Data: Add reshade-shaders (mainly headers)

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Stenzek
2023-08-28 00:23:05 +10:00
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/*------------------.
| :: Description :: |
'-------------------/
Blending Header (version 0.8)
Blending Algorithm Sources:
https://www.khronos.org/registry/OpenGL/extensions/NV/NV_blend_equation_advanced.txt
http://www.nathanm.com/photoshop-blending-math/
(Alt) https://github.com/cplotts/WPFSLBlendModeFx/blob/master/PhotoshopMathFP.hlsl
Header Authors: originalnicodr, prod80, uchu suzume, Marot Satil
About:
Provides a variety of blending methods for you to use as you wish. Just include this header.
History:
(*) Feature (+) Improvement (x) Bugfix (-) Information (!) Compatibility
Version 0.1 by Marot Satil & uchu suzume
* Added and improved upon multiple blending modes thanks to the work of uchu suzume, prod80, and originalnicodr.
Version 0.2 by uchu suzume & Marot Satil
* Added Addition, Subtract, Divide blending modes and improved code readability.
Version 0.3 by uchu suzume & Marot Satil
* Sorted blending modes in a more logical fashion, grouping by type.
Version 0.4 by uchu suzume
x Corrected Color Dodge blending behavior.
Version 0.5 by Marot Satil & uchu suzume
* Added preprocessor macros for uniform variable combo UI element & lerp.
Version 0.6 by Marot Satil & uchu suzume
* Added Divide (Alternative) and Divide (Photoshop) blending modes.
Version 0.7 by prod80
- Added original sources for blending algorithms.
x Corrected average luminosity values.
Version 0.8 by Marot Satil
* Added a new funciton to output blended data.
+ Moved all code into the BlendingH namespace, which is part of the ComHeaders common namespace meant to be used by other headers.
! Removed old preprocessor macro blending output.
.------------------.
| :: How To Use :: |
'------------------/
Blending two variables using this header in your own shaders is very straightforward.
Very basic example code using the "Darken" blending mode follows:
// First, include the header.
#include "Blending.fxh"
// You can use this preprocessor macro to generate an attractive and functional uniform int UI combo element containing the list of blending techniques:
// BLENDING_COMBO(variable_name, label, tooltip, category, category_closed, spacing, default_value)
BLENDING_COMBO(_BlendMode, "Blending Mode", "Select the blending mode applied to the layer.", "Blending Options", false, 0, 0)
// Inside of your function you can call this function to apply the blending option specified by an int (variable) to your float3 (input) via
// a lerp between your float3 (input), float3 (output), and a float (blending) for the alpha channel.
// ComHeaders::Blending::Blend(int variable, float3 input, float3 output, float blending)
outColor.rgb = ComHeaders::Blending::Blend(_BlendMode, inColor, outColor, outColor.a);
*/
// -------------------------------------
// Preprocessor Macros
// -------------------------------------
#undef BLENDING_COMBO
#define BLENDING_COMBO(variable, name_label, description, group, grp_closed, space, default_value) \
uniform int variable \
< \
ui_category = group; \
