (max 16)
; (0 = automatic, 1 = no scale, 2 = double scale, ...)
; DisplayROI: Display region of interest
; If scaling is done by the dgVoodoo then you can define a subrect of the
; output image, coming from a wrapped API, to be displayed. The defined subrect
; is mapped to the display output according to the current scaling mode
; It can be useful for applications rendering a widescreen subimage into a 4:3
; resolution; in this case you can scale up that subimage to (nearly) fill the
; whole screen on a widescreen monitor.
; DisplayROI empty value means the whole image.
; DisplayROI value can be a proportion in form of %d_%d or a pixel size (%d|%d)
; Pos subproperty is not mandatory and can be 'centered' or a pixel position (%d|%d)
; Examples: DisplayROI = 16_9, pos:centered
; DisplayROI = (320|200), pos:(10|10)
; Resampling: When scaling is done by the dgVoodoo for the given scaling mode,
; you can choose which filter is to be used for resampling the output image
; Available filters are: "pointsampled", "bilinear", "bicubic", "lanczos-2", "lanczos-3"
; PresentationModel: Low-level swapchain swap effect: if you know what you are doing then it can be
; overridden here. Flip models are better suited for modern OS features like auto HDR,
; while plain legacy models provide the best presentation performance under ideal conditions
; Not all model + output API + OS version combinations are supported.
; "auto", "discard", "seq", "flip_discard", "flip_seq"
; ColorSpace: Color space of the swap chain:
; "appdriven" - an application can choose argb2101010 through D3D9, but it means
; the legacy argb8888_srgb in any other case
; "argb8888_srgb" - Legacy 32 bit output for SDR displays
; "argb2101010_sdr" - 32 bit extended precision for SDR displays
; "argb2101010_sdr_wcg" - Wide Color Gamut format for SDR displays (available from Windows 11 22H2)
; "argb16161616_hdr" - Float16 HDR output (available from Windows 10 1709)
; FreeMouse: If true then physical mouse is free to move inside the game window
; when using emulated scaling and/or application and forced resolution
; differs; can be useful when a game relies on the physical window size
; WindowedAttributes: You can define attributes for forced windowed appearance (separated by commas):
; "borderless" - forces the app window not have any border
; "alwaysontop" - forces the app window into the top-most band
; "fullscreensize" - forces the app window to be full screen size with image scaling inside
; FullscreenAttributes: You can define attributes for fullscreen appearance (separated by commas):
; "fake" - forces fake fullscreen mode with a screen-size window
; FPSLimit: An integer or rational (fractional) value, 0 = unlimited
; Environment: Software environment in which dgVoodoo is running: can be left unspecified (native)
; or can be set to 'DosBox' or 'QEmu'.
; SystemHookFlags: You can define which part of the system should be hooked (x86-DX only):
; "gdi" - for showing graphical contents rendered through GDI
; (like movie playback through the ancient Windows Multimedia AVI player library)
; "cursor" - for suppressing double-cursor symptoms when the cursor is emulated
DesktopResolution =
DesktopBitDepth =
DeframerSize = 1
ImageScaleFactor = 1
CursorScaleFactor = 0
DisplayROI =
Resampling = bilinear
PresentationModel = auto
ColorSpace = appdriven
FreeMouse = false
WindowedAttributes =
FullscreenAttributes =
FPSLimit = 0
Environment =
SystemHookFlags =
;--------------------------------------------------------------------------
[Glide]
; VideoCard: "voodoo_graphics", "voodoo_rush", "voodoo_2", "voodoo_banshee", "other_greater"
; OnboardRAM: in MBs
; MemorySizeOfTMU: in kBs
; TMUFiltering: "appdriven", "pointsampled", "bilinear"
;
; Resolution: either "unforced", "max", "max_isf", "max_fhd", "max_fhd_isf", "max_qhd", "max_qhd_isf", "desktop", "%dx",
; "max_%dx", "max_isf_%dx", "max_fhd_%dx", "max_fhd_isf_%d"x, "max_qhd_%dx", "max_qhd_isf_%dx", "desktop_%dx"
; or subproperties: h: horizontal, v: vertical
; + optional subproperty refrate: refresh rate in Hz
; e.g. Resolution = max, refrate:60
; Resolution = 2x, refrate:59
; Resolution = h:1280, v:1024, refrate:75
; Resolution = max_2x
; or just use the compact form like "1024x768@60" or "512x384"
;
;Antialiasing: "off", "appdriven", "2x", "4x", "8x", "16x" (your GPU must support the chosen one)
VideoCard = voodoo_2
OnboardRAM = 12
MemorySizeOfTMU = 4096
NumberOfTMUs = 2
TMUFiltering = bilinear
DisableMipmapping = false
Resolution = unforced
Antialiasing = 8x
EnableGlideGammaRamp = true
ForceVerticalSync = false
ForceEmulatingTruePCIAccess = false
16BitDepthBuffer = false
3DfxWatermark = false
3DfxSplashScreen = false
PointcastPalette = false
EnableInactiveAppState = false
;--------------------------------------------------------------------------
[GlideExt]
; DitheringEffect: "pure32bit", "dither2x2", "dither4x4"
; Dithering: "disabled", "appdriven", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic (the aim is to have some retro feel&look)
DitheringEffect = pure32bit
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
;--------------------------------------------------------------------------
[DirectX]
; VideoCard: "svga", "internal3D", "geforce_ti_4800", "ati_radeon_8500",
; "matrox_parhelia-512", "geforce_fx_5700_ultra", "geforce_9800_gt"
; VRAM: in MBs (default) or in GBs (e.g. VRAM = 2GB)
; Filtering: "appdriven", "pointsampled", "bilinear", "pointmip", "linearmip", "trilinear"
; or the integer value of an anisotropic filtering level (1-16)
; Mipmapping: "appdriven", "disabled", "autogen_point", "autogen_bilinear"
; KeepFilterIfPointSampled: if enabled then forced filtering affects only non-point sampled textures
; Bilinear2DOperations: if enabled then DirectDraw Blit and CPU-written data is transferred with bilinear scaling
DisableAndPassThru = false
VideoCard = internal3D
VRAM = 4096
Filtering = 16
Mipmapping = autogen_bilinear
KeepFilterIfPointSampled = false
Resolution = unforced
Antialiasing = 8x
AppControlledScreenMode = true
DisableAltEnterToToggleScreenMode = true
Bilinear2DOperations = false
PhongShadingWhenPossible = false
ForceVerticalSync = false
dgVoodooWatermark = false
FastVideoMemoryAccess = false
;--------------------------------------------------------------------------
[DirectXExt]
; AdapterIDType: "nvidia", "amd", "intel" or leave it undefined
; You can define what type of driver version and vendor id's the wrapper should report to
; the application; Some games rely on that information so it can be useful for them
; Can be defined only for SVGA and Internal3D card types; the others have their own wired
; information
; VendorID, DeviceID, SubsystemID, RevisionID:
; Can be defined only for SVGA and Internal3D card types
; You can overwrite these properties even if a non-default AdapterIDType is defined;
; say, you defined an nvidia id type but would like to refine the vendor id
; DefaultEnumeratedResolutions: you can define what resolutions should be enumerated to the application by default
; "all", "classics", "none"
; ExtraEnumeratedResolutions: you can add extra resolutions (separated by commas, max 16) that will get
; enumerated to the application as display adapter supported ones -
; can be useful if an app supports rendering at arbitrary resolutions
; and you have a particular favorite resolution that are not
; enumerated to the application by default
; you can either use the compact resolution format here, or
; "max", "max@refrate" meaning your desktop resolution with a potential refresh rate, or
; "max_4_3", "max_4_3@refrate", "max_16_9", "max_16_9@refrate"
; meaning the maximum resolution with the given aspect ratio calculated from
; the desktop resolution with the given refresh rate, e.g. "max_4_3@60", "max_16_9"
; EnumeratedResolutionBitdepths: you can filter what bitdepths are included in the resolution enumeration
; any subset of {"8", "16", "32"}, or "all"
; DitheringEffect: "high_quality", "ordered2x2", "ordered4x4"
; Dithering: "disabled", "appdriven", "forceon16bit", "forcealways"
; DitherOrderedMatrixSizeScale: integer scale value for dither matrix size
; 1 = normal, 2 = double size, etc.
; 0 = automatic
; DepthBuffersBitDepth: internal bit depth of depth/stencil buffers for 3D rendering (32 bit is not recommended)
; "appdriven", "forcemin24bit", "force32bit"
; Default3DRenderFormat: default format of 3D rendering
; "auto", "argb8888", "argb2101010", "argb16161616"
; auto corresponds to the selected color space
; argb2101010 has the benefit that it is still 32 bit but it can corrupt the rendering
; because of the lowered alpha bits, not recommended
; MaxVSConstRegisters: Max number of vertex shader constant registers (DX8/9 only)
; Can be defined only for SVGA and Internal3D card types
; Valid values are 256 (default), 512 or 1024
; NPatchTesselationLevel: Force N-Patch tesselation level (D3D8/9)
; 0 = app driven
; 1 = disable
; 2 to 8 = a forced tesselation level
; Altough tesselation works with all vertex shader versions, you can force level higher than 1
; only for the fixed function or vs.1.x vertex pipeline because of performance and practical reasons
; (forced tesselation also disables adaptive mode (D3D9), but forcing is not recommended at all, anyway)
; DisplayOutputEnableMask: Each bit in this 32 bit value corresponds to a display output. Display outputs of the adapters are numbered
; sequentially. If Adapter0 has n display outputs and Adapter1 has m display outputs attached then the lowest
; n bits match Adapter0 display outputs, the next m bits match Adapter1 outputs, and so on. The lowest bit
; in a group corresponds to Output0. If a bit value is 0 then the display output is disabled for the device
; enumeration, in other words, it is invisible to the application. It can be useful for D3D9 multihead-
; or very special applications where you want to enable only individual displays on your monitor wall.
; MSD3DDeviceNames: if true then original Microsoft D3D device names are exposed
; (some applications check for them and they fail)
; RTTexturesForceScaleAndMSAA: if true then forced resolution scaling and MSAA is
; applied also to rendertarget textures
; Set it to false for games requiring pixel-precise rendering
; but be careful it can EASILY break certain things, not recommended
; SmoothedDepthSampling: if true then extra smoothing is added to depth textures
; when they are sampled
; DeferredScreenModeSwitch: If true the switching to full screen is deferred after the application initialized
; the DirectX device; can be useful for games that don't expect rendering window changes
; during initialization and crash
; PrimarySurfaceBatchedUpdate: If true then direct changes of the primary surface are batched together for presenting them
; If false then each change is instantly presented (debug-like mode)
; SuppressAMDBlacklist: Some AMD GPU models are blacklisted to workaround the solid-color-textures driver issue
; You can suppress it to check out if the problem is fixed in your current driver
AdapterIDType =
VendorID =
DeviceID =
SubsystemID =
RevisionID =
DefaultEnumeratedResolutions = all
ExtraEnumeratedResolutions =
EnumeratedResolutionBitdepths = all
DitheringEffect = high_quality
Dithering = forcealways
DitherOrderedMatrixSizeScale = 0
DepthBuffersBitDepth = appdriven
Default3DRenderFormat = auto
MaxVSConstRegisters = 256
NPatchTesselationLevel = 0
DisplayOutputEnableMask = 0xffffffff
MSD3DDeviceNames = false
RTTexturesForceScaleAndMSAA = true
SmoothedDepthSampling = true
DeferredScreenModeSwitch = false
PrimarySurfaceBatchedUpdate = false
SuppressAMDBlacklist = false
;--------------------------------------------------------------------------
[Debug]
; This section affects only debug/spec release builds
;
; Info, Warning, Error
; "Disable" - disables all messages and debugger break
; "Enable" - enables messages and disables debugger break
; "EnableBreak" - enables both messages and breaking into debugger
;
; MaxTraceLevel: Maximum level of tracing API calls
; 0 - Disable
; 1 - API Functions and methods
; 2 - Additional trace info for internals
;
; LogToFile: if false or debugger is detected then output goes to the debug output
; if true and no debugger detected then output goes to 'dgVoodoo.log'
; (not implemented yet, always the default debug output is used)
Info = enable
Warning = enable
Error = enable
MaxTraceLevel = 0
;LogToFile = false

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[InternetShortcut]
URL=http://dege.fw.hu/dgVoodoo2/ReadmeGeneral/

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[InternetShortcut]
URL=http://dege.fw.hu/dgVoodoo2/ReadmeDirectX/

