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Data: Add reshade-shaders (mainly headers)
This commit is contained in:
589
data/resources/shaders/reshade/Shaders/Blending.fxh
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589
data/resources/shaders/reshade/Shaders/Blending.fxh
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/*------------------.
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| :: Description :: |
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'-------------------/
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Blending Header (version 0.8)
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Blending Algorithm Sources:
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https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt
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http://www.nathanm.com/photoshop-blending-math/
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(Alt) https://github.com/cplotts/WPFSLBlendModeFx/blob/master/PhotoshopMathFP.hlsl
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Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil
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About:
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Provides a variety of blending methods for you to use as you wish. Just include this header.
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History:
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(*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility
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Version 0.1 by Marot Satil & uchu suzume
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* Added and improved upon multiple blending modes thanks to the work of uchu suzume, prod80, and originalnicodr.
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Version 0.2 by uchu suzume & Marot Satil
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* Added Addition, Subtract, Divide blending modes and improved code readability.
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Version 0.3 by uchu suzume & Marot Satil
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* Sorted blending modes in a more logical fashion, grouping by type.
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Version 0.4 by uchu suzume
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x Corrected Color Dodge blending behavior.
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Version 0.5 by Marot Satil & uchu suzume
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* Added preprocessor macros for uniform variable combo UI element & lerp.
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Version 0.6 by Marot Satil & uchu suzume
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* Added Divide (Alternative) and Divide (Photoshop) blending modes.
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Version 0.7 by prod80
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- Added original sources for blending algorithms.
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x Corrected average luminosity values.
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Version 0.8 by Marot Satil
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* Added a new funciton to output blended data.
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+ Moved all code into the BlendingH namespace, which is part of the ComHeaders common namespace meant to be used by other headers.
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! Removed old preprocessor macro blending output.
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.------------------.
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| :: How To Use :: |
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'------------------/
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Blending two variables using this header in your own shaders is very straightforward.
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Very basic example code using the "Darken" blending mode follows:
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// First, include the header.
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#include "Blending.fxh"
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// You can use this preprocessor macro to generate an attractive and functional uniform int UI combo element containing the list of blending techniques:
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// BLENDING_COMBO(variable_name, label, tooltip, category, category_closed, spacing, default_value)
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BLENDING_COMBO(_BlendMode, "Blending Mode", "Select the blending mode applied to the layer.", "Blending Options", false, 0, 0)
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// Inside of your function you can call this function to apply the blending option specified by an int (variable) to your float3 (input) via
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// a lerp between your float3 (input), float3 (output), and a float (blending) for the alpha channel.
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// ComHeaders::Blending::Blend(int variable, float3 input, float3 output, float blending)
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outColor.rgb = ComHeaders::Blending::Blend(_BlendMode, inColor, outColor, outColor.a);
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*/
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// -------------------------------------
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// Preprocessor Macros
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// -------------------------------------
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#undef BLENDING_COMBO
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#define BLENDING_COMBO(variable, name_label, description, group, grp_closed, space, default_value) \
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uniform int variable \
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< \
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ui_category = group; \
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ui_category_closed = grp_closed; \
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ui_items = \
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"Normal\0" \
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/* "Darken" */ \
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"Darken\0" \