ui_category_closed = grp_closed; \
ui_items = \
"Normal\0" \
/* "Darken" */ \
"Darken\0" \
" Multiply\0" \
" Color Burn\0" \
" Linear Burn\0" \
/* "Lighten" */ \
"Lighten\0" \
" Screen\0" \
" Color Dodge\0" \
" Linear Dodge\0" \
" Addition\0" \
" Glow\0" \
/* "Contrast" */ \
"Overlay\0" \
" Soft Light\0" \
" Hard Light\0" \
" Vivid Light\0" \
" Linear Light\0" \
" Pin Light\0" \
" Hard Mix\0" \
/* "Inversion" */ \
"Difference\0" \
" Exclusion\0" \
/* "Cancelation" */ \
"Subtract\0" \
" Divide\0" \
" Divide (Alternative)\0" \
" Divide (Photoshop)\0" \
" Reflect\0" \
" Grain Extract\0" \
" Grain Merge\0" \
/* "Component" */ \
"Hue\0" \
" Saturation\0" \
" Color\0" \
" Luminosity\0"; \
ui_label = name_label; \
ui_tooltip = description; \
ui_type = "combo"; \
ui_spacing = space; \
> = default_value;
namespace ComHeaders
{
namespace Blending
{
// -------------------------------------
// Helper Functions
// -------------------------------------
float3 Aux(float3 a)
{
if (a.r <= 0.25 && a.g <= 0.25 && a.b <= 0.25)
return ((16.0 * a - 12.0) * a + 4) * a;
else
return sqrt(a);
}
float Lum(float3 a)
{
return (0.33333 * a.r + 0.33334 * a.g + 0.33333 * a.b);
}
float3 SetLum (float3 a, float b){
const float c = b - Lum(a);
return float3(a.r + c, a.g + c, a.b + c);
}
float min3 (float a, float b, float c)
{
return min(a, (min(b, c)));
}
float max3 (float a, float b, float c)
{
return max(a, max(b, c));
}
float3 SetSat(float3 a, float b){
float ar = a.r;
float ag = a.g;
float ab = a.b;
if (ar == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
{
//caso r->max g->mid b->min
if (ar > ab)
{
ag = (((ag - ab) * b) / (ar - ab));
ar = b;
}
else
{
ag = 0.0;
ar = 0.0;
}
ab = 0.0;
}
else
{
if (ar == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
{
//caso r->max b->mid g->min
if (ar > ag)
{
ab = (((ab - ag) * b) / (ar - ag));
ar = b;
}
else
{
ab = 0.0;
ar = 0.0;
}
ag = 0.0;
}
else
{
if (ag == max3(ar, ag, ab) && ab == min3(ar, ag, ab))
{
//caso g->max r->mid b->min
if (ag > ab)
{
ar = (((ar - ab) * b) / (ag - ab));
ag = b;
}
else
{
ar = 0.0;
ag = 0.0;
}
ab = 0.0;
}
else
{
if (ag == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
{
//caso g->max b->mid r->min
if (ag > ar)
{
ab = (((ab - ar) * b) / (ag - ar));
ag = b;
}
else
{
ab = 0.0;
ag = 0.0;
}
ar = 0.0;
}
else
{
if (ab == max3(ar, ag, ab) && ag == min3(ar, ag, ab))
{
//caso b->max r->mid g->min
if (ab > ag)
{
ar = (((ar - ag) * b) / (ab - ag));
ab = b;
}
else
{
ar = 0.0;
ab = 0.0;
}
ag = 0.0;
}
else
{
if (ab == max3(ar, ag, ab) && ar == min3(ar, ag, ab))
{
//caso b->max g->mid r->min
if (ab > ar)
{
ag = (((ag - ar) * b) / (ab - ar));
ab = b;
}
else
{
ag = 0.0;
ab = 0.0;
}
ar = 0.0;
}
}
}
}
}
}
return float3(ar, ag, ab);
}
float Sat(float3 a)
{
return max3(a.r, a.g, a.b) - min3(a.r, a.g, a.b);
}
// -------------------------------------
// Blending Modes
// -------------------------------------
// Darken
float3 Darken(float3 a, float3 b)
{
return min(a, b);
}
// Multiply
float3 Multiply(float3 a, float3 b)
{
return a * b;
}
// Color Burn
float3 ColorBurn(float3 a, float3 b)
{
if (b.r > 0 && b.g > 0 && b.b > 0)
return 1.0 - min(1.0, (0.5 - a) / b);
else
return 0.0;
