diff --git a/bin/GSdx_FX_Settings.ini b/bin/GSdx_FX_Settings.ini index d375d068ed..fc37581a5b 100644 --- a/bin/GSdx_FX_Settings.ini +++ b/bin/GSdx_FX_Settings.ini @@ -1,5 +1,5 @@ /*===============================================================================*\ -|######################## [GSdx FX 2.00 Revised] ########################| +|######################## [GSdx FX Suite v2.20] ########################| |########################## By Asmodean ##########################| || || || This program is free software; you can redistribute it and/or || @@ -14,7 +14,7 @@ || || |#################################################################################| \*===============================================================================*/ -//NOTICE: This shader suite requires DirectX 10 (Shader Model 4.0), or higher. +//#NOTICE: This post-processing suite requires Direct3D10(Shader Model 4.0), or higher. /*------------------------------------------------------------------------------ [DEFINITIONS & ON/OFF OPTIONS] @@ -22,114 +22,134 @@ //---------------------------#[CHOOSE EFFECTS]#--------------------------------\\ -//-#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use post antialiasing OR FS filtering. Not both. Postfix [2D/3D] after descriptions indicates if it's typically better for 2D, or 3D. -#define UHQ_FXAA 0 //#High Quality Fast Approximate Anti Aliasing. Adapted for GSdx from Timothy Lottes FXAA 3.11. If using GSdx's internal FXAA, this will act as a second pass, for increased quality & coverage. [3D] +//-#[ANTIALIASING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Use gsdx fx antialiasing OR FS filtering. Not both. +#define UHQ_FXAA 0 //#High Quality Fast Approximate Anti Aliasing. Adapted for GSdx from Timothy Lottes FXAA 3.11. If using GSdx's internal FXAA, this equals FXAA2x. [3D] -//-#[FS FILTERING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both. +//-#[FS SCALING TECHNIQUES] [1=ON|0=OFF] #READ: For best results: Only enable one type of filtering at one time. Use post antialiasing OR FS filtering, not both. #define BILINEAR_FILTERING 0 //#BiLinear Fullscreen Texture Filtering. BiLinear filtering - light to medium filtering of textures. [2D] -#define BICUBIC_FILTERING 0 //#BiCubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures. [2D] -#define GAUSSIAN_FILTERING 0 //#Gaussian Fullscreen Texture Filtering. BiLinear filtering - strong to extra strong filtering of textures. [2D] +#define BICUBIC_FILTERING 0 //#Bicubic Fullscreen Texture Filtering. BiCubic filtering - medium to strong filtering of textures. [2D] +#define GAUSSIAN_FILTERING 0 //#Gaussian Fullscreen Texture Filtering. Gaussian filtering - strong to extra strong filtering of textures. [2D] +#define BICUBLIC_SCALER 0 //#Bicubic Interpolation Scaling. Uses BCS on up scaling, and downsampling of games, for smoother scaling. +#define LANCZOS_SCALER 0 //#Lanczos Interpolation Scaling. Uses Lanczos on up scaling, and downsampling of games for smoother scaling. -//-#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) - use Bloom, Tonemapping, & Gamma Correction together] -#define BLENDED_BLOOM 1 //#High Quality Bloom, using blend techniques. Blooms naturally, per environment. [For best results: use bloom, tone mapping, & gamma together]. -#define SCENE_TONEMAPPING 1 //#Scene Tonemapping & RGB Colour Correction. [For best results: use bloom, tone mapping, & gamma together]. -#define GAMMA_CORRECTION 1 //#RGB Post Gamma Correction Curve. [For best results: use bloom, tone mapping, & gamma together]. -#define S_CURVE_CONTRAST 1 //#S-Curve Scene Contrast Enhancement. Naturally adjusts contrast using S-curves. -#define TEXTURE_SHARPENING 1 //#HQ Luma-Based Texture Sharpen, looks similar to a negative mip LOD Bias, enhances texture fidelity. +//-#[LIGHTING & COLOUR] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. [For High Dynamic Range(HDR) use Bloom & Tonemapping together] +#define BLENDED_BLOOM 1 //#High Quality Bloom, using blend techniques. Blooms naturally, per environment. +#define SCENE_TONEMAPPING 1 //#Scene Tonemapping & RGB Colour Correction. Corrects colour, and tone maps the scene. +#define GAMMA_CORRECTION 1 //#RGB Gamma Correction. sRGB->Linear->sRGB correction curve. Enable for games with incorrect gamma. +#define TEXTURE_SHARPEN 0 //#Bicubic Texture Unsharpen Mask. Looks similar to a negative LOD bias. Enhances texture fidelity. #define PIXEL_VIBRANCE 0 //#Pixel Vibrance. Intelligently adjusts pixel vibrance depending on original saturation. +#define S_CURVE_CONTRAST 0 //#S-Curve Scene Contrast Enhancement. Locally adjusts contrast using S-curves. #define COLOR_GRADING 0 //#Post-Complement Colour Grading. Alters individual colour components on a scene, to enhance selected colour tones. -#define CEL_SHADING 0 //#Cel Shaded toon look, simulates the look of animation/toon. Typically best suited for animated-style games. (cel edges interfere with post AA.) +#define CEL_SHADING 0 //#PX Cel Shading. Simulates the look of animation/toon. Typically best suited for animated style games. //-#[TV EMU TECHNIQUES] [1=ON|0=OFF] #READ: These can all be turned on & off independently of each other. These effects are typically used to simulated older TVs/CRT etc. -#define SCANLINES 0 //#Scanlines to simulate the look of a CRT TV. Typically best suited for 2D/sprite games. +#define SCANLINES 0 //#Scanlines to simulate the look of a CRT TV. Typically suited to sprite games. Note: Works best at Native Res. #define VIGNETTE 0 //#Darkens the edges of the screen, to make it look more like it was shot with a camera lens. #define DITHERING 0 //#Subpixel Dithering to simulate more colors than your monitor can display. Smoothes gradiants, this can reduce color banding. +#define PX_BORDER 0 //#Creates a pixel border, as a workaround for the bright edge that using hardware antialiasing(MSAA) can cause. (Ported by request from SFX). /*------------------------------------------------------------------------------ - [SHADER FX CONFIG OPTIONS] + [EFFECT CONFIG OPTIONS] ------------------------------------------------------------------------------*/ -//-#[FXAA OPTIONS] -#define FxaaSubpixMax 0.25 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: more subpixel antialiasing(softer). Lower values: less subpixel antialiasing(sharper). 0.00: Edge only antialiasing (no blurring) -#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra. I use these labels lightly, as even the 'low coverage' preset is in fact, still pretty high quality. -#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. This basically tells the algorithm to offset only luma-edge detected pixels. When disabled, the entire scene is antialiased(FSAA). 0 is off, 1 is on. +//##[FXAA OPTIONS]## +#define FxaaSubpixMax 0.50 //[0.00 to 1.00] Amount of subpixel aliasing removal. Higher values: softer. Lower values: sharper. 0.00: Edge only. +#define FxaaQuality 4 //[1|2|3|4] Overall Fxaa quality preset (pixel coverage). 1: Low, 2: Medium, 3: High, 4: Ultra. +#define FxaaEarlyExit 1 //[0 or 1] Use Fxaa early exit pathing. When enabled: Only luma edge pixels are antialiased. When disabled: the entire scene is antialiased(FSAA). -//-#[BILINEAR OPTIONS] +//##[BILINEAR OPTIONS]## #define FilterStrength 1.00 //[0.10 to 1.50] Bilinear filtering strength. Controls the overall strength of the filtering. #define OffsetAmount 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. -//-#[BICUBIC OPTIONS] -#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering. Try them out, and use what you prefer. +//##[BICUBIC OPTIONS]## +#define Interpolation Triangular //[CatMullRom, Bell, BSpline, Triangular, Cubic] Type of interpolation to use. From left to right is lighter<-->stronger filtering. #define BicubicStrength 0.75 //[0.10 to 1.50] Bicubic filtering strength. Controls the overall strength of the filtering. #define PixelOffset 0.0 //[0.0 to 1.5] Pixel offset amount. If you want to use an st offset, 0.5 is generally recommended. 0.0 is off. -//-#[GAUSSIAN OPTIONS] +//##[GAUSSIAN OPTIONS]## #define FilterAmount 1.00 //[0.10 to 1.50] Gaussian filtering strength. Controls the overall strength of the filtering. #define GaussianSpread 0.75 //[0.50 to 4.00] The filtering spread & offset levels. Controls the sampling spread of the filtering. -//-#[BLOOM OPTIONS] -#define BloomType BlendBloom //[BlendBloom, BlendScreen, BlendOverlay, BlendAddLight] The type of blend for the bloom (Default: BlendScreen). If using BlendOverlay set ToneAmount to 2.20, or it may be too dark. -#define BloomPower 0.200 //[0.000 to 2.000] Strength of the bloom. You may need to readjust for each blend type. -#define BlendPower 1.000 //[0.000 to 1.500] Strength of the bloom blend. Lower for less blending, higher for more. Default is 1.000. -#define BlendSpread 4.000 //[0.000 to 8.000] Width of the bloom glow spread. Scales with BloomPower. Raising SharpenClamp affects this. 0.000 = off. -#define BloomMixType 1 //[1|2|3] The interpolation mix type between the base colour, and bloom. (Default is 1) BloomPower/BlendSpread may need re-adjusting depending on type. +//##[BLOOM OPTIONS]## +#define BloomType BlendBloom //[BlendScreen, BlendOverlay, BlendBloom, BlendAddLight] The type of blending for the bloom (Default: BlendBloom). +#define BloomStrength 0.200 //[0.100 to 1.000] Overall strength of the bloom. You may want to readjust for each blend type. +#define BlendStrength 1.000 //[0.100 to 1.000] Strength of the bloom blend. Lower for less blending, higher for more. (Default: 1.000). +#define BlendSpread 4.000 //[1.000 to 8.000] Width of the bloom 'glow' spread. 0.000 = off. Scales with BloomStrength. (Default: 4.000). +#define BloomReds 1.00 //[0.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default. +#define BloomGreens 1.00 //[0.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default. +#define BloomBlues 1.00 //[0.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default. -//-#[TONEMAP OPTIONS] -#define TonemapType 1 //[1 or 2] Type of tone mapping. 1 is Natural(default), 2 is Filmic(cinematic) You might want to increase/decrease ToneAmount to compensate for diff types. -#define ToneAmount 2.15 //[1.00 to 4.00] Tonemapping & Gamma curve (Tonemapping/Shadow correction). Lower values for darker tones, Higher values for lighter tones. Default: 2.20 -#define Luminance 1.00 //[0.10 to 2.00] Luminance Average (luminance correction) Higher values to decrease luminance average, lower values to increase luminance. Adjust by small amounts, eg: increments of 0.1 -#define Exposure 1.00 //[0.10 to 2.00] White Correction (brightness) Higher values = more Exposure, lower = less Exposure. Adjust by small amounts, eg: increments of 0.1 -#define WhitePoint 1.00 //[0.10 to 2.00] Whitepoint Avg (lum correction) Adjust by small amounts, eg: increments of 0.01. Generally it's best left at 1.00. -#define RedCurve 1.00 //[1.00 to 8.00] Red channel component of the RGB correction curve. Use this to reduce/correct the red colour component. Higher values equals more red reduction. 1.00 is default. -#define GreenCurve 1.00 //[1.00 to 8.00] Green channel component of the RGB correction curve. Use this to reduce/correct the green colour component. Higher values equals more green reduction. 1.00 is default. -#define BlueCurve 1.00 //[1.00 to 8.00] Blue channel component of the RGB correction curve. Use this to reduce/correct the blue colour component. Higher values equals more blue reduction. 1.00 is default. +//##[TONEMAP OPTIONS]## +#define TonemapType 1 //[1 or 2] Type of tone mapping operator. 1 is natural map, 2 is cinematic(darker) map. (Default: 1) +#define ToneAmount 0.25 //[0.00 to 1.00] Tonemap strength (scene correction) higher for stronger tone mapping, lower for lighter. (Default: ~ 0.25) +#define BlackLevels 0.30 //[0.00 to 1.00] Black level balance (shadow correction). Increase to lighten blacks, lower to deepen them. (Default: ~ 0.30) +#define Exposure 1.00 //[0.10 to 2.00] White correction (brightness) Higher values for more Exposure, lower for less. +#define Luminance 1.00 //[0.10 to 2.00] Luminance average (luminance correction) Higher values to decrease luminance average, lower values to increase luminance. +#define WhitePoint 1.02 //[0.10 to 2.00] Whitepoint avg (lum correction) Use to alter the scene whitepoint average. Raising can give a cinema look. -//-#[CONTRAST OPTIONS] -#define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) -#define CurvesContrast 0.50 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening. +//##[CORRECTION OPTIONS]## +#define CorrectionPalette 1 //[0|1|2|3] The colour correction palette type. 1: RGB, 2: YUV, 3: XYZ, 0: off. 1 is default. This requires tone mapping enabled. +#define RedCurve 1.00 //[1.00 to 8.00] Red channel component of the RGB correction curve. Higher values equals red reduction. 1.00 is default. +#define GreenCurve 1.00 //[1.00 to 8.00] Green channel component of the RGB correction curve. Higher values equals green reduction. 1.00 is default. +#define BlueCurve 1.00 //[1.00 to 8.00] Blue channel component of the RGB correction curve. Higher values equals blue reduction. 