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" Multiply\0" \
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" Color Burn\0" \
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" Linear Burn\0" \
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/* "Lighten" */ \
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"Lighten\0" \
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" Screen\0" \
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" Color Dodge\0" \
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" Linear Dodge\0" \
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" Addition\0" \
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" Glow\0" \
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/* "Contrast" */ \
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"Overlay\0" \
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" Soft Light\0" \
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" Hard Light\0" \
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" Vivid Light\0" \
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" Linear Light\0" \
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" Pin Light\0" \
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" Hard Mix\0" \
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/* "Inversion" */ \
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"Difference\0" \
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" Exclusion\0" \
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/* "Cancelation" */ \
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"Subtract\0" \
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" Divide\0" \
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" Divide (Alternative)\0" \
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" Divide (Photoshop)\0" \
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" Reflect\0" \
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" Grain Extract\0" \
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" Grain Merge\0" \
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/* "Component" */ \
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"Hue\0" \
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" Saturation\0" \
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" Color\0" \
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" Luminosity\0"; \
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ui_label = name_label; \
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ui_tooltip = description; \
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ui_type = "combo"; \
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ui_spacing = space; \
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> = default_value;
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namespace ComHeaders
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{
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namespace Blending
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{
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// -------------------------------------
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// Helper Functions
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// -------------------------------------
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float3 Aux(float3 a)
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{
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if (a.r <= 0.25 && a.g <= 0.25 && a.b <= 0.25)
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return ((16.0 * a - 12.0) * a + 4) * a;
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else
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return sqrt(a);
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}
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float Lum(float3 a)
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{
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return (0.33333 * a.r + 0.33334 * a.g + 0.33333 * a.b);
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}
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float3 SetLum (float3 a, float b){
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const float c = b - Lum(a);
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return float3(a.r + c, a.g + c, a.b + c);
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}
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float min3 (float a, float b, float c)
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{
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return min(a, (min(b, c)));
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}
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float max3 (float a, float b, float c)
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{
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return max(a, max(b, c));
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}
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float3 SetSat(float3 a, float b){
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float ar = a.r;
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float ag = a.g;
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float ab = a.b;
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if (ar == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
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{
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//caso r->max g->mid b->min
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if (ar > ab)
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{
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ag = (((ag - ab) * b) / (ar - ab));
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ar = b;
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}
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else
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{
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ag = 0.0;
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ar = 0.0;
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}
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ab = 0.0;
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}
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else
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{
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if (ar == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