}
// Linear Burn
float3 LinearBurn(float3 a, float3 b)
{
return max(a + b - 1.0f, 0.0f);
}
// Lighten
float3 Lighten(float3 a, float3 b)
{
return max(a, b);
}
// Screen
float3 Screen(float3 a, float3 b)
{
return 1.0 - (1.0 - a) * (1.0 - b);
}
// Color Dodge
float3 ColorDodge(float3 a, float3 b)
{
if (b.r < 1 && b.g < 1 && b.b < 1)
return min(1.0, a / (1.0 - b));
else
return 1.0;
}
// Linear Dodge
float3 LinearDodge(float3 a, float3 b)
{
return min(a + b, 1.0f);
}
// Addition
float3 Addition(float3 a, float3 b)
{
return min((a + b), 1);
}
// Reflect
float3 Reflect(float3 a, float3 b)
{
if (b.r >= 0.999999 || b.g >= 0.999999 || b.b >= 0.999999)
return b;
else
return saturate(a * a / (1.0f - b));
}
// Glow
float3 Glow(float3 a, float3 b)
{
return Reflect(b, a);
}
// Overlay
float3 Overlay(float3 a, float3 b)
{
return lerp(2 * a * b, 1.0 - 2 * (1.0 - a) * (1.0 - b), step(0.5, a));
}
// Soft Light
float3 SoftLight(float3 a, float3 b)
{
if (b.r <= 0.5 && b.g <= 0.5 && b.b <= 0.5)
return clamp(a - (1.0 - 2 * b) * a * (1 - a), 0,1);
else
return clamp(a + (2 * b - 1.0) * (Aux(a) - a), 0, 1);
}
// Hard Light
float3 HardLight(float3 a, float3 b)
{
return lerp(2 * a * b, 1.0 - 2 * (1.0 - b) * (1.0 - a), step(0.5, b));
}
// Vivid Light
float3 VividLight(float3 a, float3 b)
{
return lerp(2 * a * b, b / (2 * (1.01 - a)), step(0.50, a));
}
// Linear Light
float3 LinearLight(float3 a, float3 b)
{
if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
return LinearBurn(a, (2.0 * b));
else
return LinearDodge(a, (2.0 * (b - 0.5)));
}
// Pin Light
float3 PinLight(float3 a, float3 b)
{
if (b.r < 0.5 || b.g < 0.5 || b.b < 0.5)
return Darken(a, (2.0 * b));
else
return Lighten(a, (2.0 * (b - 0.5)));
}
// Hard Mix
float3 HardMix(float3 a, float3 b)
{
const float3 vl = VividLight(a, b);
if (vl.r < 0.5 || vl.g < 0.5 || vl.b < 0.5)
return 0.0;
else
return 1.0;
}
// Difference
float3 Difference(float3 a, float3 b)
{
return max(a - b, b - a);
}
// Exclusion
float3 Exclusion(float3 a, float3 b)
{
return a + b - 2 * a * b;
}
// Subtract
float3 Subtract(float3 a, float3 b)
{
return max((a - b), 0);
}
// Divide
float3 Divide(float3 a, float3 b)
{
return (saturate(a / (b + 0.01)));
}
// Divide (Alternative)
float3 DivideAlt(float3 a, float3 b)
{
return (saturate(1.0 / (a / b)));
}
// Divide (Photoshop)
float3 DividePS(float3 a, float3 b)
{
return (saturate(a / b));
}
// Grain Merge
float3 GrainMerge(float3 a, float3 b)
{
return saturate(b + a - 0.5);
}
// Grain Extract
float3 GrainExtract(float3 a, float3 b)
{
return saturate(a - b + 0.5);
}
// Hue
float3 Hue(float3 a, float3 b)
{
return SetLum(SetSat(b, Sat(a)), Lum(a));
}
// Saturation
float3 Saturation(float3 a, float3 b)
{
return SetLum(SetSat(a, Sat(b)), Lum(a));
}
// Color
float3 ColorB(float3 a, float3 b)
{
return SetLum(b, Lum(a));
}
// Luminousity
float3 Luminosity(float3 a, float3 b)
{
return SetLum(a, Lum(b));
}
// -------------------------------------
// Output Functions
// -------------------------------------
float3 Blend(int mode, float3 input, float3 output, float blending)
{
switch (mode)
{
// Normal
default:
return lerp(input.rgb, output.rgb, blending);
// Darken
case 1:
