Add Reshade Shaders from former REM Repository
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// LICENSE
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// =======
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// Copyright (c) 2017-2019 Advanced Micro Devices, Inc. All rights reserved.
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// -------
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// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation
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// files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy,
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// modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
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// Software is furnished to do so, subject to the following conditions:
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// -------
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// The above copyright notice and this permission notice shall be included in all copies or substantial portions of the
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// Software.
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// -------
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
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// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE
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//Initial port to ReShade: SLSNe https://gist.github.com/SLSNe/bbaf2d77db0b2a2a0755df581b3cf00c
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//Optimizations by Marty McFly:
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// vectorized math, even with scalar gcn hardware this should work
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// out the same, order of operations has not changed
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// For some reason, it went from 64 to 48 instructions, a lot of MOV gone
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// Also modified the way the final window is calculated
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//
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// reordered min() and max() operations, from 11 down to 9 registers
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//
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// restructured final weighting, 49 -> 48 instructions
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//
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// delayed RCP to replace SQRT with RSQRT
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//
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// removed the saturate() from the control var as it is clamped
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// by UI manager already, 48 -> 47 instructions
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//
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// replaced tex2D with tex2Doffset intrinsic (address offset by immediate integer)
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// 47 -> 43 instructions
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// 9 -> 8 registers
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//Further modified by OopyDoopy and Lord of Lunacy:
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// Changed wording in the UI for the existing variable and added a new variable and relevant code to adjust sharpening strength.
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//Fix by Lord of Lunacy:
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// Made the shader use a linear colorspace rather than sRGB, as recommended by the original AMD documentation from FidelityFX.
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//Modified by CeeJay.dk:
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// Included a label and tooltip description. I followed AMDs official naming guidelines for FidelityFX.
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//
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// Used gather trick to reduce the number of texture operations by one (9 -> 8). It's now 42 -> 51 instructions but still faster
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// because of the texture operation that was optimized away.
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//Fix by CeeJay.dk
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// Fixed precision issues with the gather at super high resolutions
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// Also tried to refactor the samples so more work can be done while they are being sampled, but it's not so easy and the gains
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// I'm seeing are so small they might be statistical noise. So it MIGHT be faster - no promises.
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//Fix by BC46
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// Removed the "0.5 * pixel" expressions in the DX10 or higher check.
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// With the use of dgVoodoo at least, the previous code caused the entire image to be blurry and slightly mispositioned.
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uniform float Contrast <
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ui_type = "drag";
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ui_label = "Contrast Adaptation";
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ui_tooltip = "Adjusts the range the shader adapts to high contrast (0 is not all the way off). Higher values = more high contrast sharpening.";
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ui_min = 0.0; ui_max = 1.0;
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> = 0.0;
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uniform float Sharpening <
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ui_type = "drag";
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ui_label = "Sharpening intensity";
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ui_tooltip = "Adjusts sharpening intensity by averaging the original pixels to the sharpened result. 1.0 is the unmodified default.";
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ui_min = 0.0; ui_max = 1.0;
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> = 1.0;
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#include "ReShade.fxh"
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#define pixel float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
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texture TexColor : COLOR;
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sampler sTexColor {Texture = TexColor; SRGBTexture = true;};
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float3 CASPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
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{
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// fetch a 3x3 neighborhood around the pixel 'e',
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// a b c
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// d(e)f
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// g h i
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float3 b = tex2Doffset(sTexColor, texcoord, int2(0, -1)).rgb;
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float3 d = tex2Doffset(sTexColor, texcoord, int2(-1, 0)).rgb;
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#if __RENDERER__ >= 0xa000 // If DX10 or higher
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float4 red_efhi = tex2DgatherR(sTexColor, texcoord);
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float3 e = float3( red_efhi.w, red_efhi.w, red_efhi.w);
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float3 f = float3( red_efhi.z, red_efhi.z, red_efhi.z);
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float3 h = float3( red_efhi.x, red_efhi.x, red_efhi.x);
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float3 i = float3( red_efhi.y, red_efhi.y, red_efhi.y);
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float4 green_efhi = tex2DgatherG(sTexColor, texcoord);
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e.g = green_efhi.w;
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f.g = green_efhi.z;
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h.g = green_efhi.x;
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i.g = green_efhi.y;
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float4 blue_efhi = tex2DgatherB(sTexColor, texcoord);
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e.b = blue_efhi.w;
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f.b = blue_efhi.z;
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h.b = blue_efhi.x;
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i.b = blue_efhi.y;
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#else // If DX9
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float3 e = tex2D(sTexColor, texcoord).rgb;
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float3 f = tex2Doffset(sTexColor, texcoord, int2(1, 0)).rgb;
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float3 h = tex2Doffset(sTexColor, texcoord, int2(0, 1)).rgb;
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float3 i = tex2Doffset(sTexColor, texcoord, int2(1, 1)).rgb;
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#endif
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float3 g = tex2Doffset(sTexColor, texcoord, int2(-1, 1)).rgb;
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float3 a = tex2Doffset(sTexColor, texcoord, int2(-1, -1)).rgb;
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float3 c = tex2Doffset(sTexColor, texcoord, int2(1, -1)).rgb;
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// Soft min and max.