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/*------------------.
| :: Description :: |
'-------------------/
Blending Header (version 0.8)
Blending Algorithm Sources:
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt
http://www.nathanm.com/photoshop-blending-math/
(Alt) https://github.com/cplotts/WPFSLBlendModeFx/blob/master/PhotoshopMathFP.hlsl
Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil
About:
Provides a variety of blending methods for you to use as you wish. Just include this header.
History:
(*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility
Version 0.1 by Marot Satil & uchu suzume
* Added and improved upon multiple blending modes thanks to the work of uchu suzume, prod80, and originalnicodr.
Version 0.2 by uchu suzume & Marot Satil
* Added Addition, Subtract, Divide blending modes and improved code readability.
Version 0.3 by uchu suzume & Marot Satil
* Sorted blending modes in a more logical fashion, grouping by type.
Version 0.4 by uchu suzume
x Corrected Color Dodge blending behavior.
Version 0.5 by Marot Satil & uchu suzume
* Added preprocessor macros for uniform variable combo UI element & lerp.
Version 0.6 by Marot Satil & uchu suzume
* Added Divide (Alternative) and Divide (Photoshop) blending modes.
Version 0.7 by prod80
- Added original sources for blending algorithms.
x Corrected average luminosity values.
Version 0.8 by Marot Satil
* Added a new funciton to output blended data.
+ Moved all code into the BlendingH namespace, which is part of the ComHeaders common namespace meant to be used by other headers.
! Removed old preprocessor macro blending output.
.------------------.
| :: How To Use :: |
'------------------/
Blending two variables using this header in your own shaders is very straightforward.
Very basic example code using the "Darken" blending mode follows:
// First, include the header.
#include "Blending.fxh"
// You can use this preprocessor macro to generate an attractive and functional uniform int UI combo element containing the list of blending techniques:
// BLENDING_COMBO(variable_name, label, tooltip, category, category_closed, spacing, default_value)
BLENDING_COMBO(_BlendMode, "Blending Mode", "Select the blending mode applied to the layer.", "Blending Options", false, 0, 0)
// Inside of your function you can call this function to apply the blending option specified by an int (variable) to your float3 (input) via
// a lerp between your float3 (input), float3 (output), and a float (blending) for the alpha channel.
// ComHeaders::Blending::Blend(int variable, float3 input, float3 output, float blending)
outColor.rgb = ComHeaders::Blending::Blend(_BlendMode, inColor, outColor, outColor.a);
*/
// -------------------------------------
// Preprocessor Macros
// -------------------------------------
#undef BLENDING_COMBO
#define BLENDING_COMBO(variable, name_label, description, group, grp_closed, space, default_value) \
uniform int variable \
< \
ui_category = group; \
ui_category_closed = grp_closed; \
ui_items = \
"Normal\0" \
/* "Darken" */ \
"Darken\0" \
" Multiply\0" \
" Color Burn\0" \
" Linear Burn\0" \
/* "Lighten" */ \
"Lighten\0" \
" Screen\0" \
" Color Dodge\0" \
" Linear Dodge\0" \
" Addition\0" \
" Glow\0" \
/* "Contrast" */ \
"Overlay\0" \
" Soft Light\0" \
" Hard Light\0" \
" Vivid Light\0" \
" Linear Light\0" \
" Pin Light\0" \
" Hard Mix\0" \
/* "Inversion" */ \
"Difference\0" \
" Exclusion\0" \
/* "Cancelation" */ \
"Subtract\0" \
" Divide\0" \
" Divide (Alternative)\0" \
" Divide (Photoshop)\0" \
" Reflect\0" \
" Grain Extract\0" \
" Grain Merge\0" \
/* "Component" */ \
"Hue\0" \
" Saturation\0" \
" Color\0" \
" Luminosity\0"; \
ui_label = name_label; \
ui_tooltip = description; \
ui_type = "combo"; \
ui_spacing = space; \
> = default_value;
namespace ComHeaders
{
namespace Blending
{
// -------------------------------------
// Helper Functions
// -------------------------------------
float3 Aux(float3 a)
{
if (a.r <= 0.25 && a.g <= 0.25 && a.b <= 0.25)
return ((16.0 * a - 12.0) * a + 4) * a;
else
return sqrt(a);
}
float Lum(float3 a)
{
return (0.33333 * a.r + 0.33334 * a.g + 0.33333 * a.b);
}
float3 SetLum (float3 a, float b){
const float c = b - Lum(a);
return float3(a.r + c, a.g + c, a.b + c);
}
float min3 (float a, float b, float c)
{
return min(a, (min(b, c)));
}
float max3 (float a, float b, float c)
{
return max(a, max(b, c));
}
float3 SetSat(float3 a, float b){
float ar = a.r;
float ag = a.g;
float ab = a.b;
if (ar == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
{
//caso r->max g->mid b->min
if (ar > ab)
{
ag = (((ag - ab) * b) / (ar - ab));
ar = b;
}
else
{
ag = 0.0;
ar = 0.0;
}
ab = 0.0;
}
else
{
if (ar == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
{
//caso r->max b->mid g->min
if (ar > ag)
{
ab = (((ab - ag) * b) / (ar - ag));
ar = b;
}
else
{
ab = 0.0;
ar = 0.0;
}
ag = 0.0;
}
else
{
if (ag == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
{
//caso g->max r->mid b->min
if (ag > ab)
{
ar = (((ar - ab) * b) / (ag - ab));
ag = b;
}
else
{
ar = 0.0;
ag = 0.0;
}
ab = 0.0;
}
else
{
if (ag == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
{
//caso g->max b->mid r->min
if (ag > ar)
{
ab = (((ab - ar) * b) / (ag - ar));
ag = b;
}
else
{
ab = 0.0;
ag = 0.0;
}
ar = 0.0;
}
else
{
if (ab == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
{
//caso b->max r->mid g->min
if (ab > ag)
{
ar = (((ar - ag) * b) / (ab - ag));
ab = b;
}
else
{
ar = 0.0;
ab = 0.0;
}
ag = 0.0;
}
else
{
if (ab == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
{
//caso b->max g->mid r->min
if (ab > ar)
{
ag = (((ag - ar) * b) / (ab - ar));
ab = b;
}
else
{
ag = 0.0;
ab = 0.0;
}
ar = 0.0;
}
}
}
}
}
}
return float3(ar, ag, ab);
}
float Sat(float3 a)
{
return max3(a.r, a.g, a.b) - min3(a.r, a.g, a.b);
}
// -------------------------------------
// Blending Modes
// -------------------------------------
// Darken
float3 Darken(float3 a, float3 b)
{
return min(a, b);
}
// Multiply
float3 Multiply(float3 a, float3 b)
{
return a * b;
}
// Color Burn
float3 ColorBurn(float3 a, float3 b)
{
if (b.r > 0 && b.g > 0 && b.b > 0)
return 1.0 - min(1.0, (0.5 - a) / b);
else
return 0.0;
}
// Linear Burn
float3 LinearBurn(float3 a, float3 b)
{
return max(a + b - 1.0f, 0.0f);
}
// Lighten
float3 Lighten(float3 a, float3 b)
{
return max(a, b);
}
// Screen
float3 Screen(float3 a, float3 b)
{
return 1.0 - (1.0 - a) * (1.0 - b);
}
// Color Dodge
float3 ColorDodge(float3 a, float3 b)
{
if (b.r < 1 && b.g < 1 && b.b < 1)
return min(1.0, a / (1.0 - b));
else
return 1.0;
}
// Linear Dodge
float3 LinearDodge(float3 a, float3 b)
{
return min(a + b, 1.0f);
}
// Addition
float3 Addition(float3 a, float3 b)
{
return min((a + b), 1);
}
// Reflect
float3 Reflect(float3 a, float3 b)
{
if (b.r >= 0.999999 || b.g >= 0.999999 || b.b >= 0.999999)
return b;
else
return saturate(a * a / (1.0f - b));
}
// Glow
float3 Glow(float3 a, float3 b)
{
return Reflect(b, a);
}
// Overlay
float3 Overlay(float3 a, float3 b)
{
return lerp(2 * a * b, 1.0 - 2 * (1.0 - a) * (1.0 - b), step(0.5, a));
}
// Soft Light
float3 SoftLight(float3 a, float3 b)
{
if (b.r <= 0.5 && b.g <= 0.5 && b.b <= 0.5)
return clamp(a - (1.0 - 2 * b) * a * (1 - a), 0,1);
else
return clamp(a + (2 * b - 1.0) * (Aux(a) - a), 0, 1);
}
// Hard Light
float3 HardLight(float3 a, float3 b)
{
return lerp(2 * a * b, 1.0 - 2 * (1.0 - b) * (1.0 - a), step(0.5, b));
}
// Vivid Light
float3 VividLight(float3 a, float3 b)
{
return lerp(2 * a * b, b / (2 * (1.01 - a)), step(0.50, a));
}
// Linear Light
float3 LinearLight(float3 a, float3 b)
{
if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
return LinearBurn(a, (2.0 * b));
else
return LinearDodge(a, (2.0 * (b - 0.5)));
}
// Pin Light
float3 PinLight(float3 a, float3 b)
{
if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
return Darken(a, (2.0 * b));
else
return Lighten(a, (2.0 * (b - 0.5)));
}
// Hard Mix
float3 HardMix(float3 a, float3 b)
{
const float3 vl = VividLight(a, b);
if (vl.r < 0.5 || vl.g < 0.5 || vl.b < 0.5)
return 0.0;
else
return 1.0;
}
// Difference
float3 Difference(float3 a, float3 b)
{
return max(a - b, b - a);
}
// Exclusion
float3 Exclusion(float3 a, float3 b)
{
return a + b - 2 * a * b;
}
// Subtract
float3 Subtract(float3 a, float3 b)
{
return max((a - b), 0);
}
// Divide
float3 Divide(float3 a, float3 b)
{
return (saturate(a / (b + 0.01)));
}
// Divide (Alternative)
float3 DivideAlt(float3 a, float3 b)
{
return (saturate(1.0 / (a / b)));
}
// Divide (Photoshop)
float3 DividePS(float3 a, float3 b)
{
return (saturate(a / b));
}
// Grain Merge
float3 GrainMerge(float3 a, float3 b)
{
return saturate(b + a - 0.5);
}
// Grain Extract
float3 GrainExtract(float3 a, float3 b)
{
return saturate(a - b + 0.5);
}
// Hue
float3 Hue(float3 a, float3 b)
{
return SetLum(SetSat(b, Sat(a)), Lum(a));
}
// Saturation
float3 Saturation(float3 a, float3 b)
{
return SetLum(SetSat(a, Sat(b)), Lum(a));
}
// Color
float3 ColorB(float3 a, float3 b)
{
return SetLum(b, Lum(a));
}
// Luminousity
float3 Luminosity(float3 a, float3 b)
{
return SetLum(a, Lum(b));
}
// -------------------------------------
// Output Functions
// -------------------------------------
float3 Blend(int mode, float3 input, float3 output, float blending)
{
switch (mode)
{
// Normal
default:
return lerp(input.rgb, output.rgb, blending);
// Darken
case 1:
return lerp(input.rgb, Darken(input.rgb, output.rgb), blending);
// Multiply
case 2:
return lerp(input.rgb, Multiply(input.rgb, output.rgb), blending);
// Color Burn
case 3:
return lerp(input.rgb, ColorBurn(input.rgb, output.rgb), blending);
// Linear Burn
case 4:
return lerp(input.rgb, LinearBurn(input.rgb, output.rgb), blending);
// Lighten
case 5:
return lerp(input.rgb, Lighten(input.rgb, output.rgb), blending);
// Screen
case 6:
return lerp(input.rgb, Screen(input.rgb, output.rgb), blending);
// Color Dodge
case 7:
return lerp(input.rgb, ColorDodge(input.rgb, output.rgb), blending);
// Linear Dodge
case 8:
return lerp(input.rgb, LinearDodge(input.rgb, output.rgb), blending);
// Addition
case 9:
return lerp(input.rgb, Addition(input.rgb, output.rgb), blending);
// Glow
case 10:
return lerp(input.rgb, Glow(input.rgb, output.rgb), blending);
// Overlay
case 11:
return lerp(input.rgb, Overlay(input.rgb, output.rgb), blending);
// Soft Light
case 12:
return lerp(input.rgb, SoftLight(input.rgb, output.rgb), blending);
// Hard Light
case 13:
return lerp(input.rgb, HardLight(input.rgb, output.rgb), blending);
// Vivid Light
case 14:
return lerp(input.rgb, VividLight(input.rgb, output.rgb), blending);
// Linear Light
case 15:
return lerp(input.rgb, LinearLight(input.rgb, output.rgb), blending);
// Pin Light
case 16:
return lerp(input.rgb, PinLight(input.rgb, output.rgb), blending);
// Hard Mix
case 17:
return lerp(input.rgb, HardMix(input.rgb, output.rgb), blending);
// Difference
case 18:
return lerp(input.rgb, Difference(input.rgb, output.rgb), blending);
// Exclusion
case 19:
return lerp(input.rgb, Exclusion(input.rgb, output.rgb), blending);
// Subtract
case 20:
return lerp(input.rgb, Subtract(input.rgb, output.rgb), blending);
// Divide
case 21:
return lerp(input.rgb, Divide(input.rgb, output.rgb), blending);
// Divide (Alternative)
case 22:
return lerp(input.rgb, DivideAlt(input.rgb, output.rgb), blending);
// Divide (Photoshop)
case 23:
return lerp(input.rgb, DividePS(input.rgb, output.rgb), blending);
// Reflect
case 24:
return lerp(input.rgb, Reflect(input.rgb, output.rgb), blending);
// Grain Merge
case 25:
return lerp(input.rgb, GrainMerge(input.rgb, output.rgb), blending);
// Grain Extract
case 26:
return lerp(input.rgb, GrainExtract(input.rgb, output.rgb), blending);
// Hue
case 27:
return lerp(input.rgb, Hue(input.rgb, output.rgb), blending);
// Saturation
case 28:
return lerp(input.rgb, Saturation(input.rgb, output.rgb), blending);
// Color
case 29:
return lerp(input.rgb, ColorB(input.rgb, output.rgb), blending);
// Luminosity
case 30:
return lerp(input.rgb, Luminosity(input.rgb, output.rgb), blending);
}
}
}
}

