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