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// a b c b
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// d e f * 0.5 + d e f * 0.5
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// g h i h
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// These are 2.0x bigger (factored out the extra multiply).
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float3 mnRGB = min(min(min(d, e), min(f, b)), h);
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float3 mnRGB2 = min(mnRGB, min(min(a, c), min(g, i)));
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mnRGB += mnRGB2;
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float3 mxRGB = max(max(max(d, e), max(f, b)), h);
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float3 mxRGB2 = max(mxRGB, max(max(a, c), max(g, i)));
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mxRGB += mxRGB2;
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// Smooth minimum distance to signal limit divided by smooth max.
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float3 rcpMRGB = rcp(mxRGB);
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float3 ampRGB = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
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// Shaping amount of sharpening.
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ampRGB = rsqrt(ampRGB);
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float peak = -3.0 * Contrast + 8.0;
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float3 wRGB = -rcp(ampRGB * peak);
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float3 rcpWeightRGB = rcp(4.0 * wRGB + 1.0);
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// 0 w 0
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// Filter shape: w 1 w
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// 0 w 0
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float3 window = (b + d) + (f + h);
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float3 outColor = saturate((window * wRGB + e) * rcpWeightRGB);
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return lerp(e, outColor, Sharpening);
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}
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technique ContrastAdaptiveSharpen
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<
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ui_label = "AMD FidelityFX Contrast Adaptive Sharpening";
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ui_tooltip =
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"CAS is a low overhead adaptive sharpening algorithm that AMD includes with their drivers.\n"
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"This port to ReShade works with all cards from all vendors,\n"
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"but cannot do the optional scaling that CAS is normally also capable of when activated in the AMD drivers.\n"
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"\n"
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"The algorithm adjusts the amount of sharpening per pixel to target an even level of sharpness across the image.\n"
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"Areas of the input image that are already sharp are sharpened less, while areas that lack detail are sharpened more.\n"
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"This allows for higher overall natural visual sharpness with fewer artifacts.";
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>
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = CASPass;
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SRGBWriteEnable = true;
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}
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}
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// Copyright (c) 2016-2018, bacondither
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions
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// are met:
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// 1. Redistributions of source code must retain the above copyright
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// notice, this list of conditions and the following disclaimer
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// in this position and unchanged.
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// 2. Redistributions in binary form must reproduce the above copyright
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// notice, this list of conditions and the following disclaimer in the
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// documentation and/or other materials provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY THE AUTHORS ``AS IS'' AND ANY EXPRESS OR
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// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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// IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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// Colourfulness - version 2018-11-12
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// EXPECTS FULL RANGE GAMMA LIGHT
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#include "ReShadeUI.fxh"
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uniform float colourfulness < __UNIFORM_SLIDER_FLOAT1
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ui_min = -1.0; ui_max = 2.0;
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ui_tooltip = "Degree of colourfulness, 0 = neutral";
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ui_step = 0.01;
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> = 0.4;
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uniform float lim_luma < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.1; ui_max = 1.0;
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ui_tooltip = "Lower values allows for more change near clipping";
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ui_step = 0.01;
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> = 0.7;
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uniform bool enable_dither <
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ui_tooltip = "Enables dithering, avoids introducing banding in gradients";
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ui_category = "Dither";
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> = false;
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uniform bool col_noise <
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ui_tooltip = "Coloured dither noise, lower subjective noise level";
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ui_category = "Dither";
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> = true;
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uniform float backbuffer_bits <
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ui_min = 1.0; ui_max = 32.0;
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ui_tooltip = "Backbuffer bith depth, most likely 8 or 10 bits";
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ui_category = "Dither";
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> = 8.0;
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//-------------------------------------------------------------------------------------------------
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#ifndef fast_luma
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#define fast_luma 1 // Rapid approx of sRGB gamma, small difference in quality
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#endif
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#ifndef temporal_dither
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#define temporal_dither 0 // Dither changes with every frame
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#endif
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//-------------------------------------------------------------------------------------------------
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#include "ReShade.fxh"
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#if (temporal_dither == 1)
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uniform int rnd < source = "random"; min = 0; max = 1000; >;
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#endif