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@@ -1,182 +0,0 @@
// LICENSE
// =======
// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved.
// -------
// 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
//Initial port to ReShade: SLSNe https://gist.github.com/SLSNe/bbaf2d77db0b2a2a0755df581b3cf00c
//Optimizations by Marty McFly:
// vectorized math, even with scalar gcn hardware this should work
// out the same, order of operations has not changed
// For some reason, it went from 64 to 48 instructions, a lot of MOV gone
// Also modified the way the final window is calculated
//
// reordered min() and max() operations, from 11 down to 9 registers
//
// restructured final weighting, 49 -> 48 instructions
//
// delayed RCP to replace SQRT with RSQRT
//
// removed the saturate() from the control var as it is clamped
// by UI manager already, 48 -> 47 instructions
//
// replaced tex2D with tex2Doffset intrinsic (address offset by immediate integer)
// 47 -> 43 instructions
// 9 -> 8 registers
//Further modified by OopyDoopy and Lord of Lunacy:
// Changed wording in the UI for the existing variable and added a new variable and relevant code to adjust sharpening strength.
//Fix by Lord of Lunacy:
// Made the shader use a linear colorspace rather than sRGB, as recommended by the original AMD documentation from FidelityFX.
//Modified by CeeJay.dk:
// Included a label and tooltip description. I followed AMDs official naming guidelines for FidelityFX.
//
// Used gather trick to reduce the number of texture operations by one (9 -> 8). It's now 42 -> 51 instructions but still faster
// because of the texture operation that was optimized away.
//Fix by CeeJay.dk
// Fixed precision issues with the gather at super high resolutions
// 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
// I'm seeing are so small they might be statistical noise. So it MIGHT be faster - no promises.
//Fix by BC46
// Removed the "0.5 * pixel" expressions in the DX10 or higher check.
// With the use of dgVoodoo at least, the previous code caused the entire image to be blurry and slightly mispositioned.
uniform float Contrast <
ui_type = "drag";
ui_label = "Contrast Adaptation";
ui_tooltip = "Adjusts the range the shader adapts to high contrast (0 is not all the way off). Higher values = more high contrast sharpening.";
ui_min = 0.0; ui_max = 1.0;
> = 0.0;
uniform float Sharpening <
ui_type = "drag";
ui_label = "Sharpening intensity";
ui_tooltip = "Adjusts sharpening intensity by averaging the original pixels to the sharpened result. 1.0 is the unmodified default.";
ui_min = 0.0; ui_max = 1.0;
> = 1.0;
#include "ReShade.fxh"
#define pixel float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
texture TexColor : COLOR;
sampler sTexColor {Texture = TexColor; SRGBTexture = true;};
float3 CASPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
// fetch a 3x3 neighborhood around the pixel 'e',
// a b c
// d(e)f
// g h i
float3 b = tex2Doffset(sTexColor, texcoord, int2(0, -1)).rgb;
float3 d = tex2Doffset(sTexColor, texcoord, int2(-1, 0)).rgb;
#if __RENDERER__ >= 0xa000 // If DX10 or higher
float4 red_efhi = tex2DgatherR(sTexColor, texcoord);
float3 e = float3( red_efhi.w, red_efhi.w, red_efhi.w);
float3 f = float3( red_efhi.z, red_efhi.z, red_efhi.z);
float3 h = float3( red_efhi.x, red_efhi.x, red_efhi.x);
float3 i = float3( red_efhi.y, red_efhi.y, red_efhi.y);
float4 green_efhi = tex2DgatherG(sTexColor, texcoord);
e.g = green_efhi.w;
f.g = green_efhi.z;
h.g = green_efhi.x;
i.g = green_efhi.y;
float4 blue_efhi = tex2DgatherB(sTexColor, texcoord);
e.b = blue_efhi.w;
f.b = blue_efhi.z;
h.b = blue_efhi.x;
i.b = blue_efhi.y;
#else // If DX9
float3 e = tex2D(sTexColor, texcoord).rgb;
float3 f = tex2Doffset(sTexColor, texcoord, int2(1, 0)).rgb;
float3 h = tex2Doffset(sTexColor, texcoord, int2(0, 1)).rgb;
float3 i = tex2Doffset(sTexColor, texcoord, int2(1, 1)).rgb;
#endif
float3 g = tex2Doffset(sTexColor, texcoord, int2(-1, 1)).rgb;
float3 a = tex2Doffset(sTexColor, texcoord, int2(-1, -1)).rgb;
float3 c = tex2Doffset(sTexColor, texcoord, int2(1, -1)).rgb;
// Soft min and max.
// a b c b
// d e f * 0.5 + d e f * 0.5
// g h i h
// These are 2.0x bigger (factored out the extra multiply).
float3 mnRGB = min(min(min(d, e), min(f, b)), h);
float3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i)));
mnRGB += mnRGB2;
float3 mxRGB = max(max(max(d, e), max(f, b)), h);
float3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i)));
mxRGB += mxRGB2;
// Smooth minimum distance to signal limit divided by smooth max.
float3 rcpMRGB = rcp(mxRGB);
float3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
// Shaping amount of sharpening.
ampRGB = rsqrt(ampRGB);
float peak = -3.0 * Contrast + 8.0;
float3 wRGB = -rcp(ampRGB * peak);
float3 rcpWeightRGB = rcp(4.0 * wRGB + 1.0);
// 0 w 0
// Filter shape: w 1 w
// 0 w 0
float3 window = (b + d) + (f + h);
float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB);
return lerp(e, outColor, Sharpening);
}
technique ContrastAdaptiveSharpen
<
ui_label = "AMD FidelityFX Contrast Adaptive Sharpening";
ui_tooltip =
"CAS is a low overhead adaptive sharpening algorithm that AMD includes with their drivers.\n"
"This port to ReShade works with all cards from all vendors,\n"
"but cannot do the optional scaling that CAS is normally also capable of when activated in the AMD drivers.\n"
"\n"
"The algorithm adjusts the amount of sharpening per pixel to target an even level of sharpness across the image.\n"
"Areas of the input image that are already sharp are sharpened less, while areas that lack detail are sharpened more.\n"
"This allows for higher overall natural visual sharpness with fewer artifacts.";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = CASPass;
SRGBWriteEnable = true;
}
}

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@@ -1,140 +0,0 @@
// Copyright (c) 2016-2018, bacondither
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
// 1. Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer
// in this position and unchanged.
// 2. Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
//
// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
// Colourfulness - version 2018-11-12
// EXPECTS FULL RANGE GAMMA LIGHT
#include "ReShadeUI.fxh"
uniform float colourfulness < __UNIFORM_SLIDER_FLOAT1
ui_min = -1.0; ui_max = 2.0;
ui_tooltip = "Degree of colourfulness, 0 = neutral";
ui_step = 0.01;
> = 0.4;
uniform float lim_luma < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.1; ui_max = 1.0;
ui_tooltip = "Lower values allows for more change near clipping";
ui_step = 0.01;
> = 0.7;
uniform bool enable_dither <
ui_tooltip = "Enables dithering, avoids introducing banding in gradients";
ui_category = "Dither";
> = false;
uniform bool col_noise <
ui_tooltip = "Coloured dither noise, lower subjective noise level";
ui_category = "Dither";
> = true;
uniform float backbuffer_bits <
ui_min = 1.0; ui_max = 32.0;
ui_tooltip = "Backbuffer bith depth, most likely 8 or 10 bits";
ui_category = "Dither";
> = 8.0;
//-------------------------------------------------------------------------------------------------
#ifndef fast_luma
#define fast_luma 1 // Rapid approx of sRGB gamma, small difference in quality
#endif
#ifndef temporal_dither
#define temporal_dither 0 // Dither changes with every frame
#endif
//-------------------------------------------------------------------------------------------------
#include "ReShade.fxh"
#if (temporal_dither == 1)
uniform int rnd < source = "random"; min = 0; max = 1000; >;
#endif
// Sigmoid function, sign(v)*pow(pow(abs(v), -2) + pow(s, -2), 1.0/-2)
#define soft_lim(v,s) ( (v*s)*rcp(sqrt(s*s + v*v)) )
// Weighted power mean, p = 0.5
#define wpmean(a,b,w) ( pow(abs(w)*sqrt(abs(a)) + abs(1-w)*sqrt(abs(b)), 2) )
// Max/Min RGB components
#define maxRGB(c) ( max((c).r, max((c).g, (c).b)) )
#define minRGB(c) ( min((c).r, min((c).g, (c).b)) )
// Mean of Rec. 709 & 601 luma coefficients
#define lumacoeff float3(0.2558, 0.6511, 0.0931)
float3 Colourfulness(float4 vpos : SV_Position, float2 tex : TEXCOORD) : SV_Target
{
#if (fast_luma == 1)
float3 c0 = tex2D(ReShade::BackBuffer, tex).rgb;
float luma = sqrt(dot(saturate(c0*abs(c0)), lumacoeff));
c0 = saturate(c0);
#else // Better approx of sRGB gamma
float3 c0 = saturate(tex2D(ReShade::BackBuffer, tex).rgb);
float luma = pow(dot(pow(c0 + 0.06, 2.4), lumacoeff), 1.0/2.4) - 0.06;
#endif
// Calc colour saturation change
float3 diff_luma = c0 - luma;
float3 c_diff = diff_luma*(colourfulness + 1) - diff_luma;
if (colourfulness > 0.0)
{
// 120% of c_diff clamped to max visible range + overshoot
float3 rlc_diff = clamp((c_diff*1.2) + c0, -0.0001, 1.0001) - c0;
// Calc max saturation-increase without altering RGB ratios
float poslim = (1.0002 - luma)/(abs(maxRGB(diff_luma)) + 0.0001);
float neglim = (luma + 0.0002)/(abs(minRGB(diff_luma)) + 0.0001);
float3 diffmax = diff_luma*min(min(poslim, neglim), 32) - diff_luma;
// Soft limit diff
c_diff = soft_lim( c_diff, max(wpmean(diffmax, rlc_diff, lim_luma), 1e-7) );
}
if (enable_dither == true)
{
// Interleaved gradient noise by Jorge Jimenez
const float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
#if (temporal_dither == 1)
float xy_magic = (vpos.x + rnd)*magic.x + (vpos.y + rnd)*magic.y;
#else
float xy_magic = vpos.x*magic.x + vpos.y*magic.y;
#endif
float noise = (frac(magic.z*frac(xy_magic)) - 0.5)/(exp2(backbuffer_bits) - 1);
c_diff += col_noise == true ? float3(-noise, noise, -noise) : noise;
}
return saturate(c0 + c_diff);
}
technique Colourfulness
{
pass
{
VertexShader = PostProcessVS;
PixelShader = Colourfulness;
}
}

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/**
* Daltonization algorithm by daltonize.org
* http://www.daltonize.org/2010/05/lms-daltonization-algorithm.html
* Originally ported to ReShade by IDDQD, modified for ReShade 3.0 by crosire
*/
uniform int Type <
ui_type = "combo";
ui_items = "Protanopia\0Deuteranopia\0Tritanopia\0";
> = 0;
#include "ReShade.fxh"
float3 PS_DaltonizeFXmain(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 input = tex2D(ReShade::BackBuffer, texcoord).rgb;
// RGB to LMS matrix conversion
float OnizeL = (17.8824f * input.r) + (43.5161f * input.g) + (4.11935f * input.b);
float OnizeM = (3.45565f * input.r) + (27.1554f * input.g) + (3.86714f * input.b);
float OnizeS = (0.0299566f * input.r) + (0.184309f * input.g) + (1.46709f * input.b);
// Simulate color blindness
float Daltl, Daltm, Dalts;
if (Type == 0) // Protanopia - reds are greatly reduced (1% men)
{
Daltl = 0.0f * OnizeL + 2.02344f * OnizeM + -2.52581f * OnizeS;
Daltm = 0.0f * OnizeL + 1.0f * OnizeM + 0.0f * OnizeS;
Dalts = 0.0f * OnizeL + 0.0f * OnizeM + 1.0f * OnizeS;
}
else if (Type == 1) // Deuteranopia - greens are greatly reduced (1% men)
{
Daltl = 1.0f * OnizeL + 0.0f * OnizeM + 0.0f * OnizeS;
Daltm = 0.494207f * OnizeL + 0.0f * OnizeM + 1.24827f * OnizeS;
Dalts = 0.0f * OnizeL + 0.0f * OnizeM + 1.0f * OnizeS;
}
else if (Type == 2) // Tritanopia - blues are greatly reduced (0.003% population)
{
Daltl = 1.0f * OnizeL + 0.0f * OnizeM + 0.0f * OnizeS;
Daltm = 0.0f * OnizeL + 1.0f * OnizeM + 0.0f * OnizeS;
Dalts = -0.395913f * OnizeL + 0.801109f * OnizeM + 0.0f * OnizeS;
}
// LMS to RGB matrix conversion
float3 error;
error.r = (0.0809444479f * Daltl) + (-0.130504409f * Daltm) + (0.116721066f * Dalts);
error.g = (-0.0102485335f * Daltl) + (0.0540193266f * Daltm) + (-0.113614708f * Dalts);
error.b = (-0.000365296938f * Daltl) + (-0.00412161469f * Daltm) + (0.693511405f * Dalts);
// Isolate invisible colors to color vision deficiency (calculate error matrix)
error = (input - error);
// Shift colors towards visible spectrum (apply error modifications)
float3 correction;
correction.r = 0; // (error.r * 0.0) + (error.g * 0.0) + (error.b * 0.0);
correction.g = (error.r * 0.7) + (error.g * 1.0); // + (error.b * 0.0);
correction.b = (error.r * 0.7) + (error.b * 1.0); // + (error.g * 0.0);
// Add compensation to original values
correction = input + correction;
return correction;
}
technique Daltonize
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_DaltonizeFXmain;
}
}