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{
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//caso r->max b->mid g->min
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if (ar > ag)
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{
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ab = (((ab - ag) * b) / (ar - ag));
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ar = b;
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}
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else
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{
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ab = 0.0;
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ar = 0.0;
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}
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ag = 0.0;
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}
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else
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{
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if (ag == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
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{
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//caso g->max r->mid b->min
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if (ag > ab)
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{
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ar = (((ar - ab) * b) / (ag - ab));
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ag = b;
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}
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else
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{
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ar = 0.0;
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ag = 0.0;
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}
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ab = 0.0;
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}
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else
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{
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if (ag == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
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{
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//caso g->max b->mid r->min
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if (ag > ar)
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{
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ab = (((ab - ar) * b) / (ag - ar));
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ag = b;
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}
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else
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{
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ab = 0.0;
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ag = 0.0;
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}
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ar = 0.0;
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}
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else
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{
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if (ab == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
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{
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//caso b->max r->mid g->min
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if (ab > ag)
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{
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ar = (((ar - ag) * b) / (ab - ag));
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ab = b;
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}
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else
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{
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ar = 0.0;
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ab = 0.0;
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}
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ag = 0.0;
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}
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else
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{
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if (ab == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
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{
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//caso b->max g->mid r->min
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if (ab > ar)
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{
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ag = (((ag - ar) * b) / (ab - ar));
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ab = b;
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}
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else
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{
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ag = 0.0;
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ab = 0.0;
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}
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ar = 0.0;
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}
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}
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}
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}
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}
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}
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return float3(ar, ag, ab);
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}
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float Sat(float3 a)
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{
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return max3(a.r, a.g, a.b) - min3(a.r, a.g, a.b);
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}
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// -------------------------------------
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// Blending Modes
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// -------------------------------------
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// Darken
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float3 Darken(float3 a, float3 b)
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{
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return min(a, b);