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// Sigmoid function, sign(v)*pow(pow(abs(v), -2) + pow(s, -2), 1.0/-2)
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#define soft_lim(v,s) ( (v*s)*rcp(sqrt(s*s + v*v)) )
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// Weighted power mean, p = 0.5
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#define wpmean(a,b,w) ( pow(abs(w)*sqrt(abs(a)) + abs(1-w)*sqrt(abs(b)), 2) )
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// Max/Min RGB components
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#define maxRGB(c) ( max((c).r, max((c).g, (c).b)) )
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#define minRGB(c) ( min((c).r, min((c).g, (c).b)) )
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// Mean of Rec. 709 & 601 luma coefficients
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#define lumacoeff float3(0.2558, 0.6511, 0.0931)
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float3 Colourfulness(float4 vpos : SV_Position, float2 tex : TEXCOORD) : SV_Target
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{
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#if (fast_luma == 1)
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float3 c0 = tex2D(ReShade::BackBuffer, tex).rgb;
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float luma = sqrt(dot(saturate(c0*abs(c0)), lumacoeff));
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c0 = saturate(c0);
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#else // Better approx of sRGB gamma
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float3 c0 = saturate(tex2D(ReShade::BackBuffer, tex).rgb);
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float luma = pow(dot(pow(c0 + 0.06, 2.4), lumacoeff), 1.0/2.4) - 0.06;
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#endif
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// Calc colour saturation change
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float3 diff_luma = c0 - luma;
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float3 c_diff = diff_luma*(colourfulness + 1) - diff_luma;
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if (colourfulness > 0.0)
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{
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// 120% of c_diff clamped to max visible range + overshoot
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float3 rlc_diff = clamp((c_diff*1.2) + c0, -0.0001, 1.0001) - c0;
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// Calc max saturation-increase without altering RGB ratios
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float poslim = (1.0002 - luma)/(abs(maxRGB(diff_luma)) + 0.0001);
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float neglim = (luma + 0.0002)/(abs(minRGB(diff_luma)) + 0.0001);
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float3 diffmax = diff_luma*min(min(poslim, neglim), 32) - diff_luma;
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// Soft limit diff
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c_diff = soft_lim( c_diff, max(wpmean(diffmax, rlc_diff, lim_luma), 1e-7) );
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}
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if (enable_dither == true)
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{
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// Interleaved gradient noise by Jorge Jimenez
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const float3 magic = float3(0.06711056, 0.00583715, 52.9829189);
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#if (temporal_dither == 1)
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float xy_magic = (vpos.x + rnd)*magic.x + (vpos.y + rnd)*magic.y;
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#else
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float xy_magic = vpos.x*magic.x + vpos.y*magic.y;
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#endif
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float noise = (frac(magic.z*frac(xy_magic)) - 0.5)/(exp2(backbuffer_bits) - 1);
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c_diff += col_noise == true ? float3(-noise, noise, -noise) : noise;
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}
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return saturate(c0 + c_diff);
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}
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technique Colourfulness
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = Colourfulness;
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}
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}
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/**
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* HDR
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* by Christian Cann Schuldt Jensen ~ CeeJay.dk
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*
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* Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)
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*/
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#include "ReShadeUI.fxh"
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uniform float HDRPower < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 8.0;
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ui_label = "Power";
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> = 1.30;
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uniform float radius1 < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 8.0;
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ui_label = "Radius 1";
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> = 0.793;
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uniform float radius2 < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 8.0;
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ui_label = "Radius 2";
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ui_tooltip = "Raising this seems to make the effect stronger and also brighter.";
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> = 0.87;
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#include "ReShade.fxh"
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||||||
|
float3 HDRPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
|
||||||
|
{
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,492 @@
|
|||||||
|
/*
|
||||||
|
Magic Bloom by luluco250
|
||||||
|
Attempts to simulate a natural-looking bloom.
|
||||||
|
|
||||||
|
Features:
|
||||||
|
|
||||||
|
--Wide bloom blurring, derived from the gaussian function
|
||||||
|
defined here: https://en.wikipedia.org/wiki/Gaussian_blur#Mathematics
|
||||||
|
|
||||||
|
--Eye adaptation, decreases or increases the brightness
|
||||||
|
of bloom according to the overall image luminance.
|
||||||
|
|
||||||
|
--Lens dirt, as standard I suppose. Really not much here.
|
||||||
|
It uses an image named "MagicBloom_Dirt.png" so make
|
||||||
|
sure you have one in your textures directory.
|
||||||
|
|
||||||
|
--Unwanted features can be disabled through
|
||||||
|
preprocessor definitions, saving performance.
|
||||||
|
|
||||||
|
Preprocessor definitions:
|
||||||
|
|
||||||
|
--MAGICBLOOM_ADAPT_RESOLUTION:
|
||||||
|
Determines the width/height of the texture used for adaptation.
|
||||||
|
It is recommended to use 256, but you can use as far as 1024 without issues.
|
||||||
|
Too low resolutions will make adaptation seem "unstable".
|
||||||
|
Must be a power of two value: 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 etc.
|
||||||
|
|
||||||
|
--MAGICBLOOM_BLUR_PRECALCULATED:
|
||||||
|
If set to 0 the gaussian blur will be calculated inside the shader.
|
||||||
|
Otherwise, it uses a pre-calculated kernel (array).
|
||||||
|
|
||||||
|
--MAGICBLOOM_NODIRT:
|
||||||
|
If set to 1 all lens dirt related features are disabled.
|
||||||
|
Beneficial for performance if you don't wish to use lens dirt.
|
||||||
|
|
||||||
|
--MAGICBLOOM_NOADAPT:
|
||||||
|
If set to 1 all adaptation related features are disabled.
|
||||||
|
Beneficial for performance if you don't wish to use adaptation.
|
||||||
|
|
||||||
|
MIT Licensed:
|
||||||
|
|
||||||
|
Copyright (c) 2017 luluco250
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
|
SOFTWARE.