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/**
* Deband shader by haasn
* https://github.com/haasn/gentoo-conf/blob/xor/home/nand/.mpv/shaders/deband-pre.glsl
*
* Copyright (c) 2015 Niklas Haas
*
* 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.
*
* Modified and optimized for ReShade by JPulowski
* https://reshade.me/forum/shader-presentation/768-deband
*
* Do not distribute without giving credit to the original author(s).
*
* 1.0 - Initial release
* 1.1 - Replaced the algorithm with the one from MPV
* 1.1a - Minor optimizations
* - Removed unnecessary lines and replaced them with ReShadeFX intrinsic counterparts
* 2.0 - Replaced "grain" with CeeJay.dk's ordered dithering algorithm and enabled it by default
* - The configuration is now more simpler and straightforward
* - Some minor code changes and optimizations
* - Improved the algorithm and made it more robust by adding some of the madshi's
* improvements to flash3kyuu_deband which should cause an increase in quality. Higher
* iterations/ranges should now yield higher quality debanding without too much decrease
* in quality.
* - Changed licensing text and original source code URL
* 3.0 - Replaced the entire banding detection algorithm with modified standard deviation and
* Weber ratio analyses which give more accurate and error-free results compared to the
* previous algorithm
* - Added banding map debug view
* - Added and redefined UI categories
* - Added depth detection (credits to spiro) which should be useful when banding only
* occurs in the sky texture for example
* - Fixed a bug in random number generation which was causing artifacts on the upper left
* side of the screen
* - Dithering is now applied only when debanding a pixel as it should be which should
* reduce the overall noise in the final texture
* - Minor code optimizations
* 3.1 - Switched to chroma-based analysis from luma-based analysis which was causing artifacts
* under some scenarios
* - Changed parts of the code which was causing compatibility issues on some renderers
*/
#include "ReShadeUI.fxh"
#include "ReShade.fxh"
uniform bool enable_weber <
ui_category = "Banding analysis";
ui_label = "Weber ratio";
ui_tooltip = "Weber ratio analysis that calculates the ratio of the each local pixel's intensity to average background intensity of all the local pixels.";
ui_type = "radio";
> = true;
uniform bool enable_sdeviation <
ui_category = "Banding analysis";
ui_label = "Standard deviation";
ui_tooltip = "Modified standard deviation analysis that calculates nearby pixels' intensity deviation from the current pixel instead of the mean.";
ui_type = "radio";
> = true;
uniform bool enable_depthbuffer <
ui_category = "Banding analysis";
ui_label = "Depth detection";
ui_tooltip = "Allows depth information to be used when analysing banding, pixels will only be analysed if they are in a certain depth. (e.g. debanding only the sky)";
ui_type = "radio";
> = false;
uniform float t1 <
ui_category = "Banding analysis";
ui_label = "Standard deviation threshold";
ui_max = 0.5;
ui_min = 0.0;
ui_step = 0.001;
ui_tooltip = "Standard deviations lower than this threshold will be flagged as flat regions with potential banding.";
ui_type = "slider";
> = 0.007;
uniform float t2 <
ui_category = "Banding analysis";
ui_label = "Weber ratio threshold";
ui_max = 2.0;
ui_min = 0.0;
ui_step = 0.01;
ui_tooltip = "Weber ratios lower than this threshold will be flagged as flat regions with potential banding.";
ui_type = "slider";
> = 0.04;
uniform float banding_depth <
ui_category = "Banding analysis";
ui_label = "Banding depth";
ui_max = 1.0;
ui_min = 0.0;
ui_step = 0.001;
ui_tooltip = "Pixels under this depth threshold will not be processed and returned as they are.";
ui_type = "slider";
> = 1.0;
uniform float range <
ui_category = "Banding detection & removal";
ui_label = "Radius";
ui_max = 32.0;
ui_min = 1.0;
ui_step = 1.0;
ui_tooltip = "The radius increases linearly for each iteration. A higher radius will find more gradients, but a lower radius will smooth more aggressively.";
ui_type = "slider";
> = 24.0;
uniform int iterations <
ui_category = "Banding detection & removal";
ui_label = "Iterations";
ui_max = 4;
ui_min = 1;
ui_tooltip = "The number of debanding steps to perform per sample. Each step reduces a bit more banding, but takes time to compute.";
ui_type = "slider";
> = 1;
uniform int debug_output <
ui_category = "Debug";
ui_items = "None\0Blurred (LPF) image\0Banding map\0";
ui_label = "Debug view";
ui_tooltip = "Blurred (LPF) image: Useful when tweaking radius and iterations to make sure all banding regions are blurred enough.\nBanding map: Useful when tweaking analysis parameters, continuous green regions indicate flat (i.e. banding) regions.";
ui_type = "combo";
> = 0;
// Reshade uses C rand for random, max cannot be larger than 2^15-1
uniform int drandom < source = "random"; min = 0; max = 32767; >;
float rand(float x)
{
return frac(x / 41.0);
}
float permute(float x)
{
return ((34.0 * x + 1.0) * x) % 289.0;
}
float3 PS_Deband(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 ori = tex2Dlod(ReShade::BackBuffer, float4(texcoord, 0.0, 0.0)).rgb;
if (enable_depthbuffer && (ReShade::GetLinearizedDepth(texcoord) < banding_depth))
return ori;
// Initialize the PRNG by hashing the position + a random uniform
float3 m = float3(texcoord + 1.0, (drandom / 32767.0) + 1.0);
float h = permute(permute(permute(m.x) + m.y) + m.z);
// Compute a random angle
float dir = rand(permute(h)) * 6.2831853;
float2 o;
sincos(dir, o.y, o.x);
// Distance calculations
float2 pt;
float dist;
for (int i = 1; i <= iterations; ++i) {
dist = rand(h) * range * i;
pt = dist * BUFFER_PIXEL_SIZE;
h = permute(h);
}
// Sample at quarter-turn intervals around the source pixel
float3 ref[4] = {
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, o, texcoord), 0.0, 0.0)).rgb, // SE
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, -o, texcoord), 0.0, 0.0)).rgb, // NW
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, float2(-o.y, o.x), texcoord), 0.0, 0.0)).rgb, // NE
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, float2( o.y, -o.x), texcoord), 0.0, 0.0)).rgb // SW
};
// Calculate weber ratio
float3 mean = (ori + ref[0] + ref[1] + ref[2] + ref[3]) * 0.2;
float3 k = abs(ori - mean);
for (int j = 0; j < 4; ++j) {
k += abs(ref[j] - mean);
}
k = k * 0.2 / mean;
// Calculate std. deviation
float3 sd = 0.0;
for (int j = 0; j < 4; ++j) {
sd += pow(ref[j] - ori, 2);
}
sd = sqrt(sd * 0.25);
// Generate final output
float3 output;
if (debug_output == 2)
output = float3(0.0, 1.0, 0.0);
else
output = (ref[0] + ref[1] + ref[2] + ref[3]) * 0.25;
// Generate a binary banding map
bool3 banding_map = true;
if (debug_output != 1) {
if (enable_weber)
banding_map = banding_map && k <= t2 * iterations;
if (enable_sdeviation)
banding_map = banding_map && sd <= t1 * iterations;
}
/*------------------------.
| :: Ordered Dithering :: |
'------------------------*/
//Calculate grid position
float grid_position = frac(dot(texcoord, (BUFFER_SCREEN_SIZE * float2(1.0 / 16.0, 10.0 / 36.0)) + 0.25));
//Calculate how big the shift should be
float dither_shift = 0.25 * (1.0 / (pow(2, BUFFER_COLOR_BIT_DEPTH) - 1.0));
//Shift the individual colors differently, thus making it even harder to see the dithering pattern
float3 dither_shift_RGB = float3(dither_shift, -dither_shift, dither_shift); //subpixel dithering
//modify shift acording to grid position.
dither_shift_RGB = lerp(2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position); //shift acording to grid position.
return banding_map ? output + dither_shift_RGB : ori;
}
technique Deband <
ui_tooltip = "Alleviates color banding by trying to approximate original color values.";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_Deband;
}
}