return lerp(input.rgb, Darken(input.rgb, output.rgb), blending);
// Multiply
case 2:
return lerp(input.rgb, Multiply(input.rgb, output.rgb), blending);
// Color Burn
case 3:
return lerp(input.rgb, ColorBurn(input.rgb, output.rgb), blending);
// Linear Burn
case 4:
return lerp(input.rgb, LinearBurn(input.rgb, output.rgb), blending);
// Lighten
case 5:
return lerp(input.rgb, Lighten(input.rgb, output.rgb), blending);
// Screen
case 6:
return lerp(input.rgb, Screen(input.rgb, output.rgb), blending);
// Color Dodge
case 7:
return lerp(input.rgb, ColorDodge(input.rgb, output.rgb), blending);
// Linear Dodge
case 8:
return lerp(input.rgb, LinearDodge(input.rgb, output.rgb), blending);
// Addition
case 9:
return lerp(input.rgb, Addition(input.rgb, output.rgb), blending);
// Glow
case 10:
return lerp(input.rgb, Glow(input.rgb, output.rgb), blending);
// Overlay
case 11:
return lerp(input.rgb, Overlay(input.rgb, output.rgb), blending);
// Soft Light
case 12:
return lerp(input.rgb, SoftLight(input.rgb, output.rgb), blending);
// Hard Light
case 13:
return lerp(input.rgb, HardLight(input.rgb, output.rgb), blending);
// Vivid Light
case 14:
return lerp(input.rgb, VividLight(input.rgb, output.rgb), blending);
// Linear Light
case 15:
return lerp(input.rgb, LinearLight(input.rgb, output.rgb), blending);
// Pin Light
case 16:
return lerp(input.rgb, PinLight(input.rgb, output.rgb), blending);
// Hard Mix
case 17:
return lerp(input.rgb, HardMix(input.rgb, output.rgb), blending);
// Difference
case 18:
return lerp(input.rgb, Difference(input.rgb, output.rgb), blending);
// Exclusion
case 19:
return lerp(input.rgb, Exclusion(input.rgb, output.rgb), blending);
// Subtract
case 20:
return lerp(input.rgb, Subtract(input.rgb, output.rgb), blending);
// Divide
case 21:
return lerp(input.rgb, Divide(input.rgb, output.rgb), blending);
// Divide (Alternative)
case 22:
return lerp(input.rgb, DivideAlt(input.rgb, output.rgb), blending);
// Divide (Photoshop)
case 23:
return lerp(input.rgb, DividePS(input.rgb, output.rgb), blending);
// Reflect
case 24:
return lerp(input.rgb, Reflect(input.rgb, output.rgb), blending);
// Grain Merge
case 25:
return lerp(input.rgb, GrainMerge(input.rgb, output.rgb), blending);
// Grain Extract
case 26:
return lerp(input.rgb, GrainExtract(input.rgb, output.rgb), blending);
// Hue
case 27:
return lerp(input.rgb, Hue(input.rgb, output.rgb), blending);
// Saturation
case 28:
return lerp(input.rgb, Saturation(input.rgb, output.rgb), blending);
// Color
case 29:
return lerp(input.rgb, ColorB(input.rgb, output.rgb), blending);
// Luminosity
case 30:
return lerp(input.rgb, Luminosity(input.rgb, output.rgb), blending);
}
}
}
}

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

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/**
* Deband shader by haasn
* https://github.com/haasn/gentoo-conf/blob/xor/home/nand/.mpv/shaders/deband-pre.glsl
*
* Copyright (c) 2015 Niklas Haas
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* Modified and optimized for ReShade by JPulowski
* https://reshade.me/forum/shader-presentation/768-deband
*
* Do not distribute without giving credit to the original author(s).