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "ReShade.fxh"
|
||||||
|
|
||||||
|
//Statics
|
||||||
|
|
||||||
|
#ifndef MAGICBLOOM_ADAPT_RESOLUTION
|
||||||
|
#define MAGICBLOOM_ADAPT_RESOLUTION 256
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef MAGICBLOOM_BLUR_PRECALCULATED
|
||||||
|
#define MAGICBLOOM_BLUR_PRECALCULATED 1
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef MAGICBLOOM_NODIRT
|
||||||
|
#define MAGICBLOOM_NODIRT 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#ifndef MAGICBLOOM_NOADAPT
|
||||||
|
#define MAGICBLOOM_NOADAPT 0
|
||||||
|
#endif
|
||||||
|
|
||||||
|
static const int iBlurSamples = 4;
|
||||||
|
static const int iAdaptResolution = MAGICBLOOM_ADAPT_RESOLUTION;
|
||||||
|
|
||||||
|
#define CONST_LOG2(v) (((v) & 0xAAAAAAAA) != 0) | ((((v) & 0xFFFF0000) != 0) << 4) | ((((v) & 0xFF00FF00) != 0) << 3) | ((((v) & 0xF0F0F0F0) != 0) << 2) | ((((v) & 0xCCCCCCCC) != 0) << 1)
|
||||||
|
|
||||||
|
static const float sigma = float(iBlurSamples) / 2.0;
|
||||||
|
static const float double_pi = 6.283185307179586476925286766559;
|
||||||
|
static const int lowest_mip = CONST_LOG2(iAdaptResolution) + 1;
|
||||||
|
static const float3 luma_value = float3(0.2126, 0.7152, 0.0722);
|
||||||
|
|
||||||
|
//Uniforms
|
||||||
|
|
||||||
|
#include "ReShadeUI.fxh"
|
||||||
|
|
||||||
|
uniform float fBloom_Intensity < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_label = "Bloom Intensity";
|
||||||
|
ui_tooltip = "Amount of bloom applied to the image.";
|
||||||
|
ui_min = 0.0;
|
||||||
|
ui_max = 10.0;
|
||||||
|
ui_step = 0.001;
|
||||||
|
> = 1.0;
|
||||||
|
|
||||||
|
uniform float fBloom_Threshold <
|
||||||
|
ui_label = "Bloom Threshold";
|
||||||
|
ui_tooltip =
|
||||||
|
"Thresholds (limits) dark pixels from being accounted for bloom.\n"
|
||||||
|
"Essentially, it increases the contrast in bloom and blackens darker pixels.\n"
|
||||||
|
"At 1.0 all pixels are used in bloom.\n"
|
||||||
|
"This value is not normalized, it is exponential, therefore changes in lower values are more noticeable than at higher values.";
|
||||||
|
ui_type = "drag";
|
||||||
|
ui_min = 1.0;
|
||||||
|
ui_max = 10.0;
|
||||||
|
ui_step = 0.1;
|
||||||
|
> = 2.0;
|
||||||
|
|
||||||
|
#if !MAGICBLOOM_NODIRT
|
||||||
|
uniform float fDirt_Intensity < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_label = "Dirt Intensity";
|
||||||
|
ui_tooltip =
|
||||||
|
"Amount of lens dirt applied to bloom.\n"
|
||||||
|
"Uses a texture called \"MagicBloom_Dirt.png\" from your textures directory(ies).";
|
||||||
|
ui_min = 0.0;
|
||||||
|
ui_max = 1.0;
|
||||||
|
ui_step = 0.001;
|
||||||
|
> = 0.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if !MAGICBLOOM_NOADAPT
|
||||||
|
uniform float fExposure < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_label = "Exposure";
|
||||||
|
ui_tooltip =
|
||||||
|
"The target exposure that bloom adapts to.\n"
|
||||||
|
"It is recommended to just leave it at 0.5, unless you wish for a brighter (1.0) or darker (0.0) image.";
|
||||||
|
ui_min = 0.0;
|
||||||
|
ui_max = 1.0;
|
||||||
|
ui_step = 0.001;
|
||||||
|
> = 0.5;
|
||||||
|
|
||||||
|
uniform float fAdapt_Speed <
|
||||||
|
ui_label = "Adaptation Speed";
|
||||||
|
ui_tooltip =
|
||||||
|
"How quick bloom adapts to changes in the image brightness.\n"
|
||||||
|
"At 1.0, changes are instantaneous.\n"
|
||||||
|
"It is recommended to use low values, between 0.01 and 0.1.\n"
|
||||||
|
"0.1 will provide a quick but natural adaptation.\n"
|
||||||
|
"0.01 will provide a slow form of adaptation.";
|
||||||
|
ui_type = "drag";
|
||||||
|
ui_min = 0.001;
|
||||||
|
ui_max = 1.0;
|
||||||
|
ui_step = 0.001;
|
||||||
|
> = 0.1;
|
||||||
|
|
||||||
|
uniform float fAdapt_Sensitivity < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_label = "Adapt Sensitivity";
|
||||||
|
ui_tooltip =
|
||||||
|
"How sensitive adaptation is towards brightness.\n"
|
||||||
|
"At higher values bloom can get darkened at the slightest amount of brightness.\n"
|
||||||
|
"At lower values bloom will require a lot of image brightness before it's fully darkened."