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}
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// Multiply
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float3 Multiply(float3 a, float3 b)
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{
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return a * b;
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}
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// Color Burn
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float3 ColorBurn(float3 a, float3 b)
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{
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if (b.r > 0 && b.g > 0 && b.b > 0)
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return 1.0 - min(1.0, (0.5 - a) / b);
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else
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return 0.0;
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}
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// Linear Burn
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float3 LinearBurn(float3 a, float3 b)
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{
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return max(a + b - 1.0f, 0.0f);
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}
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// Lighten
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float3 Lighten(float3 a, float3 b)
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{
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return max(a, b);
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}
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// Screen
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float3 Screen(float3 a, float3 b)
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{
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return 1.0 - (1.0 - a) * (1.0 - b);
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}
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// Color Dodge
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float3 ColorDodge(float3 a, float3 b)
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{
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if (b.r < 1 && b.g < 1 && b.b < 1)
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return min(1.0, a / (1.0 - b));
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else
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return 1.0;
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}
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// Linear Dodge
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float3 LinearDodge(float3 a, float3 b)
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{
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return min(a + b, 1.0f);
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}
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// Addition
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float3 Addition(float3 a, float3 b)
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{
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return min((a + b), 1);
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}
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// Reflect
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float3 Reflect(float3 a, float3 b)
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{
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if (b.r >= 0.999999 || b.g >= 0.999999 || b.b >= 0.999999)
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return b;
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else
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return saturate(a * a / (1.0f - b));
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}
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// Glow
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float3 Glow(float3 a, float3 b)
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{
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return Reflect(b, a);
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}
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// Overlay
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float3 Overlay(float3 a, float3 b)
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{
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return lerp(2 * a * b, 1.0 - 2 * (1.0 - a) * (1.0 - b), step(0.5, a));
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}
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// Soft Light
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float3 SoftLight(float3 a, float3 b)
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{
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if (b.r <= 0.5 && b.g <= 0.5 && b.b <= 0.5)
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return clamp(a - (1.0 - 2 * b) * a * (1 - a), 0,1);
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else
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return clamp(a + (2 * b - 1.0) * (Aux(a) - a), 0, 1);
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}
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// Hard Light
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float3 HardLight(float3 a, float3 b)
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{
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return lerp(2 * a * b, 1.0 - 2 * (1.0 - b) * (1.0 - a), step(0.5, b));
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}
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// Vivid Light
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float3 VividLight(float3 a, float3 b)
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{
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return lerp(2 * a * b, b / (2 * (1.01 - a)), step(0.50, a));
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}
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||||
|
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// Linear Light
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float3 LinearLight(float3 a, float3 b)
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{
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if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
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return LinearBurn(a, (2.0 * b));
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else