*
* 1.0 - Initial release
* 1.1 - Replaced the algorithm with the one from MPV
* 1.1a - Minor optimizations
* - Removed unnecessary lines and replaced them with ReShadeFX intrinsic counterparts
* 2.0 - Replaced "grain" with CeeJay.dk's ordered dithering algorithm and enabled it by default
* - The configuration is now more simpler and straightforward
* - Some minor code changes and optimizations
* - Improved the algorithm and made it more robust by adding some of the madshi's
* improvements to flash3kyuu_deband which should cause an increase in quality. Higher
* iterations/ranges should now yield higher quality debanding without too much decrease
* in quality.
* - Changed licensing text and original source code URL
* 3.0 - Replaced the entire banding detection algorithm with modified standard deviation and
* Weber ratio analyses which give more accurate and error-free results compared to the
* previous algorithm
* - Added banding map debug view
* - Added and redefined UI categories
* - Added depth detection (credits to spiro) which should be useful when banding only
* occurs in the sky texture for example
* - Fixed a bug in random number generation which was causing artifacts on the upper left
* side of the screen
* - Dithering is now applied only when debanding a pixel as it should be which should
* reduce the overall noise in the final texture
* - Minor code optimizations
* 3.1 - Switched to chroma-based analysis from luma-based analysis which was causing artifacts
* under some scenarios
* - Changed parts of the code which was causing compatibility issues on some renderers
*/
#include "ReShadeUI.fxh"
#include "ReShade.fxh"
uniform bool enable_weber <
ui_category = "Banding analysis";
ui_label = "Weber ratio";
ui_tooltip = "Weber ratio analysis that calculates the ratio of the each local pixel's intensity to average background intensity of all the local pixels.";
ui_type = "radio";
> = true;
uniform bool enable_sdeviation <
ui_category = "Banding analysis";
ui_label = "Standard deviation";
ui_tooltip = "Modified standard deviation analysis that calculates nearby pixels' intensity deviation from the current pixel instead of the mean.";
ui_type = "radio";
> = true;
uniform bool enable_depthbuffer <
ui_category = "Banding analysis";
ui_label = "Depth detection";
ui_tooltip = "Allows depth information to be used when analysing banding, pixels will only be analysed if they are in a certain depth. (e.g. debanding only the sky)";
ui_type = "radio";
> = false;
uniform float t1 <
ui_category = "Banding analysis";
ui_label = "Standard deviation threshold";
ui_max = 0.5;
ui_min = 0.0;
ui_step = 0.001;
ui_tooltip = "Standard deviations lower than this threshold will be flagged as flat regions with potential banding.";
ui_type = "slider";
> = 0.007;
uniform float t2 <
ui_category = "Banding analysis";
ui_label = "Weber ratio threshold";
ui_max = 2.0;
ui_min = 0.0;
ui_step = 0.01;
ui_tooltip = "Weber ratios lower than this threshold will be flagged as flat regions with potential banding.";
ui_type = "slider";
> = 0.04;
uniform float banding_depth <
ui_category = "Banding analysis";
ui_label = "Banding depth";
ui_max = 1.0;
ui_min = 0.0;
ui_step = 0.001;
ui_tooltip = "Pixels under this depth threshold will not be processed and returned as they are.";
ui_type = "slider";
> = 1.0;
uniform float range <
ui_category = "Banding detection & removal";
ui_label = "Radius";
ui_max = 32.0;
ui_min = 1.0;
ui_step = 1.0;
ui_tooltip = "The radius increases linearly for each iteration. A higher radius will find more gradients, but a lower radius will smooth more aggressively.";
ui_type = "slider";
> = 24.0;
uniform int iterations <
ui_category = "Banding detection & removal";
ui_label = "Iterations";
ui_max = 4;
ui_min = 1;
ui_tooltip = "The number of debanding steps to perform per sample. Each step reduces a bit more banding, but takes time to compute.";