|
||||||
|
"1.0 will not modify the amount of brightness that is accounted for adaptation.\n"
|
||||||
|
"0.5 is a good value, but may miss certain bright spots.";
|
||||||
|
ui_min = 0.0;
|
||||||
|
ui_max = 3.0;
|
||||||
|
ui_step = 0.001;
|
||||||
|
> = 1.0;
|
||||||
|
|
||||||
|
uniform float2 f2Adapt_Clip < __UNIFORM_SLIDER_FLOAT2
|
||||||
|
ui_label = "Adaptation Min/Max";
|
||||||
|
ui_tooltip =
|
||||||
|
"Determines the minimum and maximum values that adaptation can determine to ajust bloom.\n"
|
||||||
|
"Reducing the maximum would cause bloom to be brighter (as it is less adapted).\n"
|
||||||
|
"Increasing the minimum would cause bloom to be darker (as it is more adapted).\n"
|
||||||
|
"Keep the maximum above or equal to the minium and vice-versa.";
|
||||||
|
ui_min = 0.0;
|
||||||
|
ui_max = 1.0;
|
||||||
|
ui_step = 0.001;
|
||||||
|
> = float2(0.0, 1.0);
|
||||||
|
|
||||||
|
uniform int iAdapt_Precision < __UNIFORM_SLIDER_INT1
|
||||||
|
ui_label = "Adaptation Precision";
|
||||||
|
ui_tooltip =
|
||||||
|
"Determins how accurately bloom adapts to the center of image.\n"
|
||||||
|
"At 0 the adaptation is calculated from the average of the whole image.\n"
|
||||||
|
"At the highest value (which may vary) adaptation focuses solely on the center pixel(s) of the screen.\n"
|
||||||
|
"Values closer to 0 are recommended.";
|
||||||
|
ui_min = 0;
|
||||||
|
ui_max = lowest_mip;
|
||||||
|
ui_step = 0.1;
|
||||||
|
> = lowest_mip * 0.3;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
uniform uint iDebug <
|
||||||
|
ui_label = "Debug Options";
|
||||||
|
ui_tooltip = "Contains debugging options like displaying the bloom texture.";
|
||||||
|
ui_type = "combo";
|
||||||
|
ui_items = "None\0Display Bloom Texture\0";
|
||||||
|
> = 0;
|
||||||
|
|
||||||
|
//Textures
|
||||||
|
|
||||||
|
texture tMagicBloom_1 < pooled = true; > { Width = BUFFER_WIDTH / 2; Height = BUFFER_HEIGHT / 2; Format = RGBA16F; };
|
||||||
|
texture tMagicBloom_2 < pooled = true; > { Width = BUFFER_WIDTH / 4; Height = BUFFER_HEIGHT / 4; Format = RGBA16F; };
|
||||||
|
texture tMagicBloom_3 < pooled = true; > { Width = BUFFER_WIDTH / 8; Height = BUFFER_HEIGHT / 8; Format = RGBA16F; };
|
||||||
|
texture tMagicBloom_4 < pooled = true; > { Width = BUFFER_WIDTH / 16; Height = BUFFER_HEIGHT / 16; Format = RGBA16F; };
|
||||||
|
texture tMagicBloom_5 < pooled = true; > { Width = BUFFER_WIDTH / 32; Height = BUFFER_HEIGHT / 32; Format = RGBA16F; };
|
||||||
|
texture tMagicBloom_6 < pooled = true; > { Width = BUFFER_WIDTH / 64; Height = BUFFER_HEIGHT / 64; Format = RGBA16F; };
|
||||||
|
texture tMagicBloom_7 < pooled = true; > { Width = BUFFER_WIDTH / 128; Height = BUFFER_HEIGHT / 128; Format = RGBA16F; };
|
||||||
|
texture tMagicBloom_8 < pooled = true; > { Width = BUFFER_WIDTH / 256; Height = BUFFER_HEIGHT / 256; Format = RGBA16F; };
|
||||||
|
#if !MAGICBLOOM_NOADAPT
|
||||||
|
texture tMagicBloom_Small { Width = iAdaptResolution; Height = iAdaptResolution; Format = R32F; MipLevels = lowest_mip; };
|
||||||
|
texture tMagicBloom_Adapt { Format = R32F; };
|
||||||
|
texture tMagicBloom_LastAdapt { Format = R32F; };
|
||||||
|
#endif
|
||||||
|
#if !MAGICBLOOM_NODIRT
|
||||||
|
texture tMagicBloom_Dirt <source="MagicBloom_Dirt.png";> { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; };
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//Samplers
|
||||||
|
|
||||||
|
sampler sMagicBloom_1 { Texture = tMagicBloom_1; };
|
||||||
|
sampler sMagicBloom_2 { Texture = tMagicBloom_2; };
|
||||||
|
sampler sMagicBloom_3 { Texture = tMagicBloom_3; };
|
||||||
|
sampler sMagicBloom_4 { Texture = tMagicBloom_4; };
|
||||||
|
sampler sMagicBloom_5 { Texture = tMagicBloom_5; };
|
||||||
|
sampler sMagicBloom_6 { Texture = tMagicBloom_6; };
|
||||||
|