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return LinearDodge(a, (2.0 * (b - 0.5)));
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}
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// Pin Light
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float3 PinLight(float3 a, float3 b)
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{
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if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
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return Darken(a, (2.0 * b));
|
||||
else
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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);
|
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}
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
73
data/resources/shaders/reshade/Shaders/Daltonize.fx
Normal file
73
data/resources/shaders/reshade/Shaders/Daltonize.fx
Normal file
@ -0,0 +1,73 @@
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
}
|
252
data/resources/shaders/reshade/Shaders/Deband.fx
Normal file
252
data/resources/shaders/reshade/Shaders/Deband.fx
Normal file
@ -0,0 +1,252 @@
|
||||
/**
|
||||
* 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;
|
||||
}
|
||||
}
|
228
data/resources/shaders/reshade/Shaders/DrawText.fxh
Normal file
228
data/resources/shaders/reshade/Shaders/DrawText.fxh
Normal file
@ -0,0 +1,228 @@
|
||||
#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
|
80
data/resources/shaders/reshade/Shaders/LUT.fx
Normal file
80
data/resources/shaders/reshade/Shaders/LUT.fx
Normal file
@ -0,0 +1,80 @@
|
||||
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
||||
// 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;
|
||||
}
|
||||
}
|
625
data/resources/shaders/reshade/Shaders/Macros.fxh
Normal file
625
data/resources/shaders/reshade/Shaders/Macros.fxh
Normal file
@ -0,0 +1,625 @@
|
||||
////////////////////////////////////////////////////////////
|
||||
// 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; \
|
||||
}
|
113
data/resources/shaders/reshade/Shaders/ReShade.fxh
Normal file
113
data/resources/shaders/reshade/Shaders/ReShade.fxh
Normal file
@ -0,0 +1,113 @@
|
||||
#pragma once
|
||||
|
||||
#if !defined(__RESHADE__) || __RESHADE__ < 30000
|
||||
#error "ReShade 3.0+ is required to use this header file"
|
||||
#endif
|
||||
|
||||
#ifndef RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
|
||||
#define RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN 0
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_IS_REVERSED
|
||||
#define RESHADE_DEPTH_INPUT_IS_REVERSED 1
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
|
||||
#define RESHADE_DEPTH_INPUT_IS_LOGARITHMIC 0
|
||||
#endif
|
||||
|
||||
#ifndef RESHADE_DEPTH_MULTIPLIER
|
||||
#define RESHADE_DEPTH_MULTIPLIER 1
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_LINEARIZATION_FAR_PLANE
|
||||
#define RESHADE_DEPTH_LINEARIZATION_FAR_PLANE 1000.0
|
||||
#endif
|
||||
|
||||
// Above 1 expands coordinates, below 1 contracts and 1 is equal to no scaling on any axis
|
||||
#ifndef RESHADE_DEPTH_INPUT_Y_SCALE
|
||||
#define RESHADE_DEPTH_INPUT_Y_SCALE 1
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_X_SCALE
|
||||
#define RESHADE_DEPTH_INPUT_X_SCALE 1
|
||||
#endif
|
||||
// An offset to add to the Y coordinate, (+) = move up, (-) = move down
|
||||
#ifndef RESHADE_DEPTH_INPUT_Y_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_Y_OFFSET 0
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET 0
|
||||
#endif
|
||||
// An offset to add to the X coordinate, (+) = move right, (-) = move left
|
||||
#ifndef RESHADE_DEPTH_INPUT_X_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_X_OFFSET 0
|
||||
#endif
|
||||
#ifndef RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET
|
||||
#define RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET 0
|
||||
#endif
|
||||
|
||||
#define BUFFER_PIXEL_SIZE float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
|
||||
#define BUFFER_SCREEN_SIZE float2(BUFFER_WIDTH, BUFFER_HEIGHT)
|
||||
#define BUFFER_ASPECT_RATIO (BUFFER_WIDTH * BUFFER_RCP_HEIGHT)
|
||||
|
||||
namespace ReShade
|
||||
{
|
||||
#if defined(__RESHADE_FXC__)
|
||||
float GetAspectRatio() { return BUFFER_WIDTH * BUFFER_RCP_HEIGHT; }
|
||||
float2 GetPixelSize() { return float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); }
|
||||
float2 GetScreenSize() { return float2(BUFFER_WIDTH, BUFFER_HEIGHT); }
|
||||
#define AspectRatio GetAspectRatio()
|
||||
#define PixelSize GetPixelSize()
|
||||
#define ScreenSize GetScreenSize()
|
||||
#else
|
||||
// These are deprecated and will be removed eventually.
|
||||
static const float AspectRatio = BUFFER_WIDTH * BUFFER_RCP_HEIGHT;
|
||||
static const float2 PixelSize = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
|
||||
static const float2 ScreenSize = float2(BUFFER_WIDTH, BUFFER_HEIGHT);
|
||||
#endif
|
||||
|
||||
// Global textures and samplers
|
||||
texture BackBufferTex : COLOR;
|
||||
texture DepthBufferTex : DEPTH;
|
||||
|
||||
sampler BackBuffer { Texture = BackBufferTex; };
|
||||
sampler DepthBuffer { Texture = DepthBufferTex; };
|
||||
|
||||
// Helper functions
|
||||
float GetLinearizedDepth(float2 texcoord)
|
||||
{
|
||||
#if RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
|
||||
texcoord.y = 1.0 - texcoord.y;
|
||||
#endif
|
||||
texcoord.x /= RESHADE_DEPTH_INPUT_X_SCALE;
|
||||
texcoord.y /= RESHADE_DEPTH_INPUT_Y_SCALE;
|
||||
#if RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET
|
||||
texcoord.x -= RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET * BUFFER_RCP_WIDTH;
|
||||
#else // Do not check RESHADE_DEPTH_INPUT_X_OFFSET, since it may be a decimal number, which the preprocessor cannot handle
|
||||
texcoord.x -= RESHADE_DEPTH_INPUT_X_OFFSET / 2.000000001;
|
||||
#endif
|
||||
#if RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET
|
||||
texcoord.y += RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET * BUFFER_RCP_HEIGHT;
|
||||
#else
|
||||
texcoord.y += RESHADE_DEPTH_INPUT_Y_OFFSET / 2.000000001;
|
||||
#endif
|
||||
float depth = tex2Dlod(DepthBuffer, float4(texcoord, 0, 0)).x * RESHADE_DEPTH_MULTIPLIER;
|
||||
|
||||
#if RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
|
||||
const float C = 0.01;
|
||||
depth = (exp(depth * log(C + 1.0)) - 1.0) / C;
|
||||
#endif
|
||||
#if RESHADE_DEPTH_INPUT_IS_REVERSED
|
||||
depth = 1.0 - depth;
|
||||
#endif
|