View File

@@ -0,0 +1,427 @@
/*
DisplayDepth by CeeJay.dk (with many updates and additions by the Reshade community)
Visualizes the depth buffer. The distance of pixels determine their brightness.
Close objects are dark. Far away objects are bright.
Use this to configure the depth input preprocessor definitions (RESHADE_DEPTH_INPUT_*).
*/
#include "ReShade.fxh"
// -- Basic options --
#if RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
#define TEXT_UPSIDE_DOWN "1"
#define TEXT_UPSIDE_DOWN_ALTER "0"
#else
#define TEXT_UPSIDE_DOWN "0"
#define TEXT_UPSIDE_DOWN_ALTER "1"
#endif
#if RESHADE_DEPTH_INPUT_IS_REVERSED
#define TEXT_REVERSED "1"
#define TEXT_REVERSED_ALTER "0"
#else
#define TEXT_REVERSED "0"
#define TEXT_REVERSED_ALTER "1"
#endif
#if RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
#define TEXT_LOGARITHMIC "1"
#define TEXT_LOGARITHMIC_ALTER "0"
#else
#define TEXT_LOGARITHMIC "0"
#define TEXT_LOGARITHMIC_ALTER "1"
#endif
// "ui_text" was introduced in ReShade 4.5, so cannot show instructions in older versions
uniform int iUIPresentType <
ui_label = "Present type";
ui_label_ja_jp = "画面効果";
ui_type = "combo";
ui_items = "Depth map\0Normal map\0Show both (Vertical 50/50)\0";
ui_items_ja_jp = "深度マップ\0法線マップ\0両方を表示 (左右分割)\0";
#if __RESHADE__ < 40500
ui_tooltip =
#else
ui_text =
#endif
"The right settings need to be set in the dialog that opens after clicking the \"Edit global preprocessor definitions\" button above.\n"
"\n"
"RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN is currently set to " TEXT_UPSIDE_DOWN ".\n"
"If the Depth map is shown upside down set it to " TEXT_UPSIDE_DOWN_ALTER ".\n"
"\n"
"RESHADE_DEPTH_INPUT_IS_REVERSED is currently set to " TEXT_REVERSED ".\n"
"If close objects in the Depth map are bright and far ones are dark set it to " TEXT_REVERSED_ALTER ".\n"
"Also try this if you can see the normals, but the depth view is all black.\n"
"\n"
"RESHADE_DEPTH_INPUT_IS_LOGARITHMIC is currently set to " TEXT_LOGARITHMIC ".\n"
"If the Normal map has banding artifacts (extra stripes) set it to " TEXT_LOGARITHMIC_ALTER ".";
ui_text_ja_jp =
#if ADDON_ADJUST_DEPTH
"Adjust Depthアドオンのインストールを検出しました。\n"
"'設定に保存して反映する'ボタンをクリックすると、このエフェクトで調節した全ての変数が共通設定に反映されます。\n"
"または、上の'プリプロセッサの定義を編集'ボタンをクリックした後に開くダイアログで直接編集する事もできます。";
#else
"調節が終わったら、上の'プリプロセッサの定義を編集'ボタンをクリックした後に開くダイアログに入力する必要があります。\n"
"\n"
"RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWNは現在" TEXT_UPSIDE_DOWN "に設定されています。\n"
"深度マップが上下逆さまに表示されている場合は" TEXT_UPSIDE_DOWN_ALTER "に変更して下さい。\n"
"\n"
"RESHADE_DEPTH_INPUT_IS_REVERSEDは現在" TEXT_REVERSED "に設定されています。\n"
"画面効果が深度マップのとき、近くの形状がより白く、遠くの形状がより黒い場合は" TEXT_REVERSED_ALTER "に変更して下さい。\n"
"また、法線マップで形が判別出来るが、深度マップが真っ暗に見えるという場合も、この設定の変更を試して下さい。\n"
"\n"
"RESHADE_DEPTH_INPUT_IS_LOGARITHMICは現在" TEXT_LOGARITHMIC "に設定されています。\n"
"画面効果に実際のレンダリングと合致しない縞模様がある場合は" TEXT_LOGARITHMIC_ALTER "に変更して下さい。";
#endif
ui_tooltip_ja_jp =
"'深度マップ'は、形状の遠近を白黒で表現します。正しい見え方では、近くの形状ほど黒く、遠くの形状ほど白くなります。\n"
"'法線マップ'は、形状を滑らかに表現します。正しい見え方では、全体的に青緑風で、地平線を見たときに地面が緑掛かった色合いになります。\n"
"'両方を表示 (左右分割)'が選択された場合は、左に法線マップ、右に深度マップを表示します。";
> = 2;
uniform bool bUIShowOffset <
ui_label = "Blend Depth map into the image (to help with finding the right offset)";
ui_label_ja_jp = "透かし比較";
ui_tooltip_ja_jp = "補正作業を支援するために、画面効果を半透過で適用します。";
> = false;
uniform bool bUIUseLivePreview <
ui_category = "Preview settings";
ui_category_ja_jp = "基本的な補正";
#if __RESHADE__ <= 50902
ui_category_closed = true;
#elif !ADDON_ADJUST_DEPTH
ui_category_toggle = true;
#endif
ui_label = "Show live preview and ignore preprocessor definitions";
ui_label_ja_jp = "プリプロセッサの定義を無視 (補正プレビューをオン)";
ui_tooltip = "Enable this to preview with the current preset settings instead of the global preprocessor settings.";
ui_tooltip_ja_jp =
"共通設定に保存されたプリプロセッサの定義ではなく、これより下のプレビュー設定を使用するには、これを有効にします。\n"
#if ADDON_ADJUST_DEPTH
"設定の準備が出来たら、'設定に保存して反映する'ボタンをクリックしてから、このチェックボックスをオフにして下さい。"
#else
"設定の準備が出来たら、上の'プリプロセッサの定義を編集'ボタンをクリックした後に開くダイアログに入力して下さい。"
#endif
"\n\n"
"プレビューをオンにした場合と比較して画面効果がまったく同じになれば、正しく設定が反映されています。";
> = false;
#if __RESHADE__ <= 50902
uniform int iUIUpsideDown <
#else
uniform bool iUIUpsideDown <
#endif
ui_category = "Preview settings";
ui_label = "Upside Down";
ui_label_ja_jp = "深度バッファの上下反転を修正";
#if __RESHADE__ <= 50902
ui_type = "combo";
ui_items = "Off\0On\0";
#endif
ui_text_ja_jp =
"\n"
#if ADDON_ADJUST_DEPTH
"項目にカーソルを合わせると、設定が必要な状況の説明が表示されます。"
#else
"項目にカーソルを合わせると、設定が必要な状況の説明と、プリプロセッサの定義が表示されます。"
#endif
;
ui_tooltip_ja_jp =
"深度マップが上下逆さまに表示されている場合は変更して下さい。"
#if !ADDON_ADJUST_DEPTH
"\n\n"
"定義名は次の通りです。文字は完全に一致する必要があり、半角大文字の英字とアンダーバーを用いなければなりません。\n"
"RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=値\n"
"定義値は次の通りです。オンの場合は1、オフの場合は0を指定して下さい。\n"
"RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=1\n"
"RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN=0"
#endif
;
> = RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN;
#if __RESHADE__ <= 50902
uniform int iUIReversed <
#else
uniform bool iUIReversed <
#endif
ui_category = "Preview settings";
ui_label = "Reversed";
ui_label_ja_jp = "深度バッファの奥行反転を修正";
#if __RESHADE__ <= 50902
ui_type = "combo";
ui_items = "Off\0On\0";
#endif
ui_tooltip_ja_jp =
"画面効果が深度マップのとき、近くの形状が明るく、遠くの形状が暗い場合は変更して下さい。\n"
"また、法線マップで形が判別出来るが、深度マップが真っ暗に見えるという場合も、この設定の変更を試して下さい。"
#if !ADDON_ADJUST_DEPTH
"\n\n"
"定義名は次の通りです。文字は完全に一致する必要があり、半角大文字の英字とアンダーバーを用いなければなりません。\n"
"RESHADE_DEPTH_INPUT_IS_REVERSED=値\n"
"定義値は次の通りです。オンの場合は1、オフの場合は0を指定して下さい。\n"
"RESHADE_DEPTH_INPUT_IS_REVERSED=1\n"
"RESHADE_DEPTH_INPUT_IS_REVERSED=0"
#endif
;
> = RESHADE_DEPTH_INPUT_IS_REVERSED;
#if __RESHADE__ <= 50902
uniform int iUILogarithmic <
#else
uniform bool iUILogarithmic <
#endif
ui_category = "Preview settings";
ui_label = "Logarithmic";
ui_label_ja_jp = "深度バッファを対数分布として扱うように修正";
#if __RESHADE__ <= 50902
ui_type = "combo";
ui_items = "Off\0On\0";
#endif
ui_tooltip = "Change this setting if the displayed surface normals have stripes in them.";
ui_tooltip_ja_jp =
"画面効果に実際のゲーム画面と合致しない縞模様がある場合は変更して下さい。"
#if !ADDON_ADJUST_DEPTH
"\n\n"
"定義名は次の通りです。文字は完全に一致する必要があり、半角大文字の英字とアンダーバーを用いなければなりません。\n"
"RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=値\n"
"定義値は次の通りです。オンの場合は1、オフの場合は0を指定して下さい。\n"
"RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=1\n"
"RESHADE_DEPTH_INPUT_IS_LOGARITHMIC=0"
#endif
;
> = RESHADE_DEPTH_INPUT_IS_LOGARITHMIC;
// -- Advanced options --
uniform float2 fUIScale <
ui_category = "Preview settings";
ui_label = "Scale";
ui_label_ja_jp = "拡大率";
ui_type = "drag";
ui_text =
"\n"
" * Advanced options\n"
"\n"
"The following settings also need to be set using \"Edit global preprocessor definitions\" above in order to take effect.\n"
"You can preview how they will affect the Depth map using the controls below.\n"
"\n"
"It is rarely necessary to change these though, as their defaults fit almost all games.\n\n";
ui_text_ja_jp =
"\n"
" * その他の補正 (不定形またはその他)\n"
"\n"
"これより下は、深度バッファが不定形など、特別なケース向けの設定です。\n"
"通常はこれより上の'基本的な補正'のみでほとんどのゲームに適合します。\n"
"また、これらの設定は画質の向上にはまったく役に立ちません。\n\n";
ui_tooltip =
"Best use 'Present type'->'Depth map' and enable 'Offset' in the options below to set the scale.\n"
"Use these values for:\nRESHADE_DEPTH_INPUT_X_SCALE=<left value>\nRESHADE_DEPTH_INPUT_Y_SCALE=<right value>\n"
"\n"
"If you know the right resolution of the games depth buffer then this scale value is simply the ratio\n"
"between the correct resolution and the resolution Reshade thinks it is.\n"
"For example:\n"
"If it thinks the resolution is 1920 x 1080, but it's really 1280 x 720 then the right scale is (1.5 , 1.5)\n"
"because 1920 / 1280 is 1.5 and 1080 / 720 is also 1.5, so 1.5 is the right scale for both the x and the y";
ui_tooltip_ja_jp =
"深度バッファの解像度がクライアント解像度と異なる場合に変更して下さい。\n"
"このスケール値は、深度バッファの解像度とクライアント解像度との単純な比率になります。\n"
"深度バッファの解像度が1280×720でクライアント解像度が1920×1080の場合、横の比率が1920÷1280、縦の比率が1080÷720となります。\n"
"計算した結果を設定すると、値はそれぞれX_SCALE=1.5、Y_SCALE=1.5となります。"
#if !ADDON_ADJUST_DEPTH
"\n\n"
"定義名は次の通りです。文字は完全に一致する必要があり、半角大文字の英字とアンダーバーを用いなければなりません。\n"
"RESHADE_DEPTH_INPUT_X_SCALE=横の値\n"
"RESHADE_DEPTH_INPUT_Y_SCALE=縦の値\n"
"定義値は次の通りです。横の値はX_SCALE、縦の値はY_SCALEに指定して下さい。\n"
"RESHADE_DEPTH_INPUT_X_SCALE=1.0\n"
"RESHADE_DEPTH_INPUT_Y_SCALE=1.0"
#endif
;
ui_min = 0.0; ui_max = 2.0;
ui_step = 0.001;
> = float2(RESHADE_DEPTH_INPUT_X_SCALE, RESHADE_DEPTH_INPUT_Y_SCALE);
uniform int2 iUIOffset <
ui_category = "Preview settings";
ui_label = "Offset";
ui_label_ja_jp = "位置オフセット";
ui_type = "slider";
ui_tooltip =
"Best use 'Present type'->'Depth map' and enable 'Offset' in the options below to set the offset in pixels.\n"
"Use these values for:\nRESHADE_DEPTH_INPUT_X_PIXEL_OFFSET=<left value>\nRESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET=<right value>";
ui_tooltip_ja_jp =
"深度バッファにレンダリングされた物体の形状が画面効果と重なり合っていない場合に変更して下さい。\n"
"この値は、ピクセル単位で指定します。"
#if !ADDON_ADJUST_DEPTH
"\n\n"
"定義名は次の通りです。文字は完全に一致する必要があり、半角大文字の英字とアンダーバーを用いなければなりません。\n"
"RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET=横の値\n"
"RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET=縦の値\n"
"定義値は次の通りです。横の値はX_PIXEL_OFFSET、縦の値はY_PIXEL_OFFSETに指定して下さい。\n"
"RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET=0.0\n"
"RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET=0.0"
#endif
;
ui_min = -BUFFER_SCREEN_SIZE;
ui_max = BUFFER_SCREEN_SIZE;
ui_step = 1;
> = int2(RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET, RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET);
uniform float fUIFarPlane <
ui_category = "Preview settings";
ui_label = "Far Plane";
ui_label_ja_jp = "遠点距離";
ui_type = "drag";
ui_tooltip =
"RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=<value>\n"
"Changing this value is not necessary in most cases.";
ui_tooltip_ja_jp =
"深度マップの色合いが距離感と合致しない、法線マップの表面が平面に見える、などの場合に変更して下さい。\n"
"遠点距離を1000に設定すると、ゲームの描画距離が1000メートルであると見なします。\n\n"
"このプレビュー画面はあくまでプレビューであり、ほとんどの場合、深度バッファは深度マップの色数より遥かに高い精度で表現されています。\n"
"例えば、10m前後の距離の形状が純粋な黒に見えるからという理由で値を変更しないで下さい。"
#if !ADDON_ADJUST_DEPTH
"\n\n"
"定義名は次の通りです。文字は完全に一致する必要があり、半角大文字の英字とアンダーバーを用いなければなりません。\n"
"RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=値\n"
"定義値は次の通りです。\n"
"RESHADE_DEPTH_LINEARIZATION_FAR_PLANE=1000.0"
#endif
;
ui_min = 0.0; ui_max = 1000.0;
ui_step = 0.1;
> = RESHADE_DEPTH_LINEARIZATION_FAR_PLANE;
uniform float fUIDepthMultiplier <
ui_category = "Preview settings";
ui_label = "Multiplier";
ui_label_ja_jp = "深度乗数";
ui_type = "drag";
ui_tooltip = "RESHADE_DEPTH_MULTIPLIER=<value>";
ui_tooltip_ja_jp =
"特定のエミュレータソフトウェアにおける深度バッファを修正するため、特別に追加された変数です。\n"
"この値は僅かな変更でも計算式を破壊するため、設定すべき値を知らない場合は変更しないで下さい。"
#if !ADDON_ADJUST_DEPTH
"\n\n"
"定義名は次の通りです。文字は完全に一致する必要があり、半角大文字の英字とアンダーバーを用いなければなりません。\n"
"RESHADE_DEPTH_MULTIPLIER=値\n"
"定義値は次の通りです。\n"
"RESHADE_DEPTH_MULTIPLIER=1.0"
#endif
;
ui_min = 0.0; ui_max = 1000.0;
ui_step = 0.001;
> = RESHADE_DEPTH_MULTIPLIER;
float GetLinearizedDepth(float2 texcoord)
{
if (!bUIUseLivePreview)
{
return ReShade::GetLinearizedDepth(texcoord);
}
else
{
if (iUIUpsideDown) // RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
texcoord.y = 1.0 - texcoord.y;
texcoord.x /= fUIScale.x; // RESHADE_DEPTH_INPUT_X_SCALE
texcoord.y /= fUIScale.y; // RESHADE_DEPTH_INPUT_Y_SCALE
texcoord.x -= iUIOffset.x * BUFFER_RCP_WIDTH; // RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET
texcoord.y += iUIOffset.y * BUFFER_RCP_HEIGHT; // RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET
float depth = tex2Dlod(ReShade::DepthBuffer, float4(texcoord, 0, 0)).x * fUIDepthMultiplier;
const float C = 0.01;
if (iUILogarithmic) // RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
depth = (exp(depth * log(C + 1.0)) - 1.0) / C;
if (iUIReversed) // RESHADE_DEPTH_INPUT_IS_REVERSED
depth = 1.0 - depth;
const float N = 1.0;
depth /= fUIFarPlane - depth * (fUIFarPlane - N);
return depth;
}
}
float3 GetScreenSpaceNormal(float2 texcoord)
{
float3 offset = float3(BUFFER_PIXEL_SIZE, 0.0);
float2 posCenter = texcoord.xy;
float2 posNorth = posCenter - offset.zy;
float2 posEast = posCenter + offset.xz;
float3 vertCenter = float3(posCenter - 0.5, 1) * GetLinearizedDepth(posCenter);
float3 vertNorth = float3(posNorth - 0.5, 1) * GetLinearizedDepth(posNorth);
float3 vertEast = float3(posEast - 0.5, 1) * GetLinearizedDepth(posEast);
return normalize(cross(vertCenter - vertNorth, vertCenter - vertEast)) * 0.5 + 0.5;
}
void PS_DisplayDepth(in float4 position : SV_Position, in float2 texcoord : TEXCOORD, out float3 color : SV_Target)
{
float3 depth = GetLinearizedDepth(texcoord).xxx;
float3 normal = GetScreenSpaceNormal(texcoord);
// Ordered dithering
#if 1
const float dither_bit = 8.0; // Number of bits per channel. Should be 8 for most monitors.
// Calculate grid position
float grid_position = frac(dot(texcoord, (BUFFER_SCREEN_SIZE * float2(1.0 / 16.0, 10.0 / 36.0)) + 0.25));
// Calculate how big the shift should be
float dither_shift = 0.25 * (1.0 / (pow(2, dither_bit) - 1.0));
// Shift the individual colors differently, thus making it even harder to see the dithering pattern
float3 dither_shift_RGB = float3(dither_shift, -dither_shift, dither_shift); // Subpixel dithering
// Modify shift acording to grid position.
dither_shift_RGB = lerp(2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position);
depth += dither_shift_RGB;
#endif
color = depth;
if (iUIPresentType == 1)
color = normal;
if (iUIPresentType == 2)
color = lerp(normal, depth, step(BUFFER_WIDTH * 0.5, position.x));
if (bUIShowOffset)
{
float3 color_orig = tex2D(ReShade::BackBuffer, texcoord).rgb;
// Blend depth and back buffer color with 'overlay' so the offset is more noticeable
color = lerp(2 * color * color_orig, 1.0 - 2.0 * (1.0 - color) * (1.0 - color_orig), max(color.r, max(color.g, color.b)) < 0.5 ? 0.0 : 1.0);
}
}
technique DisplayDepth <
ui_tooltip =
"This shader helps you set the right preprocessor settings for depth input.\n"
"To set the settings click on 'Edit global preprocessor definitions' and set them there - not in this shader.\n"
"The settings will then take effect for all shaders, including this one.\n"
"\n"
"By default calculated normals and depth are shown side by side.\n"
"Normals (on the left) should look smooth and the ground should be greenish when looking at the horizon.\n"
"Depth (on the right) should show close objects as dark and use gradually brighter shades the further away objects are.\n";
ui_tooltip_ja_jp =
"これは、深度バッファの入力をReShade側の計算式に合わせる調節をするための、設定作業の支援に特化した特殊な扱いのエフェクトです。\n"
"初期状態では「両方を表示」が選択されており、左に法線マップ、右に深度マップが表示されます。\n"
"\n"
"法線マップ(左側)は、形状を滑らかに表現します。正しい設定では、全体的に青緑風で、地平線を見たときに地面が緑を帯びた色になります。\n"
"深度マップ(右側)は、形状の遠近を白黒で表現します。正しい設定では、近くの形状ほど黒く、遠くの形状ほど白くなります。\n"
"\n"
#if ADDON_ADJUST_DEPTH
"設定を完了するには、DisplayDepth.fxエフェクトの変数の一覧にある'設定に保存して反映する'ボタンをクリックして下さい。\n"
#else
"設定を完了するには、エフェクト変数の編集画面にある'プリプロセッサの定義を編集'ボタンをクリックした後に開くダイアログに入力して下さい。\n"
#endif
"すると、インストール先のゲームに対して共通の設定として保存され、他のプリセットでも正しく表示されるようになります。";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_DisplayDepth;
}
}