sampler sMagicBloom_7 { Texture = tMagicBloom_7; };
|
||||||
|
sampler sMagicBloom_8 { Texture = tMagicBloom_8; };
|
||||||
|
#if !MAGICBLOOM_NOADAPT
|
||||||
|
sampler sMagicBloom_Small { Texture = tMagicBloom_Small; };
|
||||||
|
sampler sMagicBloom_Adapt { Texture = tMagicBloom_Adapt; MinFilter = POINT; MagFilter = POINT; };
|
||||||
|
sampler sMagicBloom_LastAdapt { Texture = tMagicBloom_LastAdapt; MinFilter = POINT; MagFilter = POINT; };
|
||||||
|
#endif
|
||||||
|
#if !MAGICBLOOM_NODIRT
|
||||||
|
sampler sMagicBloom_Dirt { Texture = tMagicBloom_Dirt; };
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//Functions
|
||||||
|
|
||||||
|
#if !MAGICBLOOM_BLUR_PRECALCULATED
|
||||||
|
float gaussian_function(float2 i) {
|
||||||
|
static const float first_part = 1.0 / (double_pi * pow(sigma, 2.0));
|
||||||
|
static const float second_part_a = 1.0 / (2.0 * pow(sigma, 2.0));
|
||||||
|
float second_part_b = (pow(i.x, 2.0) + pow(i.y, 2.0)) * second_part_a;
|
||||||
|
return first_part * exp(-second_part_b);
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
//Why use a single-pass blur? To reduce the amount of textures used in half.
|
||||||
|
//Scale should be the original resolution divided by target resolution.
|
||||||
|
float3 blur(sampler sp, float2 uv, float scale) {
|
||||||
|
float2 ps = BUFFER_PIXEL_SIZE * scale;
|
||||||
|
|
||||||
|
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||||
|
static const float kernel[9] = {
|
||||||
|
0.0269955, 0.0647588, 0.120985, 0.176033, 0.199471, 0.176033, 0.120985, 0.0647588, 0.0269955
|
||||||
|
};
|
||||||
|
static const float accum = 1.02352;
|
||||||
|
#else
|
||||||
|
float accum = 0.0;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
float gaussian_weight = 0.0;
|
||||||
|
float3 col = 0.0;
|
||||||
|
|
||||||
|
[loop]
|
||||||
|
for (int x = -iBlurSamples; x <= iBlurSamples; ++x) {
|
||||||
|
for (int y = -iBlurSamples; y <= iBlurSamples; ++y) {
|
||||||
|
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||||
|
gaussian_weight = kernel[x + iBlurSamples] * kernel[y + iBlurSamples];
|
||||||
|
#else
|
||||||
|
gaussian_weight = gaussian_function(float2(x, y));
|
||||||
|
accum += gaussian_weight;
|
||||||
|
#endif
|
||||||
|
col += tex2D(sp, uv + ps * float2(x, y)).rgb * gaussian_weight;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#if MAGICBLOOM_BLUR_PRECALCULATED
|
||||||
|
return col * accum;
|
||||||
|
#else
|
||||||
|
return col / accum;
|
||||||
|
#endif
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
Uncharted 2 Tonemapper
|
||||||
|
|
||||||
|
Thanks John Hable and Naughty Dog.
|
||||||
|
*/
|
||||||
|
float3 tonemap(float3 col, float exposure) {
|
||||||
|
static const float A = 0.15; //shoulder strength
|
||||||
|
static const float B = 0.50; //linear strength
|
||||||
|
static const float C = 0.10; //linear angle
|
||||||
|
static const float D = 0.20; //toe strength
|
||||||
|
static const float E = 0.02; //toe numerator
|
||||||
|
static const float F = 0.30; //toe denominator
|
||||||
|
static const float W = 11.2; //linear white point value
|
||||||
|
|
||||||
|
col *= exposure;
|
||||||
|
|
||||||
|
col = ((col * (A * col + C * B) + D * E) / (col * (A * col + B) + D * F)) - E / F;
|
||||||
|
static const float white = 1.0 / (((W * (A * W + C * B) + D * E) / (W * (A * W + B) + D * F)) - E / F);
|
||||||
|
col *= white;
|
||||||
|
return col;
|
||||||
|
}
|
||||||
|
|
||||||
|
float3 blend_screen(float3 a, float3 b) {
|
||||||
|
return 1.0 - (1.0 - a) * (1.0 - b);
|
||||||
|
}
|
||||||
|
|
||||||
|
/*
|
||||||
|
The function below is a leftover from debugging.
|
||||||
|
It just draws a line on the screen, it's horizontal position being
|
||||||
|
the value you specify (from 0.0-1.0, becoming left-right).
|
||||||
|
No use now but might be useful later on so I just left it here.