||||
const float N = 1.0;
|
||||
depth /= RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - depth * (RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - N);
|
||||
|
||||
return depth;
|
||||
}
|
||||
}
|
||||
|
||||
// Vertex shader generating a triangle covering the entire screen
|
||||
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
|
||||
{
|
||||
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
||||
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
||||
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
||||
}
|
216
data/resources/shaders/reshade/Shaders/ReShadeUI.fxh
Normal file
216
data/resources/shaders/reshade/Shaders/ReShadeUI.fxh
Normal file
@ -0,0 +1,216 @@
|
||||
#pragma once
|
||||
|
||||
#if !defined(__RESHADE__) || __RESHADE__ < 30000
|
||||
#error "ReShade 3.0+ is required to use this header file"
|
||||
#endif
|
||||
|
||||
#define RESHADE_VERSION(major,minor,build) (10000 * (major) + 100 * (minor) + (build))
|
||||
#define SUPPORTED_VERSION(major,minor,build) (__RESHADE__ >= RESHADE_VERSION(major,minor,build))
|
||||
|
||||
// Since 3.0.0
|
||||
// Commit current in-game user interface status
|
||||
// https://github.com/crosire/reshade/commit/302bacc49ae394faedc2e29a296c1cebf6da6bb2#diff-82cf230afdb2a0d5174111e6f17548a5R1183
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
#define __UNIFORM_INPUT_ANY ui_type = "input";
|
||||
|
||||
#define __UNIFORM_INPUT_BOOL1 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_BOOL2 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_BOOL3 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_BOOL4 __UNIFORM_INPUT_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_INPUT_INT1 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_INT2 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_INT3 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_INT4 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT1 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT2 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT3 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_INPUT_FLOAT4 __UNIFORM_INPUT_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 4.0.1
|
||||
// Change slider widget to be used with new "slider" instead of a "drag" type annotation
|
||||
// https://github.com/crosire/reshade/commit/746229f31cd6f311a3e72a543e4f1f23faa23f11#diff-59405a313bd8cbfb0ca6dd633230e504R1701
|
||||
// Changed slider widget to be used with < ui_type = "slider"; > instead of < ui_type = "drag"; >
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#if SUPPORTED_VERSION(4,0,1)
|
||||
#define __UNIFORM_DRAG_ANY ui_type = "drag";
|
||||
|
||||
// Since 4.0.0
|
||||
// Rework statistics tab and add drag widgets back
|
||||
// https://github.com/crosire/reshade/commit/1b2c38795f00efd66c007da1f483f1441b230309
|
||||
// Changed drag widget to a slider widget (old one is still available via < ui_type = "drag2"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#elif SUPPORTED_VERSION(4,0,0)
|
||||
#define __UNIFORM_DRAG_ANY ui_type = "drag2";
|
||||
|
||||
// Since 3.0.0
|
||||
// Commit current in-game user interface status
|
||||
// https://github.com/crosire/reshade/commit/302bacc49ae394faedc2e29a296c1cebf6da6bb2#diff-82cf230afdb2a0d5174111e6f17548a5R1187
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
#else
|
||||
#define __UNIFORM_DRAG_ANY ui_type = "drag";
|
||||
#endif
|
||||
|
||||
#define __UNIFORM_DRAG_BOOL1 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_BOOL2 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_BOOL3 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_BOOL4 __UNIFORM_DRAG_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_DRAG_INT1 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_INT2 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_INT3 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_INT4 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT1 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT2 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT3 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_DRAG_FLOAT4 __UNIFORM_DRAG_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 4.0.1
|
||||
// Change slider widget to be used with new "slider" instead of a "drag" type annotation
|
||||
// https://github.com/crosire/reshade/commit/746229f31cd6f311a3e72a543e4f1f23faa23f11#diff-59405a313bd8cbfb0ca6dd633230e504R1699
|
||||
// Changed slider widget to be used with < ui_type = "slider"; > instead of < ui_type = "drag"; >
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#if SUPPORTED_VERSION(4,0,1)
|
||||
#define __UNIFORM_SLIDER_ANY ui_type = "slider";
|
||||
|
||||
// Since 4.0.0
|
||||
// Rework statistics tab and add drag widgets back
|
||||
// https://github.com/crosire/reshade/commit/1b2c38795f00efd66c007da1f483f1441b230309
|
||||
// Changed drag widget to a slider widget (old one is still available via < ui_type = "drag2"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#elif SUPPORTED_VERSION(4,0,0)
|
||||
#define __UNIFORM_SLIDER_ANY ui_type = "drag";
|
||||
#else
|
||||
#define __UNIFORM_SLIDER_ANY __UNIFORM_DRAG_ANY
|
||||
#endif
|
||||
|
||||
#define __UNIFORM_SLIDER_BOOL1 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_BOOL2 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_BOOL3 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_BOOL4 __UNIFORM_SLIDER_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_SLIDER_INT1 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_INT2 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_INT3 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_INT4 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT1 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT2 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT3 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_SLIDER_FLOAT4 __UNIFORM_SLIDER_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 3.0.0
|
||||
// Add combo box display type for uniform variables and fix displaying of integer variable under Direct3D 9
|
||||
// https://github.com/crosire/reshade/commit/b025bfae5f7343509ec0cacf6df0cff537c499f2#diff-82cf230afdb2a0d5174111e6f17548a5R1631
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
#define __UNIFORM_COMBO_ANY ui_type = "combo";
|
||||
|
||||
// __UNIFORM_COMBO_BOOL1
|
||||