1.00 is default. -//-#[SHARPEN OPTIONS] -#define SharpeningType 2 //[1 or 2] The type of sharpening to use. Type 1 is the original High Pass Gaussian, and type 2 is a new Bicubic Sampling type. -#define SharpenStrength 0.75 //[0.10 to 2.00] Strength of the texture sharpening effect. This is the maximum strength that will be used. The clamp below limits the minimum, and maximum that is allowed per pixel. +//##[FILMIC OPTIONS]## +#define FilmicProcess 0 //[0 or 1] Filmic cross processing. Alters the mood of the scene, for more of a filmic look. Typically best suited to realistic style games. +#define RedShift 0.60 //[0.10 to 1.00] Red colour component shift of the filmic tone shift. Alters the red balance of the shift. Requires FilmicProcess. +#define GreenShift 0.50 //[0.10 to 1.00] Green colour component shift of the filmic tone shift. Alters the green balance of the shift. Requires FilmicProcess. +#define BlueShift 0.50 //[0.10 to 1.00] Blue colour component shift of the filmic tone shift. Alters the blue balance of the shift. Requires FilmicProcess. +#define ShiftRatio 0.25 //[0.10 to 1.00] The blending ratio for the base colour and the colour shift. Higher for a stronger effect. Requires FilmicProcess. + +//##[SHARPEN OPTIONS]## +#define SharpeningType 2 //[1 or 2] The type of sharpening to use. Type 1 is a High Pass Gaussian. Type 2 is a higher quality(slightly slower) Bicubic Sampling type. +#define SharpenStrength 0.75 //[0.10 to 1.00] Strength of the texture luma sharpening effect. This is the maximum strength that will be used. #define SharpenClamp 0.015 //[0.005 to 0.500] Reduces the clamping/limiting on the maximum amount of sharpening each pixel recieves. Raise this to reduce the clamping. -#define SharpenBias 1.50 //[1.00 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen. For SharpeningType 2, best stay under ~2.00, or it may look odd. -#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. +#define SharpenBias 1.00 //[1.00 to 4.00] Sharpening edge bias. Lower values for clean subtle sharpen, and higher values for a deeper textured sharpen. +#define DebugSharpen 0 //[0 or 1] Visualize the sharpening effect. Useful for fine-tuning. Best to disable other effects, to see edge detection clearly. -//-#[VIBRANCE OPTIONS] -#define Vibrance 0.10 //[-1.00 to 1.00] Intelligently saturates (or desaturates with negative values) pixels depending on their original saturation. 0.00 is original vibrance. +//##[GRADING OPTIONS]## +#define RedGrading 1.00 //[0.0 to 3.0] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones. +#define GreenGrading 1.00 //[0.0 to 3.0] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones. +#define BlueGrading 1.00 //[0.0 to 3.0] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones. +#define GradingStrength 0.25 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount. +#define Correlation 1.00 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded. -//-#[GAMMA OPTIONS] -#define Gamma 2.2 //Lower values for more Gamma toning(darker), higher Values for brighter (2.2 correction is generally recommended) - -//-#[GRADING OPTIONS] -#define RedGrading 1.02 //[0.0 to 3.0] Red colour grading coefficient. Adjust to influence the red channel coefficients of the grading, and highlight tones. -#define GreenGrading 0.96 //[0.0 to 3.0] Green colour grading coefficient. Adjust to influence the Green channel coefficients of the grading, and highlight tones. -#define BlueGrading 0.88 //[0.0 to 3.0] Blue colour grading coefficient. Adjust to influence the Blue channel coefficients of the grading, and highlight tones. -#define GradingStrength 0.40 //[0.00 to 1.00] The overall max strength of the colour grading effect. Raise to increase, lower to decrease the amount. -#define Correlation 0.50 //[0.10 to 1.00] Correlation between the base colour, and the grading influence. Lower = more of the scene is graded, Higher = less of the scene is graded. - -//-#[TOON OPTIONS] -#define EdgeStrength 1.40 //[0.00 to 4.00] Strength of the cel edge outline effect. 0.00 = no outlines. -#define EdgeFilter 0.60 //[0.10 to 2.00] Raise this to filter out fainter cel edges. You might need to increase the power to compensate, when raising this. -#define EdgeThickness 1.25 //[0.50 to 4.00] Thickness of the cel edges. Decrease for thinner outlining, Increase for thicker outlining. 1.00 is default. -#define PaletteType 2 //[1|2|3] The colour palette to use. 1 is Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading). Below options don't affect palette 1. -#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base colour luma calculations. 0 is base luma, 1 is Yuv luma. Color luma can be more accurate. Yuv luma can be better for a shaded look. +//##[CSHADE OPTIONS]## +#define EdgeStrength 1.50 //[0.00 to 4.00] Overall strength of the cel edge outline effect. 0.00 = no outlines. +#define EdgeFilter 0.60 //[0.10 to 2.00] Filters out fainter cel edges. Use it for balancing the cel edge density. EG: for faces, foliage, etc. Raise to filter out more edges. +#define EdgeThickness 1.25 //[0.50 to 4.00] Thickness of the cel edges. Increase for thicker outlining. Note: when downsampling, you may need to raise this further to keep the edges as noticeable. +#define PaletteType 2 //[1|2|3] The colour palette to use. 1 is Game Original, 2 is Animated Shading, 3 is Water Painting (Default is 2: Animated Shading). #!Options below don't affect palette 1. +#define UseYuvLuma 0 //[0 or 1] Uses YUV luma calculations, or base colour luma calculations. Yuv luma can produce a better shaded look, but if it looks odd, disable it for that game. #define LumaConversion 1 //[0 or 1] Uses BT.601, or BT.709, RGB<-YUV->RGB conversions. Some games prefer 601, but most prefer 709. BT.709 is typically recommended. -#define ColorRounding 0 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. Try it in-game and see. +#define ColorRounding 1 //[0 or 1] Uses rounding methods on colors. This can emphasise shaded toon colors. Looks good in some games, and odd in others. Try it in-game and see. -//-#[SCANLINE OPTIONS] -#define ScanlineType 0 //[0|1|2|3] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy), ScanlineType 3 is a different algorithm, to work around PCSX2's IR scaling. -#define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems. Defaults: 0.50 for ScanlineType 0|1|2, (1.20 for ScanlineType 3, use 1.0 with low IR (lower than 3x)). -#define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.20 for ScanlineType 0|1|2, 0.50 for ScanlineType 3. -#define ScanlineBrightness 2.00 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 1.75 for ScanlineType 0|1|2, 1.50 for ScanlineType 3. +//##[SCANLINE OPTIONS]## +#define ScanlineType 0 //[0|1|2|3] The type & orientation of the scanlines. 0 is x(horizontal), 1 is y(vertical), 2 is both(xy), ScanlineType 3 is an attempt to work around PCSX2's scaling. +#define ScanlineScale 0.50 //[0.20 to 2.00] The scaling & thickness of the scanlines. Changing this can help with PCSX2 IR scaling problems. (Type 0 & native res is recommended) +#define ScanlineIntensity 0.18 //[0.10 to 1.00] The intensity of the scanlines. Defaults: 0.18 for ScanlineType 0|1|2, 0.50 for ScanlineType 3. +#define ScanlineBrightness 2.00 //[0.50 to 2.00] The brightness of the scanlines. Defaults: 2.00 for ScanlineType 0|1|2, 1.50 for ScanlineType 3. -//-#[VIGNETTE OPTIONS] +//##[VIGNETTE OPTIONS]## #define VignetteRatio 1.77 //[0.15 to 6.00] Sets the espect ratio of the vignette. 1.77 for 16:9, 1.60 for 16:10, 1.33 for 4:3, 1.00 for 1:1. -#define VignetteRadius 1.00 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center +#define VignetteRadius 1.10 //[0.50 to 3.00] Radius of the vignette effect. Lower values for stronger radial effect from center #define VignetteAmount 0.25 //[0.00 to 1.00] Strength of black edge occlusion. Increase for higher strength, decrease for lower. #define VignetteSlope 12 //[2|4|8|10|12|16] How far away from the center the vignetting will start. -//-#[DITHERING OPTIONS] +//##[CONTRAST OPTIONS]## +#define CurveType 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) +#define CurvesContrast 0.35 //[0.00 to 2.00] The amount of contrast you want. Controls the overall strength of the texture sharpening. + +//##[VIBRANCE OPTIONS]## +#define Vibrance 0.20 //[-1.00 to 1.00] Adjust the vibrance of pixels depending on their original saturation. 0.00 is original vibrance. + +//##[GAMMA OPTIONS]## +#define Gamma 2.20 //[1.5 to 4.0] Gamma correction. Decrease for lower gamma(darker). Increase for higher gamma(brighter). (Default: 2.2) + +//##[DITHERING OPTIONS]## #define DitherMethod 2 //[1 or 2] 1 is Ordering dithering(faster, lower quality), 2 is Random dithering (better dithering, but not as fast) -//-[END OF USER OPTIONS] \ No newline at end of file +//##[BORDER OPTIONS]## +#define BorderWidth float2(2, 2) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. +#define BorderColor float3(0, 0, 0) //[0 to 255, 0 to 255, 0 to 255] What color the border should be. In integer RGB colors, meaning 0,0,0 is black and 255,255,255 is full white. + +//[END OF USER OPTIONS] diff --git a/bin/shader.fx b/bin/shader.fx index 5ab1c0fb7c..8431875e5b 100644 --- a/bin/shader.fx +++ b/bin/shader.fx @@ -1,5 +1,5 @@ /*===============================================================================*\ -|######################## [GSdx FX 2.00 Revised] ########################| +|######################## [GSdx FX Suite v2.20] ########################| |########################## By Asmodean ##########################| || || || This program is free software; you can redistribute it and/or || @@ -14,6 +14,11 @@ || || |#################################################################################| \*===============================================================================*/ + +#if (SHADER_MODEL <= 0x300) +#error GSdx FX requires shader model 4.0(Direct3D10) or higher. Use GSdx DX10/11. +#endif + #include "GSdx_FX_Settings.ini" /*------------------------------------------------------------------------------ @@ -22,111 +27,38 @@ Texture2D Texture : register(t0); SamplerState TextureSampler : register(s0); -SamplerState BloomSampler : register(s1); cbuffer cb0 { - float4 _rcpFrame : VIEWPORT : register(c0); - static const float GammaConst = 2.2; + float2 _xyFrame; + float4 _rcpFrame; }; struct VS_INPUT { - float4 p : POSITION; - float2 t : TEXCOORD0; + float4 p : POSITION; + float2 t : TEXCOORD0; }; struct VS_OUTPUT { - float4 p : SV_Position; - float2 t : TEXCOORD0; + float4 p : SV_Position; + float2 t : TEXCOORD0; }; struct PS_OUTPUT { - float4 c : SV_Target0; + float4 c : SV_Target0; }; -float TrueLuminance(float3 color) -{ - float maxRGB; - float minRGB; - float r = color.x; - float g = color.y; - float b = color.z; - - if (r >= g) { maxRGB = r; } - if (r >= b) { maxRGB = r; } - if (g >= r) { maxRGB = g; } - if (g >= b) { maxRGB = g; } - if (b >= r) { maxRGB = b; } - if (b >= g) { maxRGB = b; } - - if (r <= g) { minRGB = r; } - if (r <= b) { minRGB = r; } - if (g <= r) { minRGB = g; } - if (g <= b) { minRGB = g; } - if (b <= r) { minRGB = b; } - if (b <= g) { minRGB = b; } - - float lumin = ((maxRGB + minRGB) / 2); - return lumin; -} +static float2 screenSize = _xyFrame; +static float2 pixelSize = _rcpFrame.xy; +static float2 invDefocus = float2(1.0 / 3840.0, 1.0 / 2160.0); +static const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750); float RGBLuminance(float3 color) { - const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750); - return dot(color.rgb, lumCoeff); -} - -float3 RGBGammaToLinear(float3 color, float gamma) -{ - color = abs(color); - - color.r = (color.r <= 0.0404482362771082) ? saturate(color.r / 12.92) : - saturate(pow((color.r + 0.055) / 1.055, gamma)); - - color.g = (color.g <= 0.0404482362771082) ? saturate(color.g / 12.92) : - saturate(pow((color.g + 0.055) / 1.055, gamma)); - - color.b = (color.b <= 0.0404482362771082) ? saturate(color.b / 12.92) : - saturate(pow((color.b + 0.055) / 1.055, gamma)); - - return color; -} - -float3 LinearToRGBGamma(float3 color, float gamma) -{ - color = abs(color); - - color.r = (color.r <= 0.00313066844250063) ? saturate(color.r * 12.92) : 1.055 * - saturate(pow(color.r, 1.0 / gamma)) - 0.055; - - color.g = (color.g <= 0.00313066844250063) ? saturate(color.g * 12.92) : 1.055 * - saturate(pow(color.g, 1.0 / gamma)) - 0.055; - - color.b = (color.b <= 0.00313066844250063) ? saturate(color.b * 12.92) : 1.055 * - saturate(pow(color.b, 1.0 / gamma)) - 0.055; - - return color; -} - -#define PixelSize float2(_rcpFrame.x, _rcpFrame.y) -#define GammaCorrection(color, gamma) pow(color, gamma) -#define InverseGammaCorrection(color, gamma) pow(color, 1.0/gamma) - -/*------------------------------------------------------------------------------ - [GAMMA PREPASS CODE SECTION] -------------------------------------------------------------------------------*/ - -float4 PreGammaPass(float4 color, float2 uv0) -{ - color = Texture.Sample(TextureSampler, uv0); - color.rgb = RGBGammaToLinear(color.rgb, GammaConst); - color.rgb = LinearToRGBGamma(color.rgb, GammaConst); - color.a = RGBLuminance(color.rgb); - - return color; + return dot(color.rgb, lumCoeff); } /*------------------------------------------------------------------------------ @@ -137,7 +69,7 @@ float4 PreGammaPass(float4 color, float2 uv0) #if (SHADER_MODEL >= 0x500) #define FXAA_HLSL_5 1 #define FXAA_GATHER4_ALPHA 1 -#elif (SHADER_MODEL >= 0x400) +#else #define FXAA_HLSL_4 1 #define FXAA_GATHER4_ALPHA 0 #endif @@ -189,572 +121,690 @@ struct FxaaTex { SamplerState smpl; Texture2D tex; }; float FxaaLuma(float4 rgba) { - rgba.w = RGBLuminance(rgba.xyz); - return rgba.w; + rgba.w = RGBLuminance(rgba.xyz); + return rgba.w; } float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaSubpix, float fxaaEdgeThreshold, float fxaaEdgeThresholdMin) { - float2 posM; - posM.x = pos.x; - posM.y = pos.y; + float2 posM; + posM.x = pos.x; + posM.y = pos.y; - #if (FXAA_GATHER4_ALPHA == 1) - float4 rgbyM = FxaaTexTop(tex, posM); - float4 luma4A = FxaaTexAlpha4(tex, posM); - float4 luma4B = FxaaTexOffAlpha4(tex, posM, int2(-1, -1)); - rgbyM.w = RGBLuminance(rgbyM.xyz); + #if (FXAA_GATHER4_ALPHA == 1) + float4 rgbyM = FxaaTexTop(tex, posM); + float4 luma4A = FxaaTexAlpha4(tex, posM); + float4 luma4B = FxaaTexOffAlpha4(tex, posM, int2(-1, -1)); + rgbyM.w = RGBLuminance(rgbyM.xyz); - #define lumaM rgbyM.w - #define lumaE luma4A.z - #define lumaS luma4A.x - #define lumaSE luma4A.y - #define lumaNW luma4B.w - #define lumaN luma4B.z - #define lumaW luma4B.x + #define lumaM rgbyM.w + #define lumaE luma4A.z + #define lumaS luma4A.x + #define lumaSE luma4A.y + #define lumaNW luma4B.w + #define lumaN luma4B.z + #define lumaW luma4B.x - #else - float4 rgbyM = FxaaTexTop(tex, posM); - rgbyM.w = RGBLuminance(rgbyM.xyz); - #define lumaM rgbyM.w + #else + float4 rgbyM = FxaaTexTop(tex, posM); + rgbyM.w = RGBLuminance(rgbyM.xyz); + #define lumaM rgbyM.w - float lumaS = FxaaLuma(FxaaTexOff(tex, posM, int2( 0, 1), fxaaRcpFrame.xy)); - float lumaE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 0), fxaaRcpFrame.xy)); - float lumaN = FxaaLuma(FxaaTexOff(tex, posM, int2( 0,-1), fxaaRcpFrame.xy)); - float lumaW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 0), fxaaRcpFrame.xy)); - #endif + float lumaS = FxaaLuma(FxaaTexOff(tex, posM, int2( 0, 1), fxaaRcpFrame.xy)); + float lumaE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 0), fxaaRcpFrame.xy)); + float lumaN = FxaaLuma(FxaaTexOff(tex, posM, int2( 0,-1), fxaaRcpFrame.xy)); + float lumaW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 0), fxaaRcpFrame.xy)); + #endif - float maxSM = max(lumaS, lumaM); - float minSM = min(lumaS, lumaM); - float maxESM = max(lumaE, maxSM); - float minESM = min(lumaE, minSM); - float maxWN = max(lumaN, lumaW); - float minWN = min(lumaN, lumaW); + float maxSM = max(lumaS, lumaM); + float minSM = min(lumaS, lumaM); + float maxESM = max(lumaE, maxSM); + float minESM = min(lumaE, minSM); + float maxWN = max(lumaN, lumaW); + float minWN = min(lumaN, lumaW); - float rangeMax = max(maxWN, maxESM); - float rangeMin = min(minWN, minESM); - float range = rangeMax - rangeMin; - float rangeMaxScaled = rangeMax * fxaaEdgeThreshold; - float rangeMaxClamped = max(fxaaEdgeThresholdMin, rangeMaxScaled); + float rangeMax = max(maxWN, maxESM); + float rangeMin = min(minWN, minESM); + float range = rangeMax - rangeMin; + float rangeMaxScaled = rangeMax * fxaaEdgeThreshold; + float rangeMaxClamped = max(fxaaEdgeThresholdMin, rangeMaxScaled); - bool earlyExit = range < rangeMaxClamped; - #if (FxaaEarlyExit == 1) - if(earlyExit) { return rgbyM; } - #endif + bool earlyExit = range < rangeMaxClamped; + #if (FxaaEarlyExit == 1) + if(earlyExit) { return rgbyM; } + #endif - #if (FXAA_GATHER4_ALPHA == 0) - float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1,-1), fxaaRcpFrame.xy)); - float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 1), fxaaRcpFrame.xy)); - float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy)); - float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy)); - #else - float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy)); - float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy)); - #endif + #if (FXAA_GATHER4_ALPHA == 0) + float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1,-1), fxaaRcpFrame.xy)); + float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 1), fxaaRcpFrame.xy)); + float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy)); + float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy)); + #else + float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy)); + float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy)); + #endif - float lumaNS = lumaN + lumaS; - float lumaWE = lumaW + lumaE; - float subpixRcpRange = 1.0/range; - float subpixNSWE = lumaNS + lumaWE; - float edgeHorz1 = (-2.0 * lumaM) + lumaNS; - float edgeVert1 = (-2.0 * lumaM) + lumaWE; - float lumaNESE = lumaNE + lumaSE; - float lumaNWNE = lumaNW + lumaNE; - float edgeHorz2 = (-2.0 * lumaE) + lumaNESE; - float edgeVert2 = (-2.0 * lumaN) + lumaNWNE; + float lumaNS = lumaN + lumaS; + float lumaWE = lumaW + lumaE; + float subpixRcpRange = 1.0/range; + float subpixNSWE = lumaNS + lumaWE; + float edgeHorz1 = (-2.0 * lumaM) + lumaNS; + float edgeVert1 = (-2.0 * lumaM) + lumaWE; + float lumaNESE = lumaNE + lumaSE; + float lumaNWNE = lumaNW + lumaNE; + float edgeHorz2 = (-2.0 * lumaE) + lumaNESE; + float edgeVert2 = (-2.0 * lumaN) + lumaNWNE; - float lumaNWSW = lumaNW + lumaSW; - float lumaSWSE = lumaSW + lumaSE; - float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); - float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); - float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; - float edgeVert3 = (-2.0 * lumaS) + lumaSWSE; - float edgeHorz = abs(edgeHorz3) + edgeHorz4; - float edgeVert = abs(edgeVert3) + edgeVert4; + float lumaNWSW = lumaNW + lumaSW; + float lumaSWSE = lumaSW + lumaSE; + float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2); + float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2); + float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW; + float edgeVert3 = (-2.0 * lumaS) + lumaSWSE; + float edgeHorz = abs(edgeHorz3) + edgeHorz4; + float edgeVert = abs(edgeVert3) + edgeVert4; - float subpixNWSWNESE = lumaNWSW + lumaNESE; - float lengthSign = fxaaRcpFrame.x; - bool horzSpan = edgeHorz >= edgeVert; - float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; - if(!horzSpan) lumaN = lumaW; - if(!horzSpan) lumaS = lumaE; - if(horzSpan) lengthSign = fxaaRcpFrame.y; - float subpixB = (subpixA * (1.0/12.0)) - lumaM; + float subpixNWSWNESE = lumaNWSW + lumaNESE; + float lengthSign = fxaaRcpFrame.x; + bool horzSpan = edgeHorz >= edgeVert; + float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE; + if(!horzSpan) lumaN = lumaW; + if(!horzSpan) lumaS = lumaE; + if(horzSpan) lengthSign = fxaaRcpFrame.y; + float subpixB = (subpixA * (1.0/12.0)) - lumaM; - float gradientN = lumaN - lumaM; - float gradientS = lumaS - lumaM; - float lumaNN = lumaN + lumaM; - float lumaSS = lumaS + lumaM; - bool pairN = abs(gradientN) >= abs(gradientS); - float gradient = max(abs(gradientN), abs(gradientS)); - if(pairN) lengthSign = -lengthSign; - float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); + float gradientN = lumaN - lumaM; + float gradientS = lumaS - lumaM; + float lumaNN = lumaN + lumaM; + float lumaSS = lumaS + lumaM; + bool pairN = abs(gradientN) >= abs(gradientS); + float gradient = max(abs(gradientN), abs(gradientS)); + if(pairN) lengthSign = -lengthSign; + float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange); - float2 posB; - posB.x = posM.x; - posB.y = posM.y; - float2 offNP; - offNP.x = (!horzSpan) ? 0.0 : fxaaRcpFrame.x; - offNP.y = ( horzSpan) ? 0.0 : fxaaRcpFrame.y; - if(!horzSpan) posB.x += lengthSign * 0.5; - if( horzSpan) posB.y += lengthSign * 0.5; + float2 posB; + posB.x = posM.x; + posB.y = posM.y; + float2 offNP; + offNP.x = (!horzSpan) ? 0.0 : fxaaRcpFrame.x; + offNP.y = ( horzSpan) ? 0.0 : fxaaRcpFrame.y; + if(!horzSpan) posB.x += lengthSign * 0.5; + if( horzSpan) posB.y += lengthSign * 0.5; - float2 posN; - posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; - posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; - float2 posP; - posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; - posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; - float subpixD = ((-2.0)*subpixC) + 3.0; - float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); - float subpixE = subpixC * subpixC; - float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); + float2 posN; + posN.x = posB.x - offNP.x * FXAA_QUALITY__P0; + posN.y = posB.y - offNP.y * FXAA_QUALITY__P0; + float2 posP; + posP.x = posB.x + offNP.x * FXAA_QUALITY__P0; + posP.y = posB.y + offNP.y * FXAA_QUALITY__P0; + float subpixD = ((-2.0)*subpixC) + 3.0; + float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN)); + float subpixE = subpixC * subpixC; + float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP)); - if(!pairN) lumaNN = lumaSS; - float gradientScaled = gradient * 1.0/4.0; - float lumaMM = lumaM - lumaNN * 0.5; - float subpixF = subpixD * subpixE; - bool lumaMLTZero = lumaMM < 0.0; - lumaEndN -= lumaNN * 0.5; - lumaEndP -= lumaNN * 0.5; - bool doneN = abs(lumaEndN) >= gradientScaled; - bool doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; - bool doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; + if(!pairN) lumaNN = lumaSS; + float gradientScaled = gradient * 1.0/4.0; + float lumaMM = lumaM - lumaNN * 0.5; + float subpixF = subpixD * subpixE; + bool lumaMLTZero = lumaMM < 0.0; + lumaEndN -= lumaNN * 0.5; + lumaEndP -= lumaNN * 0.5; + bool doneN = abs(lumaEndN) >= gradientScaled; + bool doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1; + bool doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P3; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P3; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P3; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P4; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P4; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P4; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P4; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P5; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P5; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P5; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P5; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P6; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P6; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P6; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P6; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P7; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P7; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P7; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P7; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P8; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P8; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P8; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P8; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P9; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P9; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P9; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P9; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P10; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P10; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P10; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P10; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P11; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P11; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P11; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P11; - if(doneNP) { - if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); - if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); - if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; - if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; - doneN = abs(lumaEndN) >= gradientScaled; - doneP = abs(lumaEndP) >= gradientScaled; - if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; - if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; - doneNP = (!doneN) || (!doneP); - if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; - if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; - }}}}}}}}}}} + if(doneNP) { + if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy)); + if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy)); + if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5; + if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5; + doneN = abs(lumaEndN) >= gradientScaled; + doneP = abs(lumaEndP) >= gradientScaled; + if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P12; + if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P12; + doneNP = (!doneN) || (!doneP); + if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P12; + if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P12; + }}}}}}}}}}} - float dstN = posM.x - posN.x; - float dstP = posP.x - posM.x; - if(!horzSpan) dstN = posM.y - posN.y; - if(!horzSpan) dstP = posP.y - posM.y; + float dstN = posM.x - posN.x; + float dstP = posP.x - posM.x; + if(!horzSpan) dstN = posM.y - posN.y; + if(!horzSpan) dstP = posP.y - posM.y; - bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; - float