|
||||||
|
*/
|
||||||
|
/*void debug_value(inout float3 col, float2 uv, float value, float3 needle_color) {
|
||||||
|
static const float2 ps = BUFFER_PIXEL_SIZE;
|
||||||
|
col = (uv.x + ps.x > value && uv.x - ps.x < value) ? needle_color : col;
|
||||||
|
}*/
|
||||||
|
|
||||||
|
//Shaders
|
||||||
|
|
||||||
|
/*
|
||||||
|
Thresholding is performed on the first blur for two reasons:
|
||||||
|
--Save an entire texture from being used to threshold.
|
||||||
|
--Being the smallest blur it also results in the least amount of artifacts.
|
||||||
|
*/
|
||||||
|
float4 PS_Blur1(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
float3 col = blur(ReShade::BackBuffer, uv, 2.0);
|
||||||
|
col = pow(abs(col), fBloom_Threshold);
|
||||||
|
col *= fBloom_Intensity;
|
||||||
|
return float4(col, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 PS_Blur2(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return float4(blur(sMagicBloom_1, uv, 4.0), 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 PS_Blur3(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return float4(blur(sMagicBloom_2, uv, 8.0), 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 PS_Blur4(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return float4(blur(sMagicBloom_3, uv, 8.0), 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 PS_Blur5(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return float4(blur(sMagicBloom_4, uv, 16.0), 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 PS_Blur6(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return float4(blur(sMagicBloom_5, uv, 32.0), 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 PS_Blur7(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return float4(blur(sMagicBloom_6, uv, 64.0), 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
float4 PS_Blur8(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return float4(blur(sMagicBloom_7, uv, 128.0), 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
//Final blend shader
|
||||||
|
float4 PS_Blend(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
float3 col = tex2D(ReShade::BackBuffer, uv).rgb;
|
||||||
|
float3 bloom = tex2D(sMagicBloom_1, uv).rgb
|
||||||
|
+ tex2D(sMagicBloom_2, uv).rgb
|
||||||
|
+ tex2D(sMagicBloom_3, uv).rgb
|
||||||
|
+ tex2D(sMagicBloom_4, uv).rgb
|
||||||
|
+ tex2D(sMagicBloom_5, uv).rgb
|
||||||
|
+ tex2D(sMagicBloom_6, uv).rgb
|
||||||
|
+ tex2D(sMagicBloom_7, uv).rgb
|
||||||
|
+ tex2D(sMagicBloom_8, uv).rgb;
|
||||||
|
//Dunno if making the division by 8 a static multiplication helps, but whatever.
|
||||||
|
static const float bloom_accum = 1.0 / 8.0;
|
||||||
|
bloom *= bloom_accum;
|
||||||
|
|
||||||
|
#if !MAGICBLOOM_NOADAPT
|
||||||
|
float exposure = fExposure / max(tex2D(sMagicBloom_Adapt, 0.0).x, 0.00001);
|
||||||
|
bloom = tonemap(bloom, exposure);
|
||||||
|
#else
|
||||||
|
//Without adaptation it seems 100.0 exposure is needed for bloom to look bright enough.
|
||||||
|
bloom = tonemap(bloom, 100.0);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
#if !MAGICBLOOM_NODIRT
|
||||||
|
float3 dirt = tex2D(sMagicBloom_Dirt, uv).rgb;
|
||||||
|
dirt *= fDirt_Intensity;
|
||||||
|
bloom = blend_screen(bloom, dirt * bloom);
|
||||||
|
#endif
|
||||||
|
|
||||||
|
col = blend_screen(col, bloom);
|
||||||
|
|
||||||
|
//If we're to display the bloom texture, we replace col with it.
|
||||||
|
col = iDebug == 1 ? bloom : col;
|
||||||
|
|
||||||
|
return float4(col, 1.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
#if !MAGICBLOOM_NOADAPT
|
||||||
|
/*
|
||||||
|
How adaptation works:
|
||||||
|
--Calculate image luminance.
|
||||||
|
--Save it to a smaller, mipmapped texture.
|
||||||
|
--Mipmaps require a power of 2 texture.
|
||||||
|
--Fetch a mipmap level according to a specfied amount of precision.
|
||||||
|
--The lowest mipmap is simply an average of the entire image.
|
||||||
|
*/
|
||||||
|
float PS_GetSmall(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return dot(tex2D(ReShade::BackBuffer, uv).rgb, luma_value);
|
||||||
|
}
|
||||||
|
|
||||||
|
float PS_GetAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
float curr = tex2Dlod(sMagicBloom_Small, float4(0.5, 0.5, 0, lowest_mip - iAdapt_Precision)).x;
|
||||||
|
curr *= fAdapt_Sensitivity;
|
||||||
|
curr = clamp(curr, f2Adapt_Clip.x, f2Adapt_Clip.y);
|
||||||
|
float last = tex2D(sMagicBloom_LastAdapt, 0.0).x;
|
||||||
|
//Using the frametime/delta here would actually scale adaptation with the framerate.
|
||||||
|
//We don't want that, so we don't even bother with it.