#define __UNIFORM_COMBO_BOOL2 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_BOOL3 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_BOOL4 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_INT1 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_INT2 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_INT3 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_INT4 __UNIFORM_COMBO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COMBO_FLOAT1 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_FLOAT2 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_FLOAT3 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COMBO_FLOAT4 __UNIFORM_COMBO_ANY // It is unsupported on all version
|
||||
|
||||
// Since 4.0.0 (but the ui_items force set "Off\0On\0"), and if less than it force converted to checkbox
|
||||
// Add option to display boolean values as combo box instead of checkbox
|
||||
// https://github.com/crosire/reshade/commit/aecb757c864c9679e77edd6f85a1521c49e489c1#diff-59405a313bd8cbfb0ca6dd633230e504R1147
|
||||
// https://github.com/crosire/reshade/blob/v4.0.0/source/gui.cpp
|
||||
// Added option to display boolean values as combo box instead of checkbox (via < ui_type = "combo"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#define __UNIFORM_COMBO_BOOL1 __UNIFORM_COMBO_ANY
|
||||
|
||||
// Since 4.0.0
|
||||
// Cleanup GUI code and rearrange some widgets
|
||||
// https://github.com/crosire/reshade/commit/6751f7bd50ea7c0556cf0670f10a4b4ba912ee7d#diff-59405a313bd8cbfb0ca6dd633230e504R1711
|
||||
// Added radio button widget (via < ui_type = "radio"; ui_items = "Button 1\0Button 2\0...\0"; >)
|
||||
// https://reshade.me/forum/releases/4772-4-0
|
||||
#if SUPPORTED_VERSION(4,0,0)
|
||||
#define __UNIFORM_RADIO_ANY ui_type = "radio";
|
||||
#else
|
||||
#define __UNIFORM_RADIO_ANY __UNIFORM_COMBO_ANY
|
||||
#endif
|
||||
|
||||
#define __UNIFORM_RADIO_BOOL1 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_BOOL2 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_BOOL3 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_BOOL4 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_INT1 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_INT2 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_INT3 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_INT4 __UNIFORM_RADIO_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_RADIO_FLOAT1 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_FLOAT2 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_FLOAT3 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_RADIO_FLOAT4 __UNIFORM_RADIO_ANY // It is unsupported on all version
|
||||
|
||||
// Since 4.1.0
|
||||
// Fix floating point uniforms with unknown "ui_type" not showing up in UI
|
||||
// https://github.com/crosire/reshade/commit/50e5bf44dfc84bc4220c2b9f19d5f50c7a0fda66#diff-59405a313bd8cbfb0ca6dd633230e504R1788
|
||||
// Fixed floating point uniforms with unknown "ui_type" not showing up in UI
|
||||
// https://reshade.me/forum/releases/5021-4-1
|
||||
#define __UNIFORM_COLOR_ANY ui_type = "color";
|
||||
|
||||
// Since 3.0.0
|
||||
// Move technique list to preset configuration file
|
||||
// https://github.com/crosire/reshade/blob/84bba3aa934c1ebe4c6419b69dfe1690d9ab9d34/source/runtime.cpp#L1328
|
||||
// Added various GUI related uniform variable annotations
|
||||
// https://reshade.me/forum/releases/2341-3-0
|
||||
|
||||
// If empty, these versions before 4.1.0 are decide that the type is color from the number of components
|
||||
|
||||
#define __UNIFORM_COLOR_BOOL1 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_BOOL2 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_BOOL3 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_BOOL4 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT1 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT2 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT3 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_INT4 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
// __UNIFORM_COLOR_FLOAT1
|
||||
#define __UNIFORM_COLOR_FLOAT2 __UNIFORM_COLOR_ANY // It is unsupported on all version
|
||||
#define __UNIFORM_COLOR_FLOAT3 __UNIFORM_COLOR_ANY // If it was not supported in someday or now, please add information
|
||||
#define __UNIFORM_COLOR_FLOAT4 __UNIFORM_COLOR_ANY // If it was not supported in someday or now, please add information
|
||||
|
||||
// Since 4.2.0
|
||||
// Add alpha slider widget for single component uniform variables (#86)
|
||||
// https://github.com/crosire/reshade/commit/87a740a8e3c4dcda1dd4eeec8d5cff7fa35fe829#diff-59405a313bd8cbfb0ca6dd633230e504R1820
|
||||
// Added alpha slider widget for single component uniform variables
|
||||
// https://reshade.me/forum/releases/5150-4-2
|
||||
#if SUPPORTED_VERSION(4,2,0)
|
||||
#define __UNIFORM_COLOR_FLOAT1 __UNIFORM_COLOR_ANY
|
||||
#else
|
||||
#define __UNIFORM_COLOR_FLOAT1 __UNIFORM_SLIDER_ANY
|
||||
#endif
|
||||
|
||||
// Since 4.3.0
|
||||
// Add new "list" GUI widget (#103)
|
||||
// https://github.com/crosire/reshade/commit/515287d20ce615c19cf3d4c21b49f83896f04ddc#diff-59405a313bd8cbfb0ca6dd633230e504R1894
|
||||
// Added new "list" GUI widget
|
||||
// https://reshade.me/forum/releases/5417-4-3
|
||||
#if SUPPORTED_VERSION(4,3,0)
|
||||
#define __UNIFORM_LIST_ANY ui_type = "list";
|
||||
#else
|
||||
#define __UNIFORM_LIST_ANY __UNIFORM_COMBO_ANY
|
||||
#endif
|
||||
|
||||
// __UNIFORM_LIST_BOOL1
|
||||
#define __UNIFORM_LIST_BOOL2 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_BOOL3 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_BOOL4 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_INT1 __UNIFORM_LIST_ANY // Supported in 4.3.0
|
||||
#define __UNIFORM_LIST_INT2 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_INT3 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_INT4 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT1 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT2 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT3 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
#define __UNIFORM_LIST_FLOAT4 __UNIFORM_LIST_ANY // Not supported in all versions
|
||||
|
||||
// For compatible with ComboBox
|
||||
#define __UNIFORM_LIST_BOOL1 __UNIFORM_COMBO_ANY
|
73
data/resources/shaders/reshade/Shaders/TriDither.fxh
Normal file
73
data/resources/shaders/reshade/Shaders/TriDither.fxh
Normal file
@ -0,0 +1,73 @@
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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;
|
||||
}
|
Reference in New Issue
Block a user