spanLength = (dstP + dstN); - bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; - float spanLengthRcp = 1.0/spanLength; + bool goodSpanN = (lumaEndN < 0.0) != lumaMLTZero; + float spanLength = (dstP + dstN); + bool goodSpanP = (lumaEndP < 0.0) != lumaMLTZero; + float spanLengthRcp = 1.0/spanLength; - bool directionN = dstN < dstP; - float dst = min(dstN, dstP); - bool goodSpan = directionN ? goodSpanN : goodSpanP; - float subpixG = subpixF * subpixF; - float pixelOffset = (dst * (-spanLengthRcp)) + 0.5; - float subpixH = subpixG * fxaaSubpix; + bool directionN = dstN < dstP; + float dst = min(dstN, dstP); + bool goodSpan = directionN ? goodSpanN : goodSpanP; + float subpixG = subpixF * subpixF; + float pixelOffset = (dst * (-spanLengthRcp)) + 0.5; + float subpixH = subpixG * fxaaSubpix; - float pixelOffsetGood = goodSpan ? pixelOffset : 0.0; - float pixelOffsetSubpix = max(pixelOffsetGood, subpixH); - if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; - if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; + float pixelOffsetGood = goodSpan ? pixelOffset : 0.0; + float pixelOffsetSubpix = max(pixelOffsetGood, subpixH); + if(!horzSpan) posM.x += pixelOffsetSubpix * lengthSign; + if( horzSpan) posM.y += pixelOffsetSubpix * lengthSign; - return float4(FxaaTexTop(tex, posM).xyz, lumaM); + return float4(FxaaTexTop(tex, posM).xyz, lumaM); } -float4 FxaaPass(float4 FxaaColor : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 FxaaPass(float4 FxaaColor, float2 texcoord) { - FxaaTex tex; - tex.tex = Texture; - tex.smpl = TextureSampler; + FxaaTex tex; + tex.tex = Texture; + tex.smpl = TextureSampler; - Texture.GetDimensions(PixelSize.x, PixelSize.y); - FxaaColor = FxaaPixelShader(uv0, tex, 1.0 / PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin); + FxaaColor = FxaaPixelShader(texcoord, tex, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin); - return FxaaColor; + return FxaaColor; } #endif /*------------------------------------------------------------------------------ - [TEXTURE FILTERING FUNCTIONS] + [TEXTURE FILTERING FUNCTIONS] ------------------------------------------------------------------------------*/ float BSpline(float x) { - float f = x; + float f = x; - if (f < 0.0) - { - f = -f; - } - if (f >= 0.0 && f <= 1.0) - { - return (2.0 / 3.0) + (0.5) * (f* f * f) - (f*f); - } - else if (f > 1.0 && f <= 2.0) - { - return 1.0 / 6.0 * pow((2.0 - f), 3.0); - } - return 1.0; + if (f < 0.0) + { + f = -f; + } + if (f >= 0.0 && f <= 1.0) + { + return (2.0 / 3.0) + (0.5) * (f* f * f) - (f*f); + } + else if (f > 1.0 && f <= 2.0) + { + return 1.0 / 6.0 * pow((2.0 - f), 3.0); + } + return 1.0; } float CatMullRom(float x) { - float b = 0.0; - float c = 0.5; - float f = x; + float b = 0.0; + float c = 0.5; + float f = x; - if (f < 0.0) - { - f = -f; - } - if (f < 1.0) - { - return ((12.0 - 9.0 * b - 6.0 * c) * (f * f * f) + - (-18.0 + 12.0 * b + 6.0 * c) * (f * f) + - (6.0 - 2.0 * b)) / 6.0; - } - else if (f >= 1.0 && f < 2.0) - { - return ((-b - 6.0 * c) * (f * f * f) - + (6.0 * b + 30.0 * c) * (f *f) + - (-(12.0 * b) - 48.0 * c) * f + - 8.0 * b + 24.0 * c) / 6.0; - } - else - { - return 0.0; - } + if (f < 0.0) + { + f = -f; + } + if (f < 1.0) + { + return ((12.0 - 9.0 * b - 6.0 * c) * + (f * f * f) + (-18.0 + 12.0 * b + 6.0 * c) * + (f * f) + (6.0 - 2.0 * b)) / 6.0; + } + else if (f >= 1.0 && f < 2.0) + { + return ((-b - 6.0 * c) * (f * f * f) + + (6.0 * b + 30.0 * c) *(f *f) + + (-(12.0 * b) - 48.0 * c) * f + + 8.0 * b + 24.0 * c) / 6.0; + } + else + { + return 0.0; + } } float Bell(float x) { - float f = (x / 2.0) * 1.5; + float f = (x / 2.0) * 1.5; - if (f > -1.5 && f < -0.5) - { - return(0.5 * pow(f + 1.5, 2.0)); - } - else if (f > -0.5 && f < 0.5) - { - return 3.0 / 4.0 - (f * f); - } - else if ((f > 0.5 && f < 1.5)) - { - return(0.5 * pow(f - 1.5, 2.0)); - } - return 0.0; + if (f > -1.5 && f < -0.5) + { + return(0.5 * pow(f + 1.5, 2.0)); + } + else if (f > -0.5 && f < 0.5) + { + return 3.0 / 4.0 - (f * f); + } + else if ((f > 0.5 && f < 1.5)) + { + return(0.5 * pow(f - 1.5, 2.0)); + } + return 0.0; } float Triangular(float x) { - x = x / 2.0; + x = x / 2.0; - if (x < 0.0) - { - return (x + 1.0); - } - else - { - return (1.0 - x); - } - return 0.0; + if (x < 0.0) + { + return (x + 1.0); + } + else + { + return (1.0 - x); + } + return 0.0; } float Cubic(float x) { - float x2 = x * x; - float x3 = x2 * x; + float x2 = x * x; + float x3 = x2 * x; - float cx = -x3 + 3.0 * x2 - 3.0 * x + 1.0; - float cy = 3.0 * x3 - 6.0 * x2 + 4.0; - float cz = -3.0 * x3 + 3.0 * x2 + 3.0 * x + 1.0; - float cw = x3; + float cx = -x3 + 3.0 * x2 - 3.0 * x + 1.0; + float cy = 3.0 * x3 - 6.0 * x2 + 4.0; + float cz = -3.0 * x3 + 3.0 * x2 + 3.0 * x + 1.0; + float cw = x3; - return (lerp(cx, cy, 0.5) + lerp(cz, cw, 0.5)) / 6.0; + return (lerp(cx, cy, 0.5) + lerp(cz, cw, 0.5)) / 6.0; } /*------------------------------------------------------------------------------ - [BILINEAR FILTERING CODE SECTION] + [BILINEAR FILTERING CODE SECTION] ------------------------------------------------------------------------------*/ #if (BILINEAR_FILTERING == 1) -float4 SampleBiLinear(SamplerState texSample, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 SampleBiLinear(SamplerState texSample, float2 texcoord) { - Texture.GetDimensions(PixelSize.x, PixelSize.y); + if (screenSize.x < 1024 || screenSize.y < 1024) + { + pixelSize.x /= 2.0; + pixelSize.y /= 2.0; + } - float texelSizeX = 1.0 / PixelSize.x; - float texelSizeY = 1.0 / PixelSize.y; + float texelSizeX = pixelSize.x; + float texelSizeY = pixelSize.y; - int nX = int(uv0.x * PixelSize.x); - int nY = int(uv0.y * PixelSize.y); + int nX = int(texcoord.x * screenSize.x); + int nY = int(texcoord.y * screenSize.y); - float2 uvCoord = float2((float(nX) + OffsetAmount) / PixelSize.x, - (float(nY) + OffsetAmount) / PixelSize.y); + float2 uvCoord = float2((float(nX) + OffsetAmount) / screenSize.x, (float(nY) + OffsetAmount) / screenSize.y); - // Take nearest two data in current row. - float4 SampleA = Texture.Sample(texSample, uvCoord); - float4 SampleB = Texture.Sample(texSample, uvCoord + float2(texelSizeX, 0.0)); + // Take nearest two data in current row. + float4 SampleA = Texture.Sample(texSample, uvCoord); + float4 SampleB = Texture.Sample(texSample, uvCoord + float2(texelSizeX, 0.0)); - // Take nearest two data in bottom row. - float4 SampleC = Texture.Sample(texSample, uvCoord + float2(0.0, texelSizeY)); - float4 SampleD = Texture.Sample(texSample, uvCoord + float2(texelSizeX, texelSizeY)); + // Take nearest two data in bottom row. + float4 SampleC = Texture.Sample(texSample, uvCoord + float2(0.0, texelSizeY)); + float4 SampleD = Texture.Sample(texSample, uvCoord + float2(texelSizeX, texelSizeY)); - float LX = frac(uv0.x * PixelSize.x); //Get Interpolation factor for X direction. + float LX = frac(texcoord.x * screenSize.x); //Get Interpolation factor for X direction. - // Interpolate in X direction. - float4 InterpolateA = lerp(SampleA, SampleB, LX); //Top row in X direction. - float4 InterpolateB = lerp(SampleC, SampleD, LX); //Bottom row in X direction. + // Interpolate in X direction. + float4 InterpolateA = lerp(SampleA, SampleB, LX); //Top row in X direction. + float4 InterpolateB = lerp(SampleC, SampleD, LX); //Bottom row in X direction. - float LY = frac(uv0.y * PixelSize.y); //Get Interpolation factor for Y direction. + float LY = frac(texcoord.y * screenSize.y); //Get Interpolation factor for Y direction. - return lerp(InterpolateA, InterpolateB, LY); //Interpolate in Y direction. + return lerp(InterpolateA, InterpolateB, LY); //Interpolate in Y direction. } -float4 BiLinearPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) +float4 BiLinearPass(float4 color, float2 texcoord) { - float4 bilinear = SampleBiLinear(TextureSampler, uv0); - color = lerp(color, bilinear, FilterStrength); + float4 bilinear = SampleBiLinear(TextureSampler, texcoord); + color = lerp(color, bilinear, FilterStrength); - return color; + return color; } #endif /*------------------------------------------------------------------------------ - [BICUBIC FILTERING CODE SECTION] + [BICUBIC FILTERING CODE SECTION] ------------------------------------------------------------------------------*/ #if (BICUBIC_FILTERING == 1) -float4 BiCubicFilter(SamplerState texSample, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 BicubicFilter(SamplerState texSample, float2 texcoord) { - Texture.GetDimensions(PixelSize.x, PixelSize.y); + if (screenSize.x < 1024 || screenSize.y < 1024) + { + pixelSize.x /= 2.0; + pixelSize.y /= 2.0; + } + + float texelSizeX = pixelSize.x; + float texelSizeY = pixelSize.y; - float texelSizeX = 1.0 / PixelSize.x; - float texelSizeY = 1.0 / PixelSize.y; + float4 nSum = (float4)0.0; + float4 nDenom = (float4)0.0; - float4 nSum = (float4)0.0; - float4 nDenom = (float4)0.0; + float a = frac(texcoord.x * screenSize.x); + float b = frac(texcoord.y * screenSize.y); - float a = frac(uv0.x * PixelSize.x); - float b = frac(uv0.y * PixelSize.y); + int nX = int(texcoord.x * screenSize.x); + int nY = int(texcoord.y * screenSize.y); - int nX = int(uv0.x * PixelSize.x); - int nY = int(uv0.y * PixelSize.y); + float2 uvCoord = float2(float(nX) / screenSize.x + PixelOffset / screenSize.x, + float(nY) / screenSize.y + PixelOffset / screenSize.y); - float2 uvCoord = float2(float(nX) / PixelSize.x + PixelOffset / PixelSize.x, - float(nY) / PixelSize.y + PixelOffset / PixelSize.y); + for (int m = -1; m <= 2; m++) + { + for (int n = -1; n <= 2; n++) + { + float4 Samples = Texture.Sample(texSample, uvCoord + + float2(texelSizeX * float(m), texelSizeY * float(n))); - for (int m = -1; m <= 2; m++) - { - for (int n = -1; n <= 2; n++) - { - float4 Samples = Texture.Sample(texSample, uvCoord + - float2(texelSizeX * float(m), texelSizeY * float(n))); + float vc1 = Interpolation(float(m) - a); + float4 vecCoeff1 = float4(vc1, vc1, vc1, vc1); - float vc1 = Interpolation(float(m) - a); - float4 vecCoeff1 = float4(vc1, vc1, vc1, vc1); + float vc2 = Interpolation(-(float(n) - b)); + float4 vecCoeff2 = float4(vc2, vc2, vc2, vc2); - float vc2 = Interpolation(-(float(n) - b)); - float4 vecCoeff2 = float4(vc2, vc2, vc2, vc2); - - nSum = nSum + (Samples * vecCoeff2 * vecCoeff1); - nDenom = nDenom + (vecCoeff2 * vecCoeff1); - } - } - return nSum / nDenom; + nSum = nSum + (Samples * vecCoeff2 * vecCoeff1); + nDenom = nDenom + (vecCoeff2 * vecCoeff1); + } + } + return nSum / nDenom; } -float4 BiCubicPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 BiCubicPass(float4 color, float2 texcoord) { - float4 bicubic = BiCubicFilter(TextureSampler, uv0); - color = lerp(color, bicubic, BicubicStrength); - return color; + float4 bicubic = BicubicFilter(TextureSampler, texcoord); + color = lerp(color, bicubic, BicubicStrength); + return color; } #endif /*------------------------------------------------------------------------------ - [GAUSSIAN FILTERING CODE SECTION] + [GAUSSIAN FILTERING CODE SECTION] ------------------------------------------------------------------------------*/ #if (GAUSSIAN_FILTERING == 1) -float4 GaussianPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 GaussianPass(float4 color, float2 texcoord) { - Texture.GetDimensions(PixelSize.x, PixelSize.y); + if (screenSize.x < 1024 || screenSize.y < 1024) + { + pixelSize.x /= 2.0; + pixelSize.y /= 2.0; + } + + float2 dx = float2(pixelSize.x * GaussianSpread, 0.0); + float2 dy = float2(0.0, pixelSize.y * GaussianSpread); - float2 dx = float2(1.0 / PixelSize.x * GaussianSpread, 0.0); - float2 dy = float2(0.0, 1.0 / PixelSize.y * GaussianSpread); + float2 dx2 = 2.0 * dx; + float2 dy2 = 2.0 * dy; - float2 dx2 = 2.0 * dx; - float2 dy2 = 2.0 * dy; + float4 gaussian = Texture.Sample(TextureSampler, texcoord); - float4 gaussian = Texture.Sample(TextureSampler, uv0); + gaussian += Texture.Sample(TextureSampler, texcoord - dx2 + dy2); + gaussian += Texture.Sample(TextureSampler, texcoord - dx + dy2); + gaussian += Texture.Sample(TextureSampler, texcoord + dy2); + gaussian += Texture.Sample(TextureSampler, texcoord + dx + dy2); + gaussian += Texture.Sample(TextureSampler, texcoord + dx2 + dy2); - gaussian += Texture.Sample(TextureSampler, uv0 - dx2 + dy2); - gaussian += Texture.Sample(TextureSampler, uv0 - dx + dy2); - gaussian += Texture.Sample(TextureSampler, uv0 + dy2); - gaussian += Texture.Sample(TextureSampler, uv0 + dx + dy2); - gaussian += Texture.Sample(TextureSampler, uv0 + dx2 + dy2); + gaussian += Texture.Sample(TextureSampler, texcoord - dx2 + dy); + gaussian += Texture.Sample(TextureSampler, texcoord - dx + dy); + gaussian += Texture.Sample(TextureSampler, texcoord + dy); + gaussian += Texture.Sample(TextureSampler, texcoord + dx + dy); + gaussian += Texture.Sample(TextureSampler, texcoord + dx2 + dy); - gaussian += Texture.Sample(TextureSampler, uv0 - dx2 + dy); - gaussian += Texture.Sample(TextureSampler, uv0 - dx + dy); - gaussian += Texture.Sample(TextureSampler, uv0 + dy); - gaussian += Texture.Sample(TextureSampler, uv0 + dx + dy); - gaussian += Texture.Sample(TextureSampler, uv0 + dx2 + dy); + gaussian += Texture.Sample(TextureSampler, texcoord - dx2); + gaussian += Texture.Sample(TextureSampler, texcoord - dx); + gaussian += Texture.Sample(TextureSampler, texcoord + dx); + gaussian += Texture.Sample(TextureSampler, texcoord + dx2); - gaussian += Texture.Sample(TextureSampler, uv0 - dx2); - gaussian += Texture.Sample(TextureSampler, uv0 - dx); - gaussian += Texture.Sample(TextureSampler, uv0 + dx); - gaussian += Texture.Sample(TextureSampler, uv0 + dx2); + gaussian += Texture.Sample(TextureSampler, texcoord - dx2 - dy); + gaussian += Texture.Sample(TextureSampler, texcoord - dx - dy); + gaussian += Texture.Sample(TextureSampler, texcoord - dy); + gaussian += Texture.Sample(TextureSampler, texcoord + dx - dy); + gaussian += Texture.Sample(TextureSampler, texcoord + dx2 - dy); - gaussian += Texture.Sample(TextureSampler, uv0 - dx2 - dy); - gaussian += Texture.Sample(TextureSampler, uv0 - dx - dy); - gaussian += Texture.Sample(TextureSampler, uv0 - dy); - gaussian += Texture.Sample(TextureSampler, uv0 + dx - dy); - gaussian += Texture.Sample(TextureSampler, uv0 + dx2 - dy); + gaussian += Texture.Sample(TextureSampler, texcoord - dx2 - dy2); + gaussian += Texture.Sample(TextureSampler, texcoord - dx - dy2); + gaussian += Texture.Sample(TextureSampler, texcoord - dy2); + gaussian += Texture.Sample(TextureSampler, texcoord + dx - dy2); + gaussian += Texture.Sample(TextureSampler, texcoord + dx2 - dy2); - gaussian += Texture.Sample(TextureSampler, uv0 - dx2 - dy2); - gaussian += Texture.Sample(TextureSampler, uv0 - dx - dy2); - gaussian += Texture.Sample(TextureSampler, uv0 - dy2); - gaussian += Texture.Sample(TextureSampler, uv0 + dx - dy2); - gaussian += Texture.Sample(TextureSampler, uv0 + dx2 - dy2); + gaussian /= 25.0; - gaussian /= 25.0; + color = lerp(color, gaussian, FilterAmount); - color = lerp(color, gaussian, FilterAmount); + return color; +} +#endif - return color; +/*------------------------------------------------------------------------------ + [SCALER CODE SECTION] +------------------------------------------------------------------------------*/ + +#if (BICUBLIC_SCALER == 1) +float4 BicubicScaler(in SamplerState tex, in float2 uv, in float2 texSize) +{ + float2 rec_nrCP = float2(1.0/texSize.x, 1.0/texSize.y); + + float2 coord_hg = uv * texSize - 0.5; + float2 index = floor(coord_hg); + float2 f = coord_hg - index; + + float4x4 M = { -1.0, 3.0,-3.0, 1.0, 3.0,-6.0, 3.0, 0.0, + -3.0, 0.0, 3.0, 0.0, 1.0, 4.0, 1.0, 0.0 }; + M /= 6.0; + + float4 wx = mul(float4(f.x*f.x*f.x, f.x*f.x, f.x, 1.0), M); + float4 wy = mul(float4(f.y*f.y*f.y, f.y*f.y, f.y, 1.0), M); + float2 w0 = float2(wx.x, wy.x); + float2 w1 = float2(wx.y, wy.y); + float2 w2 = float2(wx.z, wy.z); + float2 w3 = float2(wx.w, wy.w); + + float2 g0 = w0 + w1; + float2 g1 = w2 + w3; + float2 h0 = w1 / g0 - 1.0; + float2 h1 = w3 / g1 + 1.0; + + float2 coord00 = index + h0; + float2 coord10 = index + float2(h1.x, h0.y); + float2 coord01 = index + float2(h0.x, h1.y); + float2 coord11 = index + h1; + + coord00 = (coord00 + 0.5) * rec_nrCP; + coord10 = (coord10 + 0.5) * rec_nrCP; + coord01 = (coord01 + 0.5) * rec_nrCP; + coord11 = (coord11 + 0.5) * rec_nrCP; + + float4 tex00 = Texture.SampleLevel(tex, coord00, 0); + float4 tex10 = Texture.SampleLevel(tex, coord10, 0); + float4 tex01 = Texture.SampleLevel(tex, coord01, 0); + float4 tex11 = Texture.SampleLevel(tex, coord11, 0); + + tex00 = lerp(tex01, tex00, float4(g0.y, g0.y, g0.y, g0.y)); + tex10 = lerp(tex11, tex10, float4(g0.y, g0.y, g0.y, g0.y)); + float4 res = lerp(tex10, tex00, float4(g0.x, g0.x, g0.x, g0.x)); + + return res; +} + +float4 BiCubicScalerPass(float4 color, float2 texcoord) +{ + color = BicubicScaler(TextureSampler, texcoord, screenSize); + return color; +} +#endif + +#if (LANCZOS_SCALER == 1) +float4 weight4(float x) +{ + #define FIX(c) max(abs(c), 1e-5); + const float PI = 3.1415926535897932384626433832795; + + float4 sample = FIX(PI * float4(1.0 + x, x, 1.0 - x, 2.0 - x)); + float4 ret = sin(sample) * sin(sample / 2.0) / (sample * sample); + return ret / dot(ret, float4(1.0, 1.0, 1.0, 1.0)); +} + +float3 pixel(float xpos, float ypos) +{ + return Texture.Sample(TextureSampler, float2(xpos, ypos)).rgb; +} + +float3 line_run(float ypos, float4 xpos, float4 linetaps) +{ + return mul(linetaps, float4x3(pixel(xpos.x, ypos), pixel(xpos.y, ypos), + pixel(xpos.z, ypos), pixel(xpos.w, ypos))); +} + +float4 LanczosScaler(float2 texcoord, float2 texSize) +{ + float2 stepxy = 1.0 / texSize; + float2 pos = texcoord + stepxy; + float2 f = frac(pos / stepxy); + + float2 xystart = (-2.0 - f) * stepxy + pos; + float4 xpos = float4(xystart.x, xystart.x + stepxy.x, xystart.x + + stepxy.x * 2.0, xystart.x + stepxy.x * 3.0); + + float4 linetaps = weight4(f.x); + float4 columntaps = weight4(f.y); + + // final sum and weight normalization + return float4(mul(columntaps, float4x3( + line_run(xystart.y, xpos, linetaps), + line_run(xystart.y + stepxy.y, xpos, linetaps), + line_run(xystart.y + stepxy.y * 2.0, xpos, linetaps), + line_run(xystart.y + stepxy.y * 3.0, xpos, linetaps))), 1.0); +} + +float4 LanczosScalerPass(float4 color, float2 texcoord) +{ + color = LanczosScaler(texcoord, screenSize); + return color; } #endif @@ -763,13 +813,40 @@ float4 GaussianPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 ------------------------------------------------------------------------------*/ #if (GAMMA_CORRECTION == 1) -float4 PostGammaPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float3 RGBGammaToLinear(float3 color, float gamma) { - color.rgb = RGBGammaToLinear(color.rgb, GammaConst); - color.rgb = LinearToRGBGamma(color.rgb, Gamma); - color.a = RGBLuminance(color.rgb); + color = saturate(color); + color.r = (color.r <= 0.0404482362771082) ? + color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma); + color.g = (color.g <= 0.0404482362771082) ? + color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma); + color.b = (color.b <= 0.0404482362771082) ? + color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma); - return color; + return color; +} + +float3 LinearToRGBGamma(float3 color, float gamma) +{ + color = saturate(color); + color.r = (color.r <= 0.00313066844250063) ? + color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055; + color.g = (color.g <= 0.00313066844250063) ? + color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055; + color.b = (color.b <= 0.00313066844250063) ? + color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055; + + return color; +} + +float4 GammaPass(float4 color, float2 texcoord) +{ + const float GammaConst = 2.233; + color.rgb = RGBGammaToLinear(color.rgb, GammaConst); + color.rgb = LinearToRGBGamma(color.rgb, float(Gamma)); + color.a = RGBLuminance(color.rgb); + + return color; } #endif @@ -777,104 +854,62 @@ float4 PostGammaPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 [TEXTURE SHARPEN CODE SECTION] ------------------------------------------------------------------------------*/ -#if (TEXTURE_SHARPENING == 1) -#define px 1.0 / PixelSize.x -#define py 1.0 / PixelSize.y -#define SLumCoeff float3(0.2126729, 0.7151522, 0.0721750) - -#if(SharpeningType == 2) -float4 SampleBiCubic(SamplerState texSample, float2 uv0) +#if (TEXTURE_SHARPEN == 1) +float4 SampleBicubic(in SamplerState texSample, in float2 texcoord) { - Texture.GetDimensions(PixelSize.x, PixelSize.y); + float texelSizeX = pixelSize.x * float(SharpenBias); + float texelSizeY = pixelSize.y * float(SharpenBias); - float texelSizeX = 1.0 / PixelSize.x * SharpenBias; - float texelSizeY = 1.0 / PixelSize.y * SharpenBias; + float4 nSum = (float4)0.0; + float4 nDenom = (float4)0.0; - float4 nSum = (float4)0.0; - float4 nDenom = (float4)0.0; + float a = frac(texcoord.x * screenSize.x); + float b = frac(texcoord.y * screenSize.y); - float a = frac(uv0.x * PixelSize.x); - float b = frac(uv0.y * PixelSize.y); + int nX = int(texcoord.x * screenSize.x); + int nY = int(texcoord.y * screenSize.y); - int nX = int(uv0.x * PixelSize.x); - int nY = int(uv0.y * PixelSize.y); + float2 uvCoord = float2(float(nX) / screenSize.x, float(nY) / screenSize.y); - float2 uvCoord = float2(float(nX) / PixelSize.x, float(nY) / PixelSize.y); + for (int m = -1; m <= 2; m++) + { + for (int n = -1; n <= 2; n++) + { + float4 Samples = Texture.Sample(texSample, uvCoord + + float2(texelSizeX * float(m), texelSizeY * float(n))); - for (int m = -1; m <= 2; m++) - { - for (int n = -1; n <= 2; n++) - { - float4 Samples = Texture.Sample(texSample, uvCoord + - float2(texelSizeX * float(m), texelSizeY * float(n))); + float vc1 = Cubic(float(m) - a); + float4 vecCoeff1 = float4(vc1, vc1, vc1, vc1); - float vc1 = Cubic(float(m) - a); - float4 vecCoeff1 = float4(vc1, vc1, vc1, vc1); + float vc2 = Cubic(-(float(n) - b)); + float4 vecCoeff2 = float4(vc2, vc2, vc2, vc2); - float vc2 = Cubic(-(float(n) - b)); - float4 vecCoeff2 = float4(vc2, vc2, vc2, vc2); - - nSum = nSum + (Samples * vecCoeff2 * vecCoeff1); - nDenom = nDenom + (vecCoeff2 * vecCoeff1); - } - } - return nSum / nDenom; + nSum = nSum + (Samples * vecCoeff2 * vecCoeff1); + nDenom = nDenom + (vecCoeff2 * vecCoeff1); + } + } + return nSum / nDenom; } -float4 TexSharpenPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 TexSharpenPass(float4 color, float2 texcoord) { - float3 calcSharpen = (SLumCoeff * SharpenStrength); - float4 blurredColor = SampleBiCubic(TextureSampler, uv0); - float3 sharpenedColor = (color.rgb - blurredColor.rgb); + float3 calcSharpen = lumCoeff * float(SharpenStrength); - float sharpenLuma = dot(sharpenedColor, calcSharpen); - sharpenLuma = clamp(sharpenLuma, -SharpenClamp, SharpenClamp); + float4 blurredColor = SampleBicubic(TextureSampler, texcoord); + float3 sharpenedColor = (color.rgb - blurredColor.rgb); - color.rgb = color.rgb + sharpenLuma; - color.a = RGBLuminance(color.rgb); + float sharpenLuma = dot(sharpenedColor, calcSharpen); + sharpenLuma = clamp(sharpenLuma, -float(SharpenClamp), float(SharpenClamp)); - #if (DebugSharpen == 1) - color = saturate(0.5f + (sharpenLuma * 4)).rrrr; - #endif + color.rgb = color.rgb + sharpenLuma; + color.a = RGBLuminance(color.rgb); - return saturate(color); + #if (DebugSharpen == 1) + color = saturate(0.5f + (sharpenLuma * 4)).rrrr; + #endif + + return saturate(color); } -#else - -float4 TexSharpenPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 -{ - float3 blurredColor; - - Texture.GetDimensions(PixelSize.x, PixelSize.y); - - blurredColor = Texture.SampleLevel(TextureSampler, uv0 + float2(-px, py) * SharpenBias, 0.0).rgb; //North West - blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(px, -py) * SharpenBias, 0.0).rgb; //South East - blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(-px, -py) * SharpenBias, 0.0).rgb; //South West - blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(px, py) * SharpenBias, 0.0).rgb; //North East - - blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(0.0, py) * SharpenBias, 0.0).rgb; //North - blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(0.0, -py) * SharpenBias, 0.0).rgb; //South - blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(-px, 0.0) * SharpenBias, 0.0).rgb; //West - blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(px, 0.0) * SharpenBias, 0.0).rgb; //East - - blurredColor /= 8.0; - - float3 sharpenedColor = color.rgb - blurredColor; - float3 calcSharpen = (SLumCoeff * SharpenStrength); - - float sharpenLuma = dot(sharpenedColor, calcSharpen); - sharpenLuma = clamp(sharpenLuma, -SharpenClamp, SharpenClamp); - - color.rgb = color.rgb + sharpenLuma; - color.a = RGBLuminance(color.rgb); - - #if (DebugSharpen == 1) - color = saturate(0.5f + (sharpenLuma * 4)).rrrr; - #endif - - return saturate(color); -} -#endif #endif /*------------------------------------------------------------------------------ @@ -882,265 +917,292 @@ float4 TexSharpenPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target ------------------------------------------------------------------------------*/ #if (PIXEL_VIBRANCE == 1) -float4 VibrancePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 VibrancePass(float4 color, float2 texcoord) { - float luma = RGBLuminance(color.rgb); + float luma = RGBLuminance(color.rgb); - float colorMax = max(color.r, max(color.g, color.b)); - float colorMin = min(color.r, min(color.g, color.b)); + float colorMax = max(color.r, max(color.g, color.b)); + float colorMin = min(color.r, min(color.g, color.b)); - float colorSaturation = colorMax - colorMin; + float colorSaturation = colorMax - colorMin; - color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance * (1.0 - (sign(Vibrance) * colorSaturation))))); - color.a = RGBLuminance(color.rgb); + color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance * (1.0 - (sign(Vibrance) * colorSaturation))))); + color.a = RGBLuminance(color.rgb); - return saturate(color); //Debug: return colorSaturation.xxxx; + return saturate(color); //Debug: return colorSaturation.xxxx; } #endif /*------------------------------------------------------------------------------ - [BLOOM PASS CODE SECTION] + [BLENDED BLOOM CODE SECTION] ------------------------------------------------------------------------------*/ #if (BLENDED_BLOOM == 1) -float3 BlendBloom(float3 color, float3 bloom) +float3 BlendAddLight(float3 color, float3 bloom) { - color = (bloom + bloom) - (bloom * bloom); - return color; + return color + bloom; } float3 BlendScreen(float3 color, float3 bloom) { - return (color + bloom) - (color * bloom); + return (color + bloom) - (color * bloom); } -float3 BlendAddLight(float3 color, float3 bloom) +float3 BlendBloom(float3 color, float3 bloom) { - return color + bloom; + float3 coeff = step(0.5, color); + return lerp((color + bloom) - (color * bloom), (bloom + bloom) - (bloom * bloom), coeff); } float3 BlendOverlay(float3 color, float3 bloom) { - return float3((bloom.x <= 0.5) ? (2.0 * color.x * bloom.x) - : (1.0 - 2.0 * (1.0 - bloom.x) * (1.0 - color.x)), - (bloom.y <= 0.5) ? (2.0 * color.y * bloom.y) - : (1.0 - 2.0 * (1.0 - bloom.y) * (1.0 - color.y)), - (bloom.z <= 0.5) ? (2.0 * color.z * bloom.z) - : (1.0 - 2.0 * (1.0 - bloom.z) * (1.0 - color.z))); + float3 overlay = step(0.5, color); + overlay = lerp((color * bloom * 2.0), (1.0 - (2.0 * (1.0 - color) * (1.0 - bloom))), overlay); + + return overlay; } -float4 BloomPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 PyramidFilter(SamplerState tex, float2 texcoord, float2 width) { - float4 bloom = Texture.Sample(BloomSampler, uv0); + float4 color = Texture.Sample(tex, texcoord + float2(0.5, 0.5) * width); + color += Texture.Sample(tex, texcoord + float2(-0.5, 0.5) * width); + color += Texture.Sample(tex, texcoord + float2(0.5, -0.5) * width); + color += Texture.Sample(tex, texcoord + float2(-0.5, -0.5) * width); + color *= 0.25; - Texture.GetDimensions(PixelSize.x, PixelSize.y); + return color; +} - float2 dx = float2(1.0 / PixelSize.x * BlendSpread, 0.0); - float2 dy = float2(0.0, 1.0 / PixelSize.y * BlendSpread); +float3 BloomCorrection(float3 color) +{ + float X = 1.0 / (1.0 + exp(float(BloomReds) / 2.0)); + float Y = 1.0 / (1.0 + exp(float(BloomGreens) / 2.0)); + float Z = 1.0 / (1.0 + exp(float(BloomBlues) / 2.0)); - float2 dx2 = 2.0 * dx; - float2 dy2 = 2.0 * dy; + color.r = (1.0 / (1.0 + exp(float(-BloomReds) * (color.r - 0.5))) - X) / (1.0 - 2.0 * X); + color.g = (1.0 / (1.0 + exp(float(-BloomGreens) * (color.g - 0.5))) - Y) / (1.0 - 2.0 * Y); + color.b = (1.0 / (1.0 + exp(float(-BloomBlues) * (color.b - 0.5))) - Z) / (1.0 - 2.0 * Z); - float4 bloomBlend = bloom * 0.22520613262190495; + return saturate(color); +} - bloomBlend += 0.002589001911021066 * Texture.Sample(BloomSampler, uv0 - dx2 + dy2); - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 - dx + dy2); - bloomBlend += 0.024146616900339800 * Texture.Sample(BloomSampler, uv0 + dy2); - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 + dx + dy2); - bloomBlend += 0.002589001911021066 * Texture.Sample(BloomSampler, uv0 + dx2 + dy2); +float4 BloomPass(float4 color, float2 texcoord) +{ + float defocus = 1.25; + float4 bloom = PyramidFilter(TextureSampler, texcoord, pixelSize * defocus); - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 - dx2 + dy); - bloomBlend += 0.044875475183061630 * Texture.Sample(BloomSampler, uv0 - dx + dy); - bloomBlend += 0.100529757860782610 * Texture.Sample(BloomSampler, uv0 + dy); - bloomBlend += 0.044875475183061630 * Texture.Sample(BloomSampler, uv0 + dx + dy); - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 + dx2 + dy); + float2 dx = float2(invDefocus.x * float(BlendSpread), 0.0); + float2 dy = float2(0.0, invDefocus.y * float(BlendSpread)); - bloomBlend += 0.024146616900339800 * Texture.Sample(BloomSampler, uv0 - dx2); - bloomBlend += 0.100529757860782610 * Texture.Sample(BloomSampler, uv0 - dx); - bloomBlend += 0.100529757860782610 * Texture.Sample(BloomSampler, uv0 + dx); - bloomBlend += 0.024146616900339800 * Texture.Sample(BloomSampler, uv0 + dx2); + float2 dx2 = 2.0 * dx; + float2 dy2 = 2.0 * dy; - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 - dx2 - dy); - bloomBlend += 0.044875475183061630 * Texture.Sample(BloomSampler, uv0 - dx - dy); - bloomBlend += 0.100529757860782610 * Texture.Sample(BloomSampler, uv0 - dy); - bloomBlend += 0.044875475183061630 * Texture.Sample(BloomSampler, uv0 + dx - dy); - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 + dx2 - dy); + float4 bloomBlend = bloom * 0.22520613262190495; - bloomBlend += 0.002589001911021066 * Texture.Sample(BloomSampler, uv0 - dx2 - dy2); - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 - dx - dy2); - bloomBlend += 0.024146616900339800 * Texture.Sample(BloomSampler, uv0 - dy2); - bloomBlend += 0.010778807494659370 * Texture.Sample(BloomSampler, uv0 + dx - dy2); - bloomBlend += 0.002589001911021066 * Texture.Sample(BloomSampler, uv0 + dx2 - dy2); + bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord - dx2 + dy2); + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx + dy2); + bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord + dy2); + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx + dy2); + bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord + dx2 + dy2); - bloomBlend = lerp(color, bloomBlend, BlendPower); - bloom.rgb = BloomType(color.rgb, bloomBlend.rgb); + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx2 + dy); + bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord - dx + dy); + bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord + dy); + bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord + dx + dy); + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx2 + dy); - bloom.r = bloom.r * 1.010778807494659370; - color.a = RGBLuminance(color.rgb); - bloom.a = RGBLuminance(bloom.rgb); + bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord - dx2); + bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord - dx); + bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord + dx); + bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord + dx2); - #if (BloomMixType == 1) - color = lerp(color, bloom, BloomPower); - #elif (BloomMixType == 2) - color = (lerp(color, bloom, BloomPower) + lerp(bloom, bloomBlend, BloomPower)) / 2.0; - #elif (BloomMixType == 3) - color = lerp(color, bloom, lerp(color.a * 0.5, bloom.a, BloomPower)); - #endif + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx2 - dy); + bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord - dx - dy); + bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, texcoord - dy); + bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, texcoord + dx - dy); + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx2 - dy); - return saturate(color); + bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord - dx2 - dy2); + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord - dx - dy2); + bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, texcoord - dy2); + bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, texcoord + dx - dy2); + bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, texcoord + dx2 - dy2); + bloomBlend = lerp(color, bloomBlend, float(BlendStrength)); + + bloom.rgb = BloomType(bloom.rgb, bloomBlend.rgb); + bloom.rgb = BloomCorrection(bloom.rgb); + + color.a = RGBLuminance(color.rgb); + bloom.a = RGBLuminance(bloom.rgb); + + color = lerp(color, bloom, float(BloomStrength)); + + return color; } #endif /*------------------------------------------------------------------------------ - [COLOR CORRECTION/TONE MAPPING CODE SECTION] + [COLOR CORRECTION/TONE MAPPING CODE SECTION] ------------------------------------------------------------------------------*/ -#if (SCENE_TONEMAPPING == 1) -float YXYLuminance(float3 YXY) +float3 FilmicTonemap(float3 color) { - return (-0.9692660 * YXY.x) - + (1.8760108 * YXY.y) - + (0.0415560 * YXY.z); + float3 Q = color.xyz; + + float A = 0.10; + float B = float(BlackLevels); + float C = 0.10; + float D = float(ToneAmount); + float E = 0.02; + float F = 0.30; + float W = float(WhitePoint); + + float3 numerator = ((Q*(A*Q + C*B) + D*E) / (Q*(A*Q + B) + D*F)) - E / F; + float3 denominator = ((W*(A*W + C*B) + D*E) / (W*(A*W + B) + D*F)) - E / F; + + color.xyz = numerator / denominator; + + return saturate(color); } -float3 FilmicTonemap(float3 x) +float3 ColorShift(float3 color) { - float A = 0.10; - float B = 0.36; - float C = 0.10; - float D = 0.30; - float E = 0.02; - float F = 0.30; + float3 colMood; - return ((x*(A*x + C*B) + D*E) / (x*(A*x + B) + D*F)) - E / F; + colMood.r = float(RedShift); + colMood.g = float(GreenShift); + colMood.b = float(BlueShift); + + float fLum = RGBLuminance(color.rgb); + colMood = lerp(0.0, colMood, saturate(fLum * 2.0)); + colMood = lerp(colMood, 1.0, saturate(fLum - 0.5) * 2.0); + float3 colOutput = lerp(color, colMood, saturate(fLum * float(ShiftRatio))); + + return colOutput; } float3 ColorCorrection(float3 color) { - float X = 1.0 / (1.0 + exp(RedCurve / 2.0)); - float Y = 1.0 / (1.0 + exp(GreenCurve / 2.0)); - float Z = 1.0 / (1.0 + exp(BlueCurve / 2.0)); + float X = 1.0 / (1.0 + exp(float(RedCurve) / 2.0)); + float Y = 1.0 / (1.0 + exp(float(GreenCurve) / 2.0)); + float Z = 1.0 / (1.0 + exp(float(BlueCurve) / 2.0)); - color.r = (1.0 / (1.0 + exp(-RedCurve * - (color.r - 0.5))) - X) / (1.0 - 2.0 * X); - color.g = (1.0 / (1.0 + exp(-GreenCurve * - (color.g - 0.5))) - Y) / (1.0 - 2.0 * Y); - color.b = (1.0 / (1.0 + exp(-BlueCurve * - (color.b - 0.5))) - Z) / (1.0 - 2.0 * Z); + color.r = (1.0 / (1.0 + exp(float(-RedCurve) * (color.r - 0.5))) - X) / (1.0 - 2.0 * X); + color.g = (1.0 / (1.0 + exp(float(-GreenCurve) * (color.g - 0.5))) - Y) / (1.0 - 2.0 * Y); + color.b = (1.0 / (1.0 + exp(float(-BlueCurve) * (color.b - 0.5))) - Z) / (1.0 - 2.0 * Z); - return color; + return saturate(color); } -float4 TonemapPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 TonemapPass(float4 color, float2 texcoord) : COLOR0 { - float3 lumScale = 1.0 / FilmicTonemap(Luminance); + const float delta = 0.001f; + const float wpoint = pow(1.002f, 2.0f); + + if (CorrectionPalette == 1) { color.rgb = ColorCorrection(color.rgb); } + if (FilmicProcess == 1) { color.rgb = ColorShift(color.rgb); } + if (FilmicProcess == 0) { color.rgb = FilmicTonemap(color.rgb); } - color.rgb = ColorCorrection(color.rgb); - color.rgb = FilmicTonemap(Exposure * color.rgb); - color.rgb = color.rgb * lumScale; + // RGB -> XYZ conversion + const float3x3 RGB2XYZ = { 0.4124564, 0.3575761, 0.1804375, + 0.2126729, 0.7151522, 0.0721750, + 0.0193339, 0.1191920, 0.9503041 }; - const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750); + float3 XYZ = mul(RGB2XYZ, color.rgb); - // RGB -> XYZ conversion - const float3x3 RGB2XYZ = { 0.4124564, 0.3575761, 0.1804375, - 0.2126729, 0.7151522, 0.0721750, - 0.0193339, 0.1191920, 0.9503041 }; + // XYZ -> Yxy conversion + float3 Yxy; - float3 XYZ = mul(RGB2XYZ, color.rgb); + Yxy.r = XYZ.g; // copy luminance Y + Yxy.g = XYZ.r / (XYZ.r + XYZ.g + XYZ.b); // x = X / (X + Y + Z) + Yxy.b = XYZ.g / (XYZ.r + XYZ.g + XYZ.b); // y = Y / (X + Y + Z) - // XYZ -> Yxy conversion - float3 Yxy = lumCoeff; + if (CorrectionPalette == 2) { Yxy.rgb = ColorCorrection(Yxy.rgb); } - Yxy.r = XYZ.g; // copy luminance Y - Yxy.g = XYZ.r / (XYZ.r + XYZ.g + XYZ.b); // x = X / (X + Y + Z) - Yxy.b = XYZ.g / (XYZ.r + XYZ.g + XYZ.b); // y = Y / (X + Y + Z) + // (Lp) Map average luminance to the middlegrey zone by scaling pixel luminance + #if (TonemapType == 1) + float Lp = Yxy.r * float(Exposure) / (float(Luminance) + delta); + #elif (TonemapType == 2) + float Lp = Yxy.r * FilmicTonemap(Yxy.rrr) / RGBLuminance(Yxy.rrr) * + float(Exposure) / (float(Luminance) + delta); + #endif - // (Lp) Map average luminance to the middlegrey zone by scaling pixel luminance - #if (TonemapType == 1) - float Lp = Yxy.r * Exposure / Luminance; + // (Ld) Scale all luminance within a displayable range of 0 to 1 + Yxy.r = (Lp * (1.0 + Lp / wpoint)) / (1.0 + Lp); - #elif (TonemapType == 2) - float Lp = ((Yxy.r * (YXYLuminance(Yxy.rrr) / 1.5)) + - (Yxy.g * (YXYLuminance(Yxy.rrr) / 1.5)) + - (Yxy.b * (YXYLuminance(Yxy.rrr) / 1.5)))*(Exposure / Luminance); - #endif + if (FilmicProcess == 1) { Yxy.r = FilmicTonemap(Yxy.rgb).r; } - // (Ld) Scale all luminance within a displayable range of 0 to 1 - Yxy.r = (Lp * (1.0 + Lp / (WhitePoint * WhitePoint))) / (1.0 + Lp); + // Yxy -> XYZ conversion + XYZ.r = Yxy.r * Yxy.g / Yxy.b; // X = Y * x / y + XYZ.g = Yxy.r; // copy luminance Y + XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b; // Z = Y * (1-x-y) / y - // Yxy -> XYZ conversion - XYZ.r = Yxy.r * Yxy.g / Yxy.b; // X = Y * x / y - XYZ.g = Yxy.r; // copy luminance Y - XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b; // Z = Y * (1-x-y) / y + if (CorrectionPalette == 3) { XYZ.rgb = ColorCorrection(XYZ.rgb); } - // XYZ -> RGB conversion - const float3x3 XYZ2RGB = { 3.2404542, -1.5371385, -0.4985314, - -0.9692660, 1.8760108, 0.0415560, - 0.0556434, -0.2040259, 1.0572252 }; + // XYZ -> RGB conversion + const float3x3 XYZ2RGB = { 3.2404542,-1.5371385,-0.4985314, + -0.9692660, 1.8760108, 0.0415560, + 0.0556434,-0.2040259, 1.0572252 }; - color.rgb = mul(XYZ2RGB, XYZ); + color.rgb = mul(XYZ2RGB, XYZ); + color.a = RGBLuminance(color.rgb); - color.rgb = RGBGammaToLinear(color.rgb, GammaConst); - color.rgb = LinearToRGBGamma(color.rgb, ToneAmount); - color.a = RGBLuminance(color.rgb); - - return saturate(color); + return saturate(color); } -#endif /*------------------------------------------------------------------------------ - [S-CURVE CONTRAST CODE