|
||||||
|
return lerp(last, curr, fAdapt_Speed);
|
||||||
|
}
|
||||||
|
|
||||||
|
float PS_SaveAdapt(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target {
|
||||||
|
return tex2D(sMagicBloom_Adapt, 0.0).x;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
|
||||||
|
technique MagicBloom {
|
||||||
|
pass Blur1 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur1;
|
||||||
|
RenderTarget = tMagicBloom_1;
|
||||||
|
}
|
||||||
|
pass Blur2 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur2;
|
||||||
|
RenderTarget = tMagicBloom_2;
|
||||||
|
}
|
||||||
|
pass Blur3 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur3;
|
||||||
|
RenderTarget = tMagicBloom_3;
|
||||||
|
}
|
||||||
|
pass Blur4 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur4;
|
||||||
|
RenderTarget = tMagicBloom_4;
|
||||||
|
}
|
||||||
|
pass Blur5 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur5;
|
||||||
|
RenderTarget = tMagicBloom_5;
|
||||||
|
}
|
||||||
|
pass Blur6 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur6;
|
||||||
|
RenderTarget = tMagicBloom_6;
|
||||||
|
}
|
||||||
|
pass Blur7 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur7;
|
||||||
|
RenderTarget = tMagicBloom_7;
|
||||||
|
}
|
||||||
|
pass Blur8 {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blur8;
|
||||||
|
RenderTarget = tMagicBloom_8;
|
||||||
|
}
|
||||||
|
pass Blend {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_Blend;
|
||||||
|
}
|
||||||
|
#if !MAGICBLOOM_NOADAPT
|
||||||
|
pass GetSmall {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_GetSmall;
|
||||||
|
RenderTarget = tMagicBloom_Small;
|
||||||
|
}
|
||||||
|
pass GetAdapt {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_GetAdapt;
|
||||||
|
RenderTarget = tMagicBloom_Adapt;
|
||||||
|
}
|
||||||
|
pass SaveAdapt {
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = PS_SaveAdapt;
|
||||||
|
RenderTarget = tMagicBloom_LastAdapt;
|
||||||
|
}
|
||||||
|
#endif
|
||||||
|
}
|
||||||
@@ -0,0 +1,72 @@
|
|||||||
|
/**
|
||||||
|
* Tonemap version 1.1
|
||||||
|
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "ReShadeUI.fxh"
|
||||||
|
|
||||||
|
uniform float Gamma < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_min = 0.0; ui_max = 2.0;
|
||||||
|
ui_tooltip = "Adjust midtones. 1.0 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
|
||||||
|
> = 1.0;
|
||||||
|
uniform float Exposure < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_min = -1.0; ui_max = 1.0;
|
||||||
|
ui_tooltip = "Adjust exposure";
|
||||||
|
> = 0.0;
|
||||||
|
uniform float Saturation < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_min = -1.0; ui_max = 1.0;
|
||||||
|
ui_tooltip = "Adjust saturation";
|
||||||
|
> = 0.0;
|
||||||
|
|
||||||
|
uniform float Bleach < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_min = 0.0; ui_max = 1.0;
|
||||||
|
ui_tooltip = "Brightens the shadows and fades the colors";
|
||||||
|
> = 0.0;
|
||||||
|
|
||||||
|
uniform float Defog < __UNIFORM_SLIDER_FLOAT1
|
||||||
|
ui_min = 0.0; ui_max = 1.0;
|
||||||
|
ui_tooltip = "How much of the color tint to remove";
|
||||||
|
> = 0.0;
|
||||||
|
uniform float3 FogColor < __UNIFORM_COLOR_FLOAT3
|
||||||
|
ui_label = "Defog Color";
|
||||||
|
ui_tooltip = "Which color tint to remove";
|
||||||
|
> = float3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
|
||||||
|
#include "ReShade.fxh"
|
||||||
|
|
||||||
|
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
|
||||||
|
{
|
||||||
|
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
|
||||||
|
color = saturate(color - Defog * FogColor * 2.55); // Defog
|
||||||
|
color *= pow(2.0f, Exposure); // Exposure
|
||||||
|
color = pow(color, Gamma); // Gamma
|
||||||
|
|
||||||
|
const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
|
||||||
|
float lum = dot(coefLuma, color);
|
||||||
|
|
||||||
|
float L = saturate(10.0 * (lum - 0.45));
|
||||||
|
float3 A2 = Bleach * color;
|
||||||
|
|
||||||
|
float3 result1 = 2.0f * color * lum;
|
||||||
|
float3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
|
||||||
|
|
||||||
|
float3 newColor = lerp(result1, result2, L);
|
||||||
|
float3 mixRGB = A2 * newColor;
|
||||||
|
color += ((1.0f - A2) * mixRGB);
|
||||||
|
|
||||||
|
float3 middlegray = dot(color, (1.0 / 3.0));
|
||||||
|
float3 diffcolor = color - middlegray;
|
||||||
|
color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
|
||||||
|
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
technique Tonemap
|
||||||
|
{
|
||||||
|
pass
|
||||||
|
{
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = TonemapPass;
|
||||||
|
}
|
||||||
|
}
|
||||||
Binary file not shown.
|
After Width: | Height: | Size: 558 KiB |
Reference in New Issue
Block a user