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#ifndef _DRAWTEXT_H_
#define _DRAWTEXT_H_
#define _DRAWTEXT_GRID_X 14.0
#define _DRAWTEXT_GRID_Y 7.0
///////////////////////////////////////////////////////////////////////////////////////////////////////
// //
// DrawText.fxh by kingreic1992 ( update: Sep.28.2019 ) //
// //
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++//
// //
// Available functions: //
// DrawText_String( offset, text size, xy ratio, input coord, string array, array size, output) //
// float2 offset = top left corner of string, screen hight pixel unit. //
// float text size = text size, screen hight pixel unit. //
// float xy ratio = xy ratio of text. //
// float2 input coord = current texture coord. //
// int string array = string data in float2 array format, ex: "Demo Text" //
// int String0[9] = { __D, __e, __m, __o, __Space, __T, __e, __x, __t}; //
// int string size = size of the string array. //
// float output = output. //
// //
// DrawText_Digit( offset, text size, xy ratio, input coord, precision after dot, data, output) //
// float2 offset = same as DrawText_String. //
// float text size = same as DrawText_String. //
// float xy ratio = same as DrawText_String. //
// float2 input coord = same as DrawText_String. //
// int precision = digits after dot. //
// float data = input float. //
// float output = output. //
// //
// float2 DrawText_Shift(offset, shift, text size, xy ratio) //
// float2 offset = same as DrawText_String. //
// float2 shift = shift line(y) and column. //
// float text size = same as DrawText_String. //
// float xy ratio = same as DrawText_String. //
// //
///////////////////////////////////////////////////////////////////////////////////////////////////////
//Sample Usage
/*
#include "DrawText.fxh"
float4 main_fragment( float4 position : POSITION,
float2 txcoord : TEXCOORD) : COLOR {
float res = 0.0;
int line0[9] = { __D, __e, __m, __o, __Space, __T, __e, __x, __t }; //Demo Text
int line1[15] = { __b, __y, __Space, __k, __i, __n, __g, __e, __r, __i, __c, __1, __9, __9, __2 }; //by kingeric1992
int line2[6] = { __S, __i, __z, __e, __Colon, __Space }; // Size: %d.
DrawText_String(float2(100.0 , 100.0), 32, 1, txcoord, line0, 9, res);
DrawText_String(float2(100.0 , 134.0), textSize, 1, txcoord, line1, 15, res);
DrawText_String(DrawText_Shift(float2(100.0 , 134.0), int2(0, 1), textSize, 1), 18, 1, txcoord, line2, 6, res);
DrawText_Digit(DrawText_Shift(DrawText_Shift(float2(100.0 , 134.0), int2(0, 1), textSize, 1), int2(8, 0), 18, 1),
18, 1, txcoord, 0, textSize, res);
return res;
}
*/
//Text display
//Character indexing
#define __Space 0 // (space)
#define __Exclam 1 // !
#define __Quote 2 // "
#define __Pound 3 // #
#define __Dollar 4 // $
#define __Percent 5 // %
#define __And 6 // &
#define __sQuote 7 // '
#define __rBrac_O 8 // (
#define __rBrac_C 9 // )
#define __Asterisk 10 // *
#define __Plus 11 // +
#define __Comma 12 // ,
#define __Minus 13 // -
#define __Dot 14 // .
#define __Slash 15 // /
#define __0 16 // 0
#define __1 17 // 1
#define __2 18 // 2
#define __3 19 // 3
#define __4 20 // 4
#define __5 21 // 5
#define __6 22 // 6
#define __7 23 // 7
#define __8 24 // 8
#define __9 25 // 9
#define __Colon 26 // :
#define __sColon 27 // ;
#define __Less 28 // <
#define __Equals 29 // =
#define __Greater 30 // >
#define __Question 31 // ?
#define __at 32 // @
#define __A 33 // A
#define __B 34 // B
#define __C 35 // C
#define __D 36 // D
#define __E 37 // E
#define __F 38 // F
#define __G 39 // G
#define __H 40 // H
#define __I 41 // I
#define __J 42 // J
#define __K 43 // K
#define __L 44 // L
#define __M 45 // M
#define __N 46 // N
#define __O 47 // O
#define __P 48 // P
#define __Q 49 // Q
#define __R 50 // R
#define __S 51 // S
#define __T 52 // T
#define __U 53 // U
#define __V 54 // V
#define __W 55 // W
#define __X 56 // X
#define __Y 57 // Y
#define __Z 58 // Z
#define __sBrac_O 59 // [
#define __Backslash 60 // \..
#define __sBrac_C 61 // ]
#define __Caret 62 // ^
#define __Underscore 63 // _
#define __Punc 64 // `
#define __a 65 // a
#define __b 66 // b
#define __c 67 // c
#define __d 68 // d
#define __e 69 // e
#define __f 70 // f
#define __g 71 // g
#define __h 72 // h
#define __i 73 // i
#define __j 74 // j
#define __k 75 // k
#define __l 76 // l
#define __m 77 // m
#define __n 78 // n
#define __o 79 // o
#define __p 80 // p
#define __q 81 // q
#define __r 82 // r
#define __s 83 // s
#define __t 84 // t
#define __u 85 // u
#define __v 86 // v
#define __w 87 // w
#define __x 88 // x
#define __y 89 // y
#define __z 90 // z
#define __cBrac_O 91 // {
#define __vBar 92 // |
#define __cBrac_C 93 // }
#define __Tilde 94 // ~
#define __tridot 95 // (...)
#define __empty0 96 // (null)
#define __empty1 97 // (null)
//Character indexing ends
texture Texttex < source = "FontAtlas.png"; > {
Width = 512;
Height = 512;
};
sampler samplerText {
Texture = Texttex;
};
//accomodate for undef array size.
#define DrawText_String( pos, size, ratio, tex, array, arrSize, output ) \
{ float text = 0.0; \
float2 uv = (tex * float2(BUFFER_WIDTH, BUFFER_HEIGHT) - pos) / size; \
uv.y = saturate(uv.y); \
uv.x *= ratio * 2.0; \
float id = array[int(trunc(uv.x))]; \
if(uv.x <= arrSize && uv.x >= 0.0) \
text = tex2D(samplerText, (frac(uv) + float2( id % 14.0, trunc(id / 14.0))) \
/ float2( _DRAWTEXT_GRID_X, _DRAWTEXT_GRID_Y) ).x; \
output += text; }
float2 DrawText_Shift( float2 pos, int2 shift, float size, float ratio ) {
return pos + size * shift * float2(0.5, 1.0) / ratio;
}
void DrawText_Digit( float2 pos, float size, float ratio, float2 tex, int digit, float data, inout float res) {
int digits[13] = {
__0, __1, __2, __3, __4, __5, __6, __7, __8, __9, __Minus, __Space, __Dot
};
float2 uv = (tex * float2(BUFFER_WIDTH, BUFFER_HEIGHT) - pos) / size;
uv.y = saturate(uv.y);
uv.x *= ratio * 2.0;
float t = abs(data);
int radix = floor(t)? ceil(log2(t)/3.32192809):0;
//early exit:
if(uv.x > digit+1 || -uv.x > radix+1) return;
float index = t;
if(floor(uv.x) > 0)
for(int i = ceil(-uv.x); i<0; i++) index *= 10.;
else
for(int i = ceil(uv.x); i<0; i++) index /= 10.;
index = (uv.x >= -radix-!radix)? index%10 : (10+step(0, data)); //adding sign
index = (uv.x > 0 && uv.x < 1)? 12:index; //adding dot
index = digits[(uint)index];
res += tex2D(samplerText, (frac(uv) + float2( index % 14.0, trunc(index / 14.0))) /
float2( _DRAWTEXT_GRID_X, _DRAWTEXT_GRID_Y)).x;
}
#endif

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@@ -1,67 +0,0 @@
/**
* HDR
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
*
* Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
*/
#include "ReShadeUI.fxh"
uniform float HDRPower < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 8.0;
ui_label = "Power";
> = 1.30;
uniform float radius1 < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 8.0;
ui_label = "Radius 1";
> = 0.793;
uniform float radius2 < __UNIFORM_SLIDER_FLOAT1
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;
#include "ReShade.fxh"
float3 HDRPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
float3 bloom_sum1 = tex2D(ReShade::BackBuffer, texcoord + float2(1.5, -1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, -1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 1.5, 1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-1.5, 1.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, -2.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 0.0, 2.5) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2(-2.5, 0.0) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 += tex2D(ReShade::BackBuffer, texcoord + float2( 2.5, 0.0) * radius1 * BUFFER_PIXEL_SIZE).rgb;
bloom_sum1 *= 0.005;
float3 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(-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;
}
}

