mirror of
https://github.com/WinampDesktop/winamp.git
synced 2025-06-18 03:55:46 -04:00
Shaders: Add new pack of shaders (reshade) (#3232)
- Add crt-geom, super-xbr, geom, multi-LUT, deblur-luma, bicubic and lanczos3. All .fx shaders; - Added some LUTs.
This commit is contained in:
75
data/resources/shaders/reshade/Shaders/misc/multi-LUT.fx
Normal file
75
data/resources/shaders/reshade/Shaders/misc/multi-LUT.fx
Normal file
@ -0,0 +1,75 @@
|
||||
#include "ReShade.fxh"
|
||||
|
||||
|
||||
// Multi-LUT Shader
|
||||
|
||||
// A simple shader that can load 2 LUTs.
|
||||
// Can turn LUT off too.
|
||||
|
||||
|
||||
|
||||
uniform int LUT_selector <
|
||||
ui_type = "combo";
|
||||
ui_items = "Off\0Grade-RGB\0Grade-Composite\0";
|
||||
ui_label = "LUT selector";
|
||||
ui_tooltip = "Off: nothing. Grade-RGB: rgb trinitron colors. Grade-Composite: composite trinitron colors.";
|
||||
> = 1;
|
||||
|
||||
|
||||
texture tLUT1<source="../Textures/multi-LUT/grade-rgb.png";>{Width=1024;Height=32;};
|
||||
sampler SamplerLUT1{Texture=tLUT1;};
|
||||
|
||||
texture tLUT2<source="../Textures/multi-LUT/grade-composite.png";>{Width=1024;Height=32;};
|
||||
sampler SamplerLUT2{Texture=tLUT2;};
|
||||
|
||||
// This shouldn't be necessary but it seems some undefined values can
|
||||
// creep in and each GPU vendor handles that differently. This keeps
|
||||
// all values within a safe range
|
||||
float4 mixfix(float4 a, float4 b, float c)
|
||||
{
|
||||
return (a.z < 1.0) ? lerp(a, b, c) : a;
|
||||
}
|
||||
|
||||
float4 multiLUT(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
|
||||
{
|
||||
float4 imgColor = tex2D(ReShade::BackBuffer, vTexCoord.xy);
|
||||
|
||||
if (LUT_selector > 0)
|
||||
{
|
||||
//float LUT_Size = lerp(textureSize(SamplerLUT1, 0).y, textureSize(SamplerLUT2, 0).y, LUT_selector_param - 1.0);
|
||||
float LUT_Size = 32.0;
|
||||
float4 color1, color2 = float4(0.,0.,0.,0.);
|
||||
float red, green, blue1, blue2, mixer = 0.0;
|
||||
|
||||
red = ( imgColor.r * (LUT_Size - 1.0) + 0.4999 ) / (LUT_Size * LUT_Size);
|
||||
green = ( imgColor.g * (LUT_Size - 1.0) + 0.4999 ) / LUT_Size;
|
||||
blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
|
||||
blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
|
||||
mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
|
||||
|
||||
if(LUT_selector == 1)
|
||||
{
|
||||
color1 = tex2D(SamplerLUT1, float2( blue1, green ));
|
||||
color2 = tex2D(SamplerLUT1, float2( blue2, green ));
|
||||
}
|
||||
else
|
||||
{
|
||||
color1 = tex2D(SamplerLUT2, float2( blue1, green ));
|
||||
color2 = tex2D(SamplerLUT2, float2( blue2, green ));
|
||||
}
|
||||
imgColor = mixfix(color1, color2, mixer);
|
||||
}
|
||||
|
||||
return imgColor;
|
||||
}
|
||||
|
||||
|
||||
|
||||
technique multiLUT
|
||||
{
|
||||
pass PS_multiLUT
|
||||
{
|
||||
VertexShader = PostProcessVS;
|
||||
PixelShader = multiLUT;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user