SECTION] + [S-CURVE CONTRAST CODE SECTION] ------------------------------------------------------------------------------*/ #if (S_CURVE_CONTRAST == 1) -float4 SCurvePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 ContrastPass(float4 color, float2 texcoord) { - float CurveBlend = CurvesContrast; + float CurveBlend = CurvesContrast; - #if (CurveType != 2) - float3 luma = (float3)RGBLuminance(color.rgb); - float3 chroma = color.rgb - luma; - #endif + #if (CurveType != 2) + float3 luma = (float3)RGBLuminance(color.rgb); + float3 chroma = color.rgb - luma; + #endif - #if (CurveType == 2) - float3 x = color.rgb; - #elif (CurveType == 1) - float3 x = chroma; - x = x * 0.5 + 0.5; - #else - float3 x = luma; - #endif + #if (CurveType == 2) + float3 x = color.rgb; + #elif (CurveType == 1) + float3 x = chroma; + x = x * 0.5 + 0.5; + #else + float3 x = luma; + #endif - //S-Curve - Cubic Bezier spline - float3 a = float3(0.00, 0.00, 0.00); //start point - float3 b = float3(0.25, 0.25, 0.25); //control point 1 - float3 c = float3(0.80, 0.80, 0.80); //control point 2 - float3 d = float3(1.00, 1.00, 1.00); //endpoint + //S-Curve - Cubic Bezier spline + float3 a = float3(0.00, 0.00, 0.00); //start point + float3 b = float3(0.25, 0.25, 0.25); //control point 1 + float3 c = float3(0.80, 0.80, 0.80); //control point 2 + float3 d = float3(1.00, 1.00, 1.00); //endpoint - float3 ab = lerp(a, b, x); //point between a and b (green) - float3 bc = lerp(b, c, x); //point between b and c (green) - float3 cd = lerp(c, d, x); //point between c and d (green) - float3 abbc = lerp(ab, bc, x); //point between ab and bc (blue) - float3 bccd = lerp(bc, cd, x); //point between bc and cd (blue) - float3 dest = lerp(abbc, bccd, x); //point on the bezier-curve (black) + float3 ab = lerp(a, b, x); //point between a and b (green) + float3 bc = lerp(b, c, x); //point between b and c (green) + float3 cd = lerp(c, d, x); //point between c and d (green) + float3 abbc = lerp(ab, bc, x); //point between ab and bc (blue) + float3 bccd = lerp(bc, cd, x); //point between bc and cd (blue) + float3 dest = lerp(abbc, bccd, x); //point on the bezier-curve (black) - x = dest; + x = dest; - #if (CurveType == 0) //Only Luma - x = lerp(luma, x, CurveBlend); - color.rgb = x + chroma; - #elif (CurveType == 1) //Only Chroma - x = x * 2 - 1; - float3 LColor = luma + x; - color.rgb = lerp(color.rgb, LColor, CurveBlend); - #elif (CurveType == 2) //Both Luma and Chroma - float3 LColor = x; - color.rgb = lerp(color.rgb, LColor, CurveBlend); - #endif + #if (CurveType == 0) //Only Luma + x = lerp(luma, x, CurveBlend); + color.rgb = x + chroma; + #elif (CurveType == 1) //Only Chroma + x = x * 2 - 1; + float3 LColor = luma + x; + color.rgb = lerp(color.rgb, LColor, CurveBlend); + #elif (CurveType == 2) //Both Luma and Chroma + float3 LColor = x; + color.rgb = lerp(color.rgb, LColor, CurveBlend); + #endif - color.a = RGBLuminance(color.rgb); + color.a = RGBLuminance(color.rgb); - return saturate(color); + return saturate(color); } #endif @@ -1149,8 +1211,6 @@ float4 SCurvePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 ------------------------------------------------------------------------------*/ #if (CEL_SHADING == 1) -#define RoundingOffset float2(0.20, 0.40) - static const int NUM = 9; static const float3 thresholds = float3(5.0, 8.0, 6.0); @@ -1162,111 +1222,109 @@ static const float3 thresholds = float3(5.0, 8.0, 6.0); float3 GetYUV(float3 rgb) { - #if (LumaConversion == 1) - float3x3 RGB2YUV = { 0.2126, 0.7152, 0.0722, - -0.09991, -0.33609, 0.436, - 0.615, -0.55861, -0.05639 }; +#if (LumaConversion == 1) + float3x3 RGB2YUV = { + 0.2126, 0.7152, 0.0722, + -0.09991, -0.33609, 0.436, + 0.615, -0.55861, -0.05639 }; - #else - float3x3 RGB2YUV = { 0.299, 0.587, 0.114, - -0.14713, -0.28886f, 0.436, - 0.615, -0.51499, -0.10001 }; - #endif +#else + float3x3 RGB2YUV = { + 0.299, 0.587, 0.114, + -0.14713, -0.28886f, 0.436, + 0.615, -0.51499, -0.10001 }; +#endif - return mul(RGB2YUV, rgb); + return mul(RGB2YUV, rgb); } float3 GetRGB(float3 yuv) { - #if (LumaConversion == 1) - float3x3 YUV2RGB = { 1.000, 0.000, 1.28033, - 1.000, -0.21482, -0.38059, - 1.000, 2.12798, 0.000 }; +#if (LumaConversion == 1) + float3x3 YUV2RGB = { + 1.000, 0.000, 1.28033, + 1.000, -0.21482, -0.38059, + 1.000, 2.12798, 0.000 }; - #else - float3x3 YUV2RGB = { 1.000, 0.000, 1.13983, - 1.000, -0.39465, -0.58060, - 1.000, 2.03211, 0.000 }; - #endif +#else + float3x3 YUV2RGB = { + 1.000, 0.000, 1.13983, + 1.000, -0.39465, -0.58060, + 1.000, 2.03211, 0.000 }; +#endif - return mul(YUV2RGB, yuv); + return mul(YUV2RGB, yuv); } float GetCelLuminance(float3 rgb) { - return dot(rgb, celLumaCoef); + return dot(rgb, celLumaCoef); } -float4 CelPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 -{ - float3 yuv; - float3 sum = color.rgb; +float4 CelPass(float4 color, float2 texcoord) +{ + float3 yuv; + float3 sum = color.rgb; + float2 pixel = pixelSize * EdgeThickness; + const float2 RoundingOffset = float2(0.20, 0.40); - float2 pixel = float2(1.0 / 2560.0, 1.0 / 1440.0) * EdgeThickness; + float2 c[NUM] = { + float2(-0.0078125, -0.0078125), + float2(0.00, -0.0078125), + float2(0.0078125, -0.0078125), + float2(-0.0078125, 0.00), + float2(0.00, 0.00), + float2(0.0078125, 0.00), + float2(-0.0078125, 0.0078125), + float2(0.00, 0.0078125), + float2(0.0078125, 0.0078125) }; - float2 c[NUM] = { - float2(-0.0078125, -0.0078125), - float2(0.00, -0.0078125), - float2(0.0078125, -0.0078125), - float2(-0.0078125, 0.00), - float2(0.00, 0.00), - float2(0.0078125, 0.00), - float2(-0.0078125, 0.0078125), - float2(0.00, 0.0078125), - float2(0.0078125, 0.0078125) }; + float3 col[NUM]; + float lum[NUM]; - float3 col[NUM]; - float lum[NUM]; + for (int i = 0; i < NUM; i++) + { + col[i] = Texture.Sample(TextureSampler, texcoord + c[i] * RoundingOffset).rgb; - for (int i = 0; i < NUM; i++) - { - col[i] = Texture.Sample(TextureSampler, uv0 + c[i] * RoundingOffset).rgb; + #if (ColorRounding == 1) + col[i].r = saturate(round(col[i].r * thresholds.r) / thresholds.r); + col[i].g = saturate(round(col[i].g * thresholds.g) / thresholds.g); + col[i].b = saturate(round(col[i].b * thresholds.b) / thresholds.b); + #endif - #if (ColorRounding == 1) - col[i].r = saturate(round(col[i].r * thresholds.r) / thresholds.r); - col[i].g = saturate(round(col[i].g * thresholds.g) / thresholds.g); - col[i].b = saturate(round(col[i].b * thresholds.b) / thresholds.b); - #endif + lum[i] = GetCelLuminance(col[i].xyz); + yuv = GetYUV(col[i]); - lum[i] = GetCelLuminance(col[i].xyz); + if (UseYuvLuma == 0) + { yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); } + else + { yuv.r = saturate(round(yuv.r * thresholds.r) / thresholds.r + lum[i] / (255.0 / 5.0)); } - yuv = GetYUV(col[i]); + yuv = GetRGB(yuv); + sum += yuv; + } - if (UseYuvLuma == 0) - { - yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); - } - else - { - yuv.r = saturate(round(yuv.r * thresholds.r) / thresholds.r + lum[i] / (255.0 / 5.0)); - } + float3 shadedColor = (sum / NUM); - yuv = GetRGB(yuv); + float edgeX = dot(Texture.Sample(TextureSampler, texcoord + pixel).rgb, celLumaCoef); + edgeX = dot(float4(Texture.Sample(TextureSampler, texcoord - pixel).rgb, edgeX), float4(celLumaCoef, -1.0)); - sum += yuv; - } + float edgeY = dot(Texture.Sample(TextureSampler, texcoord + float2(pixel.x, -pixel.y)).rgb, celLumaCoef); + edgeY = dot(float4(Texture.Sample(TextureSampler, texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(celLumaCoef, -1.0)); - float3 shadedColor = (sum / NUM); + float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY)); - float edgeX = dot(Texture.Sample(TextureSampler, uv0 + pixel).rgb, celLumaCoef); - edgeX = dot(float4(Texture.Sample(TextureSampler, uv0 - pixel).rgb, edgeX), float4(celLumaCoef, -1.0)); + #if (PaletteType == 1) + color.rgb = lerp(color.rgb, color.rgb + pow(edge, EdgeFilter) * -EdgeStrength, EdgeStrength); + #elif (PaletteType == 2) + color.rgb = lerp(color.rgb + pow(edge, EdgeFilter) * -EdgeStrength, shadedColor, 0.25); + #elif (PaletteType == 3) + color.rgb = lerp(shadedColor + edge * -EdgeStrength, pow(edge, EdgeFilter) * -EdgeStrength + color.rgb, 0.5); + #endif - float edgeY = dot(Texture.Sample(TextureSampler, uv0 + float2(pixel.x, -pixel.y)).rgb, celLumaCoef); - edgeY = dot(float4(Texture.Sample(TextureSampler, uv0 + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(celLumaCoef, -1.0)); + color.a = RGBLuminance(color.rgb); - float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY)); - - #if (PaletteType == 1) - color.rgb = lerp(color.rgb, color.rgb + pow(edge, EdgeFilter) * -EdgeStrength, EdgeStrength); - #elif (PaletteType == 2) - color.rgb = lerp(color.rgb + pow(edge, EdgeFilter) * -EdgeStrength, shadedColor, 0.33); - #elif (PaletteType == 3) - color.rgb = lerp(shadedColor + edge * -EdgeStrength, pow(edge, EdgeFilter) * -EdgeStrength + color.rgb, 0.5); - #endif - - color.a = RGBLuminance(color.rgb); - - return saturate(color); + return saturate(color); } #endif @@ -1277,110 +1335,110 @@ float4 CelPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 #if (COLOR_GRADING == 1) float RGBCVtoHUE(float3 RGB, float C, float V) { - float3 Delta = (V - RGB) / C; + float3 Delta = (V - RGB) / C; - Delta.rgb -= Delta.brg; - Delta.rgb += float3(2, 4, 6); - Delta.brg = step(V, RGB) * Delta.brg; + Delta.rgb -= Delta.brg; + Delta.rgb += float3(2, 4, 6); + Delta.brg = step(V, RGB) * Delta.brg; - float H; - H = max(Delta.r, max(Delta.g, Delta.b)); - return frac(H / 6); + float H; + H = max(Delta.r, max(Delta.g, Delta.b)); + return frac(H / 6); } float3 RGBtoHSV(float3 RGB) { - float3 HSV = 0; - HSV.z = max(RGB.r, max(RGB.g, RGB.b)); - float M = min(RGB.r, min(RGB.g, RGB.b)); - float C = HSV.z - M; + float3 HSV = 0; + HSV.z = max(RGB.r, max(RGB.g, RGB.b)); + float M = min(RGB.r, min(RGB.g, RGB.b)); + float C = HSV.z - M; - if (C != 0) - { - HSV.x = RGBCVtoHUE(RGB, C, HSV.z); - HSV.y = C / HSV.z; - } + if (C != 0) + { + HSV.x = RGBCVtoHUE(RGB, C, HSV.z); + HSV.y = C / HSV.z; + } - return HSV; + return HSV; } float3 HUEtoRGB(float H) { - float R = abs(H * 6 - 3) - 1; - float G = 2 - abs(H * 6 - 2); - float B = 2 - abs(H * 6 - 4); + float R = abs(H * 6 - 3) - 1; + float G = 2 - abs(H * 6 - 2); + float B = 2 - abs(H * 6 - 4); - return saturate(float3(R, G, B)); + return saturate(float3(R, G, B)); } float3 HSVtoRGB(float3 HSV) { - float3 RGB = HUEtoRGB(HSV.x); - return ((RGB - 1) * HSV.y + 1) * HSV.z; + float3 RGB = HUEtoRGB(HSV.x); + return ((RGB - 1) * HSV.y + 1) * HSV.z; } float3 HSVComplement(float3 HSV) { - float3 complement = HSV; - complement.x -= 0.5; + float3 complement = HSV; + complement.x -= 0.5; - if (complement.x < 0.0) { complement.x += 1.0; } - return(complement); + if (complement.x < 0.0) { complement.x += 1.0; } + return(complement); } float HueLerp(float h1, float h2, float v) { - float d = abs(h1 - h2); + float d = abs(h1 - h2); - if (d <= 0.5) - { - return lerp(h1, h2, v); - } - else if (h1 < h2) - { - return frac(lerp((h1 + 1.0), h2, v)); - } - else - { - return frac(lerp(h1, (h2 + 1.0), v)); - } + if (d <= 0.5) + { + return lerp(h1, h2, v); + } + else if (h1 < h2) + { + return frac(lerp((h1 + 1.0), h2, v)); + } + else + { + return frac(lerp(h1, (h2 + 1.0), v)); + } } -float4 ColorGrading(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 +float4 ColorGrading(float4 color, float2 texcoord) { - float3 guide = float3(RedGrading, GreenGrading, BlueGrading); - float amount = GradingStrength; - float correlation = Correlation; - float concentration = 2.00; + float3 guide = float3(RedGrading, GreenGrading, BlueGrading); + float amount = GradingStrength; + float correlation = Correlation; + float concentration = 2.00; - float3 colorHSV = RGBtoHSV(color.rgb); - float3 huePoleA = RGBtoHSV(guide); - float3 huePoleB = HSVComplement(huePoleA); + float3 colorHSV = RGBtoHSV(color.rgb); + float3 huePoleA = RGBtoHSV(guide); + float3 huePoleB = HSVComplement(huePoleA); - float dist1 = abs(colorHSV.x - huePoleA.x); if (dist1 > 0.5) dist1 = 1.0 - dist1; - float dist2 = abs(colorHSV.x - huePoleB.x); if (dist2 > 0.5) dist2 = 1.0 - dist2; + float dist1 = abs(colorHSV.x - huePoleA.x); if (dist1 > 0.5) dist1 = 1.0 - dist1; + float dist2 = abs(colorHSV.x - huePoleB.x); if (dist2 > 0.5) dist2 = 1.0 - dist2; - float descent = smoothstep(0.0, correlation, colorHSV.y); + float descent = smoothstep(0.0, correlation, colorHSV.y); - float3 HSVColor = colorHSV; + float3 HSVColor = colorHSV; - if (dist1 < dist2) - { - float c = descent * amount * (1.0 - pow((dist1 * 2.0), 1.0 / concentration)); - HSVColor.x = HueLerp(colorHSV.x, huePoleA.x, c); - HSVColor.y = lerp(colorHSV.y, huePoleA.y, c); - } - else - { - float c = descent * amount * (1.0 - pow((dist2 * 2.0), 1.0 / concentration)); - HSVColor.x = HueLerp(colorHSV.x, huePoleB.x, c); - HSVColor.y = lerp(colorHSV.y, huePoleB.y, c); - } + if (dist1 < dist2) + { + float c = descent * amount * (1.0 - pow((dist1 * 2.0), 1.0 / concentration)); + HSVColor.x = HueLerp(colorHSV.x, huePoleA.x, c); + HSVColor.y = lerp(colorHSV.y, huePoleA.y, c); + } + else + { + float c = descent * amount * (1.0 - pow((dist2 * 2.0), 1.0 / concentration)); + HSVColor.x = HueLerp(colorHSV.x, huePoleB.x, c); + HSVColor.y = lerp(colorHSV.y, huePoleB.y, c); + } - color.rgb = HSVtoRGB(HSVColor); - color.a = RGBLuminance(color.rgb); + color.rgb = HSVtoRGB(HSVColor); + color.a = RGBLuminance(color.rgb); - return saturate(color); + return saturate(color); } #endif @@ -1389,42 +1447,41 @@ float4 ColorGrading(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0 ------------------------------------------------------------------------------*/ #if (SCANLINES == 1) -float4 ScanlinesPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0, float4 FragCoord : SV_Position) : SV_Target0 +float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord) { + #if (ScanlineType == 3) + float amount = ScanlineBrightness; + float intensity = ScanlineIntensity; - #if (ScanlineType == 3) - float amount = ScanlineBrightness; - float intensity = ScanlineIntensity; + float pos0 = ((texcoord.y + 1.0) * 170.0 * amount); + float pos1 = cos((frac(pos0 * ScanlineScale) - 0.5) * 3.1415926 * intensity) * 1.2; - float pos0 = ((uv0.y + 1.0) * 170.0 * amount); - float pos1 = cos((frac(pos0 * ScanlineScale) - 0.5) * 3.1415926 * intensity) * 1.2; + color = lerp(float4(0, 0, 0, 0), color, pos1); + #else - color = lerp(float4(0, 0, 0, 0), color, pos1); - #else + float4 intensity; - float4 intensity; + #if (ScanlineType == 0) + if (frac(fragcoord.y * 0.5) > ScanlineScale) + #elif (ScanlineType == 1) + if (frac(fragcoord.x * 0.5) > ScanlineScale) + #elif (ScanlineType == 2) + if (frac(fragcoord.x * 0.5) > ScanlineScale && frac(fragcoord.y * 0.5) > ScanlineScale) + #endif + { + intensity = float4(0.0, 0.0, 0.0, 0.0); + } + else + { + intensity = smoothstep(0.2, ScanlineBrightness, color) + normalize(float4(color.xyz, RGBLuminance(color.xyz))); + } - #if (ScanlineType == 0) - if (frac(FragCoord.y * 0.5) > ScanlineScale) - #elif (ScanlineType == 1) - if (frac(FragCoord.x * 0.5) > ScanlineScale) - #elif (ScanlineType == 2) - if (frac(FragCoord.x * 0.5) > ScanlineScale && frac(FragCoord.y * 0.5) > ScanlineScale) - #endif - { - intensity = float4(0.0, 0.0, 0.0, 0.0); - } - else - { - intensity = smoothstep(0.2, ScanlineBrightness, color) + normalize(float4(color.xyz, RGBLuminance(color.xyz))); - } + float level = (4.0 - texcoord.x) * ScanlineIntensity; - float level = (4.0 - uv0.x) * ScanlineIntensity; + color = intensity * (0.5 - level) + color * 1.1; + #endif - color = intensity * (0.5 - level) + color * 1.1; - #endif - - return color; + return color; } #endif @@ -1433,20 +1490,19 @@ float4 ScanlinesPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0, float4 FragC ------------------------------------------------------------------------------*/ #if (VIGNETTE == 1) -#define VignetteCenter float2(0.500, 0.500) - -float4 VignettePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target +float4 VignettePass(float4 color, float2 texcoord) { - float2 tc = uv0 - VignetteCenter; + const float2 VignetteCenter = float2(0.500, 0.500); + float2 tc = texcoord - VignetteCenter; - tc *= float2((PixelSize.x / PixelSize.y), VignetteRatio); - tc /= VignetteRadius; + tc *= float2((2560.0 / 1440.0), VignetteRatio); + tc /= VignetteRadius; - float v = dot(tc, tc); + float v = dot(tc, tc); - color.rgb *= (1.0 + pow(v, VignetteSlope * 0.25) * -VignetteAmount); + color.rgb *= (1.0 + pow(v, VignetteSlope * 0.25) * -VignetteAmount); - return color; + return color; } #endif @@ -1455,112 +1511,141 @@ float4 VignettePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target ------------------------------------------------------------------------------*/ #if (DITHERING == 1) -float4 DitherPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target +float4 DitherPass(float4 color, float2 texcoord) { - float ditherSize = 2.0; - float ditherBits = 8.0; + float ditherSize = 2.0; + float ditherBits = 8.0; - #if DitherMethod == 2 //random subpixel dithering + #if DitherMethod == 2 //random subpixel dithering - float seed = dot(uv0, float2(12.9898, 78.233)); - float sine = sin(seed); - float noise = frac(sine * 43758.5453 + uv0.x); + float seed = dot(texcoord, float2(12.9898, 78.233)); + float sine = sin(seed); + float noise = frac(sine * 43758.5453 + texcoord.x); - float ditherShift = (1.0 / (pow(2.0, ditherBits) - 1.0)); - float ditherHalfShift = (ditherShift * 0.5); - ditherShift = ditherShift * noise - ditherHalfShift; + float ditherShift = (1.0 / (pow(2.0, ditherBits) - 1.0)); + float ditherHalfShift = (ditherShift * 0.5); + ditherShift = ditherShift * noise - ditherHalfShift; - color.rgb += float3(-ditherShift, ditherShift, -ditherShift); + color.rgb += float3(-ditherShift, ditherShift, -ditherShift); - #else //Ordered dithering + #else //Ordered dithering - float gridPosition = frac(dot(uv0, (PixelSize.xy / ditherSize)) + (0.5 / ditherSize)); - float ditherShift = (0.75) * (1.0 / (pow(2, ditherBits) - 1.0)); + float gridPosition = frac(dot(texcoord, (screenSize / ditherSize)) + (0.5 / ditherSize)); + float ditherShift = (0.75) * (1.0 / (pow(2, ditherBits) - 1.0)); - float3 RGBShift = float3(ditherShift, -ditherShift, ditherShift); - RGBShift = lerp(2.0 * RGBShift, -2.0 * RGBShift, gridPosition); + float3 RGBShift = float3(ditherShift, -ditherShift, ditherShift); + RGBShift = lerp(2.0 * RGBShift, -2.0 * RGBShift, gridPosition); - color.rgb += RGBShift; - #endif + color.rgb += RGBShift; + #endif - color.a = RGBLuminance(color.rgb); + color.a = RGBLuminance(color.rgb); - return color; + return color; } #endif +/*------------------------------------------------------------------------------ + [PX BORDER CODE SECTION] +------------------------------------------------------------------------------*/ + +float4 BorderPass(float4 colorInput, float2 tex) +{ + float3 border_color_float = BorderColor / 255.0; + + float2 border = (_rcpFrame.xy * BorderWidth); + float2 within_border = saturate((-tex * tex + tex) - (-border * border + border)); + + colorInput.rgb = all(within_border) ? colorInput.rgb : border_color_float; // + + return colorInput; + +} + /*------------------------------------------------------------------------------ [MAIN() & COMBINE PASS CODE SECTION] ------------------------------------------------------------------------------*/ PS_OUTPUT ps_main(VS_OUTPUT input) { - PS_OUTPUT output; + PS_OUTPUT output; - float4 color = Texture.Sample(TextureSampler, input.t); - color = PreGammaPass(color, input.t); + float2 texcoord = input.t; + float4 color = Texture.Sample(TextureSampler, texcoord); - #if (BILINEAR_FILTERING == 1) - color = BiLinearPass(color, input.t); - #endif + #if (BILINEAR_FILTERING == 1) + color = BiLinearPass(color, texcoord); + #endif - #if (GAUSSIAN_FILTERING == 1) - color = GaussianPass(color, input.t); - #endif + #if (GAUSSIAN_FILTERING == 1) + color = GaussianPass(color, texcoord); + #endif - #if (BICUBIC_FILTERING == 1) - color = BiCubicPass(color, input.t); - #endif + #if (BICUBIC_FILTERING == 1) + color = BiCubicPass(color, texcoord); + #endif - #if (UHQ_FXAA == 1) - color = FxaaPass(color, input.t); - #endif + #if (BICUBLIC_SCALER == 1) + color = BiCubicScalerPass(color, texcoord); + #endif - #if (TEXTURE_SHARPENING == 1) - color = TexSharpenPass(color, input.t); - #endif + #if (LANCZOS_SCALER == 1) + color = LanczosScalerPass(color, texcoord); + #endif - #if (CEL_SHADING == 1) - color = CelPass(color, input.t); - #endif + #if (UHQ_FXAA == 1) + color = FxaaPass(color, texcoord); + #endif - #if (SCANLINES == 1) - color = ScanlinesPass(color, input.t, input.p); - #endif + #if (TEXTURE_SHARPEN == 1) + color = TexSharpenPass(color, texcoord); + #endif - #if (BLENDED_BLOOM == 1) - color = BloomPass(color, input.t); - #endif + #if (CEL_SHADING == 1) + color = CelPass(color, texcoord); + #endif - #if (SCENE_TONEMAPPING == 1) - color = TonemapPass(color, input.t); - #endif + #if (SCANLINES == 1) + color = ScanlinesPass(color, texcoord, input.p); + #endif - #if (PIXEL_VIBRANCE == 1) - color = VibrancePass(color, input.t); - #endif + #if (BLENDED_BLOOM == 1) + color = BloomPass(color, texcoord); + #endif - #if (COLOR_GRADING == 1) - color = ColorGrading(color, input.t); - #endif + #if (SCENE_TONEMAPPING == 1) + color = TonemapPass(color, texcoord); + #endif - #if (S_CURVE_CONTRAST == 1) - color = SCurvePass(color, input.t); - #endif + #if (PIXEL_VIBRANCE == 1) + color = VibrancePass(color, texcoord); + #endif - #if (GAMMA_CORRECTION == 1) - color = PostGammaPass(color, input.t); - #endif + #if (COLOR_GRADING == 1) + color = ColorGrading(color, texcoord); + #endif - #if (VIGNETTE == 1) - color = VignettePass(color, input.t); - #endif + #if (S_CURVE_CONTRAST == 1) + color = ContrastPass(color, texcoord); + #endif - #if (DITHERING == 1) - color = DitherPass(color, input.t); - #endif + #if (GAMMA_CORRECTION == 1) + color = GammaPass(color, texcoord); + #endif - output.c = color; + #if (VIGNETTE == 1) + color = VignettePass(color, texcoord); + #endif - return output; -} \ No newline at end of file + #if (DITHERING == 1) + color = DitherPass(color, texcoord); + #endif + + #if (PX_BORDER == 1) + color = BorderPass(color, texcoord); + #endif + + output.c = color; + + return output; +} diff --git a/plugins/GSdx/GSDevice.h b/plugins/GSdx/GSDevice.h index 97eb407b34..93f560b206 100644 --- a/plugins/GSdx/GSDevice.h +++ b/plugins/GSdx/GSDevice.h @@ -49,6 +49,7 @@ public: class ExternalFXConstantBuffer { public: + GSVector2 xyFrame; GSVector4 rcpFrame; GSVector4 rcpFrameOpt; diff --git a/plugins/GSdx/GSDevice11.cpp b/plugins/GSdx/GSDevice11.cpp index 85a16bc1d7..86d17c74c2 100644 --- a/plugins/GSdx/GSDevice11.cpp +++ b/plugins/GSdx/GSDevice11.cpp @@ -762,6 +762,7 @@ void GSDevice11::DoExternalFX(GSTexture* st, GSTexture* dt) InitExternalFX(); + cb.xyFrame = GSVector2(s.x, s.y); cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); diff --git a/plugins/GSdx/GSDevice9.cpp b/plugins/GSdx/GSDevice9.cpp index b6f64c8d03..63e363bd5f 100644 --- a/plugins/GSdx/GSDevice9.cpp +++ b/plugins/GSdx/GSDevice9.cpp @@ -950,6 +950,7 @@ void GSDevice9::DoExternalFX(GSTexture* st, GSTexture* dt) InitExternalFX(); + cb.xyFrame = GSVector2(s.x, s.y); cb.rcpFrame = GSVector4(1.0f / s.x, 1.0f / s.y, 0.0f, 0.0f); cb.rcpFrameOpt = GSVector4::zero(); diff --git a/plugins/GSdx/res/fxaa.fx b/plugins/GSdx/res/fxaa.fx index c40657e79f..579dc9ac3c 100644 --- a/plugins/GSdx/res/fxaa.fx +++ b/plugins/GSdx/res/fxaa.fx @@ -19,8 +19,7 @@ sampler2D TextureSampler : register(s0); cbuffer cb0 { - float4 _rcpFrame : VIEWPORT : register(c0); - static const float GammaConst = 2.2; + float4 _rcpFrame : register(c0); }; struct VS_INPUT @@ -54,54 +53,47 @@ float RGBLuminance(float3 color) return dot(color.rgb, lumCoeff); } +#define PixelSize float2(_rcpFrame.x, _rcpFrame.y) + +/*------------------------------------------------------------------------------ + [GAMMA PREPASS CODE SECTION] +------------------------------------------------------------------------------*/ + float3 RGBGammaToLinear(float3 color, float gamma) { - color = abs(color); - - color.r = (color.r <= 0.0404482362771082) ? saturate(color.r / 12.92) : - saturate(pow((color.r + 0.055) / 1.055, gamma)); - - color.g = (color.g <= 0.0404482362771082) ? saturate(color.g / 12.92) : - saturate(pow((color.g + 0.055) / 1.055, gamma)); - - color.b = (color.b <= 0.0404482362771082) ? saturate(color.b / 12.92) : - saturate(pow((color.b + 0.055) / 1.055, gamma)); + color = saturate(color); + color.r = (color.r <= 0.0404482362771082) ? + color.r / 12.92 : pow((color.r + 0.055) / 1.055, gamma); + color.g = (color.g <= 0.0404482362771082) ? + color.g / 12.92 : pow((color.g + 0.055) / 1.055, gamma); + color.b = (color.b <= 0.0404482362771082) ? + color.b / 12.92 : pow((color.b + 0.055) / 1.055, gamma); return color; } float3 LinearToRGBGamma(float3 color, float gamma) { - color = abs(color); - - color.r = (color.r <= 0.00313066844250063) ? saturate(color.r * 12.92) : 1.055 * - saturate(pow(color.r, 1.0 / gamma)) - 0.055; - - color.g = (color.g <= 0.00313066844250063) ? saturate(color.g * 12.92) : 1.055 * - saturate(pow(color.g, 1.0 / gamma)) - 0.055; - - color.b = (color.b <= 0.00313066844250063) ? saturate(color.b * 12.92) : 1.055 * - saturate(pow(color.b, 1.0 / gamma)) - 0.055; + color = saturate(color); + color.r = (color.r <= 0.00313066844250063) ? + color.r * 12.92 : 1.055 * pow(color.r, 1.0 / gamma) - 0.055; + color.g = (color.g <= 0.00313066844250063) ? + color.g * 12.92 : 1.055 * pow(color.g, 1.0 / gamma) - 0.055; + color.b = (color.b <= 0.00313066844250063) ? + color.b * 12.92 : 1.055 * pow(color.b, 1.0 / gamma) - 0.055; return color; } -#define PixelSize float2(_rcpFrame.x, _rcpFrame.y) -#define GammaCorrection(color, gamma) pow(color, gamma) -#define InverseGammaCorrection(color, gamma) pow(color, 1.0/gamma) - -/*------------------------------------------------------------------------------ - [GAMMA PREPASS CODE SECTION] -------------------------------------------------------------------------------*/ - float4 PreGammaPass(float4 color, float2 uv0) -{ +{ #if (SHADER_MODEL >= 0x400) color = Texture.Sample(TextureSampler, uv0); #else color = tex2D(TextureSampler, uv0); #endif + const float GammaConst = 2.233; color.rgb = RGBGammaToLinear(color.rgb, GammaConst); color.rgb = LinearToRGBGamma(color.rgb, GammaConst); color.a = RGBLuminance(color.rgb);