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//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// ReShade effect file
// visit facebook.com/MartyMcModding for news/updates
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Marty's LUT shader 1.0 for ReShade 3.0
// Copyright © 2008-2016 Marty McFly
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#ifndef fLUT_TextureName
#define fLUT_TextureName "lut.png"
#endif
#ifndef fLUT_TileSizeXY
#define fLUT_TileSizeXY 32
#endif
#ifndef fLUT_TileAmount
#define fLUT_TileAmount 32
#endif
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#include "ReShadeUI.fxh"
uniform float fLUT_AmountChroma < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.00; ui_max = 1.00;
ui_label = "LUT chroma amount";
ui_tooltip = "Intensity of color/chroma change of the LUT.";
> = 1.00;
uniform float fLUT_AmountLuma < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.00; ui_max = 1.00;
ui_label = "LUT luma amount";
ui_tooltip = "Intensity of luma change of the LUT.";
> = 1.00;
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#include "ReShade.fxh"
texture texLUT < source = fLUT_TextureName; > { Width = fLUT_TileSizeXY*fLUT_TileAmount; Height = fLUT_TileSizeXY; Format = RGBA8; };
sampler SamplerLUT { Texture = texLUT; };
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
void PS_LUT_Apply(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0)
{
float4 color = tex2D(ReShade::BackBuffer, texcoord.xy);
float2 texelsize = 1.0 / fLUT_TileSizeXY;
texelsize.x /= fLUT_TileAmount;
float3 lutcoord = float3((color.xy*fLUT_TileSizeXY-color.xy+0.5)*texelsize.xy,color.z*fLUT_TileSizeXY-color.z);
float lerpfact = frac(lutcoord.z);
lutcoord.x += (lutcoord.z-lerpfact)*texelsize.y;
float3 lutcolor = lerp(tex2D(SamplerLUT, lutcoord.xy).xyz, tex2D(SamplerLUT, float2(lutcoord.x+texelsize.y,lutcoord.y)).xyz,lerpfact);
color.xyz = lerp(normalize(color.xyz), normalize(lutcolor.xyz), fLUT_AmountChroma) *
lerp(length(color.xyz), length(lutcolor.xyz), fLUT_AmountLuma);
res.xyz = color.xyz;
res.w = 1.0;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
technique LUT
{
pass LUT_Apply
{
VertexShader = PostProcessVS;
PixelShader = PS_LUT_Apply;
}
}

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////////////////////////////////////////////////////////////
// BASIC MACROS FOR RESHADE 4 //
// AUTHOR: TREYM //
////////////////////////////////////////////////////////////
// Modified by dddfault //
// //
// Changelogs : //
// Added Sampler texture boundary resolver option //
// Added float2 parameters option //
////////////////////////////////////////////////////////////
// Macros Guide: //
////////////////////////////////////////////////////////////
/* //////////////////////////////////////////////////// *
* //////////////////////////////////////////////////// *
Usage of these macros is very simple once you understand
the syntax and variable names. Let's start with a Simple
integer slider. To begin, type:
UI_INT
Next we need to add _S to indicate that this is a
"slider" widget. Follow the syntax below:
UI_INT_S(INT_NAME, "Label", "Tooltip", 0, 100, 50)
Using just a single line of code, we have created a UI
tweakable integer named INT_NAME with a minimum value of
0, a maximum value of 100, and a default value of 50.
Next, let's create that same widget, but within a UI
category. This time, we'll type:
CAT_INT_S(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
As you can see, the syntax follows the same pattern but
with a new input for "Category"
Below you will find a useful list of examples to get you
started. I hope you find these useful and they help your
workflow. Happy coding!
- TreyM
* //////////////////////////////////////////////////// *
* //////////////////////////////////////////////////// *
Widget Types
Input = _I
Slider = _S
Drag = _D
* //////////////////////////////////////////////////// *
BOOLEAN Macro
UI_BOOL(BOOL_NAME, "Label", "Tooltip", true)
BOOLEAN Categorized Macro
CAT_BOOL(BOOL_NAME, "Category", "Label", "Tooltip", true)
* //////////////////////////////////////////////////// *
INTEGER Combo Widget
UI_COMBO(INT_NAME, "Label", "Tooltip", 0, 2, 0, "Item 1\0Item 2\0Item 3\0")
INTEGER Drag Widget
UI_INT_D(INT_NAME, "Label", "Tooltip", 0, 100, 50)
INTEGER Input Widget
UI_INT_I(INT_NAME, "Label", "Tooltip", 0, 100, 50)
INTEGER Radio Widget
UI_RADIO(INT_NAME, "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
INTEGER Slider Widget
UI_INT_S(INT_NAME, "Label", "Tooltip", 0, 100, 50)
INTEGER Categorized Combo Widget
CAT_COMBO(INT_NAME, "Category", "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
INTEGER Categorized Drag Widget
CAT_INT_D(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
INTEGER Categorized Input Widget
CAT_INT_I(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
INTEGER Categorized Radio Widget
CAT_RADIO(INT_NAME, "Category", "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
INTEGER Categorized Slider Widget
CAT_INT_S(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
* //////////////////////////////////////////////////// *
FLOAT Drag Widget
UI_FLOAT_D(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Input Widget
UI_FLOAT_I(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Slider Widget
UI_FLOAT_S(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Categorized Drag Widget
CAT_FLOAT_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Categorized Input Widget
CAT_FLOAT_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Categorized Slider Widget
CAT_FLOAT_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT macro with full control (value after "Tooltip" is ui_step)
UI_FLOAT_FULL(FLOAT_NAME, "ui_type", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5)
FLOAT Categorized macro with full control (value after "Tooltip" is ui_step)
CAT_FLOAT_FULL(FLOAT_NAME, "ui_type", "Category", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5)
* //////////////////////////////////////////////////// *
FLOAT2 Drag Widget
UI_FLOAT2_D(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Input Widget
UI_FLOAT2_I(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Slider Widget
UI_FLOAT2_S(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized Drag Widget
CAT_FLOAT2_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized Input Widget
CAT_FLOAT2_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized Slider Widget
CAT_FLOAT2_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 macro with full control (value after "Tooltip" is ui_step)
UI_FLOAT2_FULL(FLOAT_NAME, "ui_type", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized macro with full control (value after "Tooltip" is ui_step)
CAT_FLOAT2_FULL(FLOAT_NAME, "ui_type", "Category", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5, 0.5)
* //////////////////////////////////////////////////// *
FLOAT3 Drag Widget
UI_FLOAT3_D(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Input Widget
UI_FLOAT3_I(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Slider Widget
UI_FLOAT3_S(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Drag Widget
CAT_FLOAT3_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Input Widget
CAT_FLOAT3_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Slider Widget
CAT_FLOAT3_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
* //////////////////////////////////////////////////// *
FLOAT3 Color Widget
UI_COLOR(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Color Widget
CAT_COLOR(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
* //////////////////////////////////////////////////// *
SAMPLER Macro
SAMPLER(SamplerName, TextureName)
SAMPLER Macro with texture boundary resolver option
SAMPLER_UV(SamplerName, TextureName, ResolverType)
TEXTURE Macro
TEXTURE(TextureName, "TexturePath")
TEXTURE Full Macro
TEXTURE_FULL(TextureName, "TexturePath", Width, Height, Format)
* //////////////////////////////////////////////////// *
TECHNIQUE Macro
TECHNIQUE(TechniqueName, PassMacro)
PASS Macro
PASS(PassID, VertexShader, PixelShader)
PASS Macro with RenderTarget
PASS_RT(PassID, VertexShader, PixelShader, RenderTarget)
////////////////////////////////////////////////////
* //////////////////////////////////////////////////// */
// INTEGER MACROS ////////////////////////////////
#define UI_COMBO(var, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "combo"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_COMBO(var, category, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "combo"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_INT_I(var, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_INT_I(var, category, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_INT_S(var, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_INT_S(var, category, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_INT_D(var, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_INT_D(var, category, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_RADIO(var, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "radio"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_RADIO(var, category, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "radio"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
// BOOL MACROS ///////////////////////////////////
#define UI_BOOL(var, label, tooltip, def) \
uniform bool var \
< \
ui_label = label; \
ui_tooltip = tooltip; \
> = def;
#define CAT_BOOL(var, category, label, tooltip, def) \
uniform bool var \
< \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = def;
// FLOAT MACROS //////////////////////////////////
#define UI_FLOAT_D(var, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_D(var, category, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT_FULL(var, uitype, label, tooltip, uistep, minval, maxval, defval) \
uniform float var \
< \
ui_type = uitype; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_FULL(var, uitype, category, label, tooltip, uistep, minval, maxval, defval) \
uniform float var \
< \
ui_type = uitype; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT_I(var, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_I(var, category, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT_S(var, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_S(var, category, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT2_D(var, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_D(var, category, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT2_FULL(var, uitype, label, tooltip, uistep, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = uitype; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_FULL(var, uitype, category, label, tooltip, uistep, minval, defval1, defval2) \
uniform float2 var \
< \
ui_type = uitype; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT2_I(var, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_I(var, category, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT2_S(var, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_S(var, category, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT3_D(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_FLOAT3_D(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define UI_FLOAT3_I(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_FLOAT3_I(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define UI_FLOAT3_S(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_FLOAT3_S(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
// COLOR WIDGET MACROS ///////////////////////////
#define UI_COLOR(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "color"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_COLOR(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "color"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
// SAMPLER MACRO /////////////////////////////////
#define SAMPLER(sname, tname) \
sampler sname \
{ \
Texture = tname; \
};
#define SAMPLER_UV(sname, tname, addUVW) \
sampler sname \
{ \
Texture = tname; \
AddressU = addUVW; \
AddressV = addUVW; \
AddressW = addUVW; \
};
// TEXTURE MACROs ////////////////////////////////
#define TEXTURE(tname, src) \
texture tname <source=src;> \
{ \
Width = BUFFER_WIDTH; \
Height = BUFFER_HEIGHT; \
Format = RGBA8; \
};
#define TEXTURE_FULL(tname, src, width, height, fomat) \
texture tname <source=src;> \
{ \
Width = width; \
Height = height; \
Format = fomat; \
};
// TECHNIQUE MACROS //////////////////////////////
#define TECHNIQUE(tname, pass) \
technique tname \
{ \
pass \
}
#define PASS(ID, vs, ps) pass \
{ \
VertexShader = vs; \
PixelShader = ps; \
}
#define PASS_RT(ID, vs, ps, rt) pass \
{ \
VertexShader = vs; \
PixelShader = ps; \
RenderTarget = rt; \
}

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@@ -1,492 +0,0 @@
/*
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
}

View File

@@ -1,3 +1,7 @@
/*
* SPDX-License-Identifier: CC0-1.0
*/
#pragma once
#if !defined(__RESHADE__) || __RESHADE__ < 30000
@@ -10,6 +14,9 @@
#ifndef RESHADE_DEPTH_INPUT_IS_REVERSED
#define RESHADE_DEPTH_INPUT_IS_REVERSED 1
#endif
#ifndef RESHADE_DEPTH_INPUT_IS_MIRRORED
#define RESHADE_DEPTH_INPUT_IS_MIRRORED 0
#endif
#ifndef RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
#define RESHADE_DEPTH_INPUT_IS_LOGARITHMIC 0
#endif
@@ -75,6 +82,9 @@ namespace ReShade
{
#if RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
texcoord.y = 1.0 - texcoord.y;
#endif
#if RESHADE_DEPTH_INPUT_IS_MIRRORED
texcoord.x = 1.0 - texcoord.x;
#endif
texcoord.x /= RESHADE_DEPTH_INPUT_X_SCALE;
texcoord.y /= RESHADE_DEPTH_INPUT_Y_SCALE;
@@ -105,6 +115,7 @@ namespace ReShade
}
// Vertex shader generating a triangle covering the entire screen
// See also https://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
{
texcoord.x = (id == 2) ? 2.0 : 0.0;