ui_type = "slider";
> = 1;
uniform int debug_output <
ui_category = "Debug";
ui_items = "None\0Blurred (LPF) image\0Banding map\0";
ui_label = "Debug view";
ui_tooltip = "Blurred (LPF) image: Useful when tweaking radius and iterations to make sure all banding regions are blurred enough.\nBanding map: Useful when tweaking analysis parameters, continuous green regions indicate flat (i.e. banding) regions.";
ui_type = "combo";
> = 0;
// Reshade uses C rand for random, max cannot be larger than 2^15-1
uniform int drandom < source = "random"; min = 0; max = 32767; >;
float rand(float x)
{
return frac(x / 41.0);
}
float permute(float x)
{
return ((34.0 * x + 1.0) * x) % 289.0;
}
float3 PS_Deband(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 ori = tex2Dlod(ReShade::BackBuffer, float4(texcoord, 0.0, 0.0)).rgb;
if (enable_depthbuffer && (ReShade::GetLinearizedDepth(texcoord) < banding_depth))
return ori;
// Initialize the PRNG by hashing the position + a random uniform
float3 m = float3(texcoord + 1.0, (drandom / 32767.0) + 1.0);
float h = permute(permute(permute(m.x) + m.y) + m.z);
// Compute a random angle
float dir = rand(permute(h)) * 6.2831853;
float2 o;
sincos(dir, o.y, o.x);
// Distance calculations
float2 pt;
float dist;
for (int i = 1; i <= iterations; ++i) {
dist = rand(h) * range * i;
pt = dist * BUFFER_PIXEL_SIZE;
h = permute(h);
}
// Sample at quarter-turn intervals around the source pixel
float3 ref[4] = {
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, o, texcoord), 0.0, 0.0)).rgb, // SE
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, -o, texcoord), 0.0, 0.0)).rgb, // NW
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, float2(-o.y, o.x), texcoord), 0.0, 0.0)).rgb, // NE
tex2Dlod(ReShade::BackBuffer, float4(mad(pt, float2( o.y, -o.x), texcoord), 0.0, 0.0)).rgb // SW
};
// Calculate weber ratio
float3 mean = (ori + ref[0] + ref[1] + ref[2] + ref[3]) * 0.2;
float3 k = abs(ori - mean);
for (int j = 0; j < 4; ++j) {
k += abs(ref[j] - mean);
}
k = k * 0.2 / mean;
// Calculate std. deviation
float3 sd = 0.0;
for (int j = 0; j < 4; ++j) {
sd += pow(ref[j] - ori, 2);
}
sd = sqrt(sd * 0.25);
// Generate final output
float3 output;
if (debug_output == 2)
output = float3(0.0, 1.0, 0.0);
else
output = (ref[0] + ref[1] + ref[2] + ref[3]) * 0.25;
// Generate a binary banding map
bool3 banding_map = true;
if (debug_output != 1) {
if (enable_weber)
banding_map = banding_map && k <= t2 * iterations;
if (enable_sdeviation)
banding_map = banding_map && sd <= t1 * iterations;
}
/*------------------------.
| :: Ordered Dithering :: |
'------------------------*/
//Calculate grid position
float grid_position = frac(dot(texcoord, (BUFFER_SCREEN_SIZE * float2(1.0 / 16.0, 10.0 / 36.0)) + 0.25));
//Calculate how big the shift should be
float dither_shift = 0.25 * (1.0 / (pow(2, BUFFER_COLOR_BIT_DEPTH) - 1.0));
//Shift the individual colors differently, thus making it even harder to see the dithering pattern
float3 dither_shift_RGB = float3(dither_shift, -dither_shift, dither_shift); //subpixel dithering
//modify shift acording to grid position.
dither_shift_RGB = lerp(2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position); //shift acording to grid position.
return banding_map ? output + dither_shift_RGB : ori;
}
technique Deband <
ui_tooltip = "Alleviates color banding by trying to approximate original color values.";
>
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_Deband;
}
}

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

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

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

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#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);
}

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#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

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