View File

@@ -7,27 +7,27 @@
#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
// >= 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
#define __UNIFORM_INPUT_BOOL1 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_BOOL2 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_BOOL3 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_BOOL4 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_INT1 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_INT2 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_INT3 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_INT4 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_FLOAT1 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_FLOAT2 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_FLOAT3 __UNIFORM_INPUT_ANY
#define __UNIFORM_INPUT_FLOAT4 __UNIFORM_INPUT_ANY
// Since 4.0.1
// >= 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"; >
@@ -35,7 +35,7 @@
#if SUPPORTED_VERSION(4,0,1)
#define __UNIFORM_DRAG_ANY ui_type = "drag";
// Since 4.0.0
// >= 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"; >)
@@ -43,7 +43,7 @@
#elif SUPPORTED_VERSION(4,0,0)
#define __UNIFORM_DRAG_ANY ui_type = "drag2";
// Since 3.0.0
// >= 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
@@ -52,20 +52,20 @@
#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
#define __UNIFORM_DRAG_BOOL1 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_BOOL2 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_BOOL3 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_BOOL4 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_INT1 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_INT2 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_INT3 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_INT4 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_FLOAT1 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_FLOAT2 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_FLOAT3 __UNIFORM_DRAG_ANY
#define __UNIFORM_DRAG_FLOAT4 __UNIFORM_DRAG_ANY
// Since 4.0.1
// >= 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"; >
@@ -73,7 +73,7 @@
#if SUPPORTED_VERSION(4,0,1)
#define __UNIFORM_SLIDER_ANY ui_type = "slider";
// Since 4.0.0
// >= 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"; >)
@@ -84,20 +84,20 @@
#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
#define __UNIFORM_SLIDER_BOOL1 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_BOOL2 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_BOOL3 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_BOOL4 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_INT1 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_INT2 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_INT3 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_INT4 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_FLOAT1 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_FLOAT2 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_FLOAT3 __UNIFORM_SLIDER_ANY
#define __UNIFORM_SLIDER_FLOAT4 __UNIFORM_SLIDER_ANY
// Since 3.0.0
// >= 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
@@ -105,19 +105,19 @@
#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
#define __UNIFORM_COMBO_BOOL2 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_BOOL3 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_BOOL4 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_INT1 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_INT2 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_INT3 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_INT4 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_FLOAT1 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_FLOAT2 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_FLOAT3 __UNIFORM_COMBO_ANY
#define __UNIFORM_COMBO_FLOAT4 __UNIFORM_COMBO_ANY
// Since 4.0.0 (but the ui_items force set "Off\0On\0"), and if less than it force converted to checkbox
// >= 4.0.0
// 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
@@ -125,7 +125,7 @@
// https://reshade.me/forum/releases/4772-4-0
#define __UNIFORM_COMBO_BOOL1 __UNIFORM_COMBO_ANY
// Since 4.0.0
// >= 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"; >)
@@ -136,48 +136,46 @@
#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
#define __UNIFORM_RADIO_BOOL1 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_BOOL2 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_BOOL3 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_BOOL4 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_INT1 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_INT2 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_INT3 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_INT4 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_FLOAT1 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_FLOAT2 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_FLOAT3 __UNIFORM_RADIO_ANY
#define __UNIFORM_RADIO_FLOAT4 __UNIFORM_RADIO_ANY
// Since 4.1.0
// >= 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
// >= 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
#define __UNIFORM_COLOR_BOOL1 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_BOOL2 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_BOOL3 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_BOOL4 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_INT1 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_INT2 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_INT3 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_INT4 __UNIFORM_COLOR_ANY
// __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
#define __UNIFORM_COLOR_FLOAT2 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_FLOAT3 __UNIFORM_COLOR_ANY
#define __UNIFORM_COLOR_FLOAT4 __UNIFORM_COLOR_ANY
// Since 4.2.0
// >= 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
@@ -188,7 +186,7 @@
#define __UNIFORM_COLOR_FLOAT1 __UNIFORM_SLIDER_ANY
#endif
// Since 4.3.0
// >= 4.3.0
// Add new "list" GUI widget (#103)
// https://github.com/crosire/reshade/commit/515287d20ce615c19cf3d4c21b49f83896f04ddc#diff-59405a313bd8cbfb0ca6dd633230e504R1894
// Added new "list" GUI widget
@@ -200,17 +198,17 @@
#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
#define __UNIFORM_LIST_BOOL2 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_BOOL3 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_BOOL4 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_INT1 __UNIFORM_LIST_ANY // >= 4.3.0
#define __UNIFORM_LIST_INT2 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_INT3 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_INT4 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_FLOAT1 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_FLOAT2 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_FLOAT3 __UNIFORM_LIST_ANY
#define __UNIFORM_LIST_FLOAT4 __UNIFORM_LIST_ANY
// For compatible with ComboBox
// For compatible with 'combo'
#define __UNIFORM_LIST_BOOL1 __UNIFORM_COMBO_ANY

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/**
* 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;
}
}

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////////////////////////////////////////////////////////////////////////////////
// Triangular Dither //
// By The Sandvich Maker //
// Ported to ReShade by TreyM //
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// //
// Usage: //
// Include this file in your shader like so: #include "TriDither.fx" //
// //
// For shader developers, use this syntax to do a function call in your //
// code as the last thing before exiting a given shader. You should dither //
// anytime data is going to be truncated to a lower bitdepth. Color input //
// must be a float3 value. //
// //
// input.rgb += TriDither(input.rgb, uv, bits); //
// //
// "bits" is an integer number that determines the bit depth //
// being dithered to. Usually 8, sometimes 10 //
// You can automate this by letting Reshade decide like so: //
// //
// input += TriDither(input, uv, BUFFER_COLOR_BIT_DEPTH); //
// //
// Manual setup looks something like this for an 8-bit backbuffer: //
// //
// input.rgb += TriDither(input.rgb, uv, 8); //
// //
////////////////////////////////////////////////////////////////////////////////
uniform float DitherTimer < source = "timer"; >;
#define remap(v, a, b) (((v) - (a)) / ((b) - (a)))
float rand21(float2 uv)
{
float2 noise = frac(sin(dot(uv, float2(12.9898, 78.233) * 2.0)) * 43758.5453);
return (noise.x + noise.y) * 0.5;
}
float rand11(float x)
{
return frac(x * 0.024390243);
}
float permute(float x)
{
return ((34.0 * x + 1.0) * x) % 289.0;
}
float3 TriDither(float3 color, float2 uv, int bits)
{
float bitstep = exp2(bits) - 1.0;
float lsb = 1.0 / bitstep;
float lobit = 0.5 / bitstep;
float hibit = (bitstep - 0.5) / bitstep;
float3 m = float3(uv, rand21(uv + (DitherTimer * 0.001))) + 1.0;
float h = permute(permute(permute(m.x) + m.y) + m.z);
float3 noise1, noise2;
noise1.x = rand11(h); h = permute(h);
noise2.x = rand11(h); h = permute(h);
noise1.y = rand11(h); h = permute(h);
noise2.y = rand11(h); h = permute(h);
noise1.z = rand11(h); h = permute(h);
noise2.z = rand11(h);
float3 lo = saturate(remap(color.xyz, 0.0, lobit));
float3 hi = saturate(remap(color.xyz, 1.0, hibit));
float3 uni = noise1 - 0.5;
float3 tri = noise1 - noise2;
return lerp(uni, tri, min(lo, hi)) * lsb;
}

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/*
Simple UIMask shader by luluco250
I have no idea why this was never ported back to ReShade 3.0 from 2.0,
but if you missed it, here it is.
It doesn't feature the auto mask from the original shader.
It does feature a new multi-channnel masking feature. UI masks can now contain
separate 'modes' within each of the three color channels.
For example, you can have the regular hud on the red channel (the default one),
a mask for an inventory screen on the green channel and a mask for a quest menu
on the blue channel. You can then use keyboard keys to toggle each channel on or off.
Multiple channels can be active at once, they'll just add up to mask the image.
Simple/legacy masks are not affected by this, they'll work just as you'd expect,
so you can still make simple black and white masks that use all color channels, it'll
be no different than just having it on a single channel.
Tips:
--You can adjust how much it will affect your HUD by changing "Mask Intensity".
--You don't actually need to place the UIMask_Bottom technique at the bottom of
your shader pipeline, if you have any effects that don't necessarily affect
the visibility of the HUD you can place it before that.
For instance, if you use color correction shaders like LUT, you might want
to place UIMask_Bottom just before that.
--Preprocessor flags:
--UIMASK_MULTICHANNEL:
Enables having up to three different masks on each color channel.
--Refer to this page for keycodes:
https://msdn.microsoft.com/en-us/library/windows/desktop/dd375731(v=vs.85).aspx
--To make a custom mask:
1-Take a screenshot of your game with the HUD enabled,
preferrably with any effects disabled for maximum visibility.
2-Open the screenshot with your preferred image editor program, I use GIMP.
3-Make a background white layer if there isn't one already.
Be sure to leave it behind your actual screenshot for the while.
4-Make an empty layer for the mask itself, you can call it "mask".
5-Having selected the mask layer, paint the places where HUD constantly is,
such as health bars, important messages, minimaps etc.
6-Delete or make your screenshot layer invisible.
7-Before saving your mask, let's do some gaussian blurring to improve it's look and feel:
For every step of blurring you want to do, make a new layer, such as:
Mask - Blur16x16
Mask - Blur8x8
Mask - Blur4x4
Mask - Blur2x2
Mask - NoBlur
You should use your image editor's default gaussian blurring filter, if there is one.
This avoids possible artifacts and makes the mask blend more easily on the eyes.
You may not need this if your mask is accurate enough and/or the HUD is simple enough.
8-Now save the final image with a unique name such as "MyUIMask.png" in your textures folder.
9-Set the preprocessor definition UIMASK_TEXTURE to the unique name of your image, with quotes.
You're done!
MIT Licensed:
Copyright (c) 2017 Lucas Melo
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.
*/
//#region Preprocessor
#include "ReShade.fxh"
#include "ReShadeUI.fxh"
#ifndef UIMASK_MULTICHANNEL
#define UIMASK_MULTICHANNEL 0
#endif
#if !UIMASK_MULTICHANNEL
#define TEXFORMAT R8
#else
#define TEXFORMAT RGBA8
#endif
#ifndef UIMASK_TEXTURE
#define UIMASK_TEXTURE "UIMask.png"
#endif
//#endregion
namespace UIMask
{
//#region Uniforms
uniform int _Help
<
ui_label = " ";
ui_text =
"For more detailed instructions, see the text at the top of this "
"effect's shader file (UIMask.fx).\n"
"\n"
"Available preprocessor definitions:\n"
" UIMASK_MULTICHANNEL:\n"
" If set to 1, each of the RGB color channels in the texture is "
"treated as a separate mask.\n"
"\n"
"How to create a mask:\n"
"\n"
"1. Take a screenshot with the game's UI appearing.\n"
"2. Open the screenshot in an image editor, GIMP or Photoshop are "
"recommended.\n"
"3. Create a new layer over the screenshot layer, fill it with black.\n"
"4. Reduce the layer opacity so you can see the screenshot layer "
"below.\n"
"5. Cover the UI with white to mask it from effects. The stronger the "
"mask white color, the more opaque the mask will be.\n"
"6. Set the mask layer opacity back to 100%.\n"
"7. Save the image in one of your texture folders, making sure to "
"use a unique name such as: \"MyUIMask.png\"\n"
"8. Set the preprocessor definition UIMASK_TEXTURE to the name of "
"your image, with quotes: \"MyUIMask.png\"\n"
;
ui_category = "Help";
ui_category_closed = true;
ui_type = "radio";
>;
uniform float fMask_Intensity
<
__UNIFORM_SLIDER_FLOAT1
ui_label = "Mask Intensity";
ui_tooltip =
"How much to mask effects from affecting the original image.\n"
"\nDefault: 1.0";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.001;
> = 1.0;
uniform bool bDisplayMask <
ui_label = "Display Mask";
ui_tooltip =
"Display the mask texture.\n"
"Useful for testing multiple channels or simply the mask itself.\n"
"\nDefault: Off";
> = false;
#if UIMASK_MULTICHANNEL
uniform bool bToggleRed <
ui_label = "Toggle Red Channel";
ui_tooltip = "Toggle UI masking for the red channel.\n"
"Right click to assign a hotkey.\n"
"\nDefault: On";
> = true;
uniform bool bToggleGreen <
ui_label = "Toggle Green Channel";
ui_tooltip = "Toggle UI masking for the green channel.\n"
"Right click to assign a hotkey."
"\nDefault: On";
> = true;
uniform bool bToggleBlue <
ui_label = "Toggle Blue Channel";
ui_tooltip = "Toggle UI masking for the blue channel.\n"
"Right click to assign a hotkey."
"\nDefault: On";
> = true;
#endif
//#endregion
//#region Textures
texture BackupTex
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
};
sampler Backup
{
Texture = BackupTex;
};
texture MaskTex <source=UIMASK_TEXTURE;>
{
Width = BUFFER_WIDTH;
Height = BUFFER_HEIGHT;
Format = TEXFORMAT;
};
sampler Mask
{
Texture = MaskTex;
};
//#endregion
//#region Shaders
float4 BackupPS(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
return tex2D(ReShade::BackBuffer, uv);
}
float4 MainPS(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
float4 color = tex2D(ReShade::BackBuffer, uv);
float4 backup = tex2D(Backup, uv);
#if !UIMASK_MULTICHANNEL
float mask = tex2D(Mask, uv).r;
#else
float3 mask_rgb = tex2D(Mask, uv).rgb;
// This just works, it basically adds masking with each channel that has
// been toggled.
float mask = saturate(
1.0 - dot(1.0 - mask_rgb,
float3(bToggleRed, bToggleGreen, bToggleBlue)));
#endif
color = lerp(color, backup, mask * fMask_Intensity);
color = bDisplayMask ? mask : color;
return color;
}
//#endregion
//#region Techniques
technique UIMask_Top
<
ui_tooltip = "Place this *above* the effects to be masked.";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = BackupPS;
RenderTarget = BackupTex;
}
}
technique UIMask_Bottom
<
ui_tooltip =
"Place this *below* the effects to be masked.\n"
"If you want to add a toggle key for the effect, set it to this one.";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = MainPS;
}
}
//#endregion
} // Namespace.

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# >REM<Freelancer
# 0.2.7
# 0.3.0

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@@ -13,8 +13,8 @@ Website :
File Name : REM.zip
File Size : 8,04 GB
Mod Version : 0.2.7
Date Released : 12/09/2024
Mod Version : 0.3.0
Date Released : 14/05/2025
******************************************************