/*===============================================================================*\ |######################## [GSdx FX Suite v2.20] ########################| |########################## By Asmodean ##########################| || || || This program is free software; you can redistribute it and/or || || modify it under the terms of the GNU General Public License || || as published by the Free Software Foundation; either version 2 || || of the License, or (at your option) any later version. || || || || This program is distributed in the hope that it will be useful, || || but WITHOUT ANY WARRANTY; without even the implied warranty of || || MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the || || GNU General Public License for more details. (c)2014 || || || |#################################################################################| \*===============================================================================*/ #ifndef SHADER_MODEL #define GLSL 1 #extension GL_ARB_gpu_shader5 : enable #else #define GLSL 0 #endif #if defined(SHADER_MODEL) && (SHADER_MODEL <= 0x300) #error GSdx FX requires shader model 4.0(Direct3D10) or higher. Use GSdx DX10/11. #endif #ifdef SHADER_MODEL #include "GSdx_FX_Settings.ini" #endif /*------------------------------------------------------------------------------ [GLOBALS|FUNCTIONS] ------------------------------------------------------------------------------*/ #if (GLSL == 1) #define int2 ivec2 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define float4x3 mat4x3 #define static #define frac fract #define mul(x, y) y * x #define lerp(x,y,s) mix(x,y,s) #define saturate(x) clamp(x, 0.0, 1.0) #define SamplerState sampler2D struct vertex_basic { vec4 p; vec2 t; }; #ifdef ENABLE_BINDLESS_TEX layout(bindless_sampler, location = 0) uniform sampler2D TextureSampler; #else layout(binding = 0) uniform sampler2D TextureSampler; #endif in SHADER { vec4 p; vec2 t; } PSin; layout(location = 0) out vec4 SV_Target0; layout(std140, binding = 14) uniform cb10 { vec2 _xyFrame; vec4 _rcpFrame; }; #else Texture2D Texture : register(t0); SamplerState TextureSampler : register(s0); cbuffer cb0 { float2 _xyFrame; float4 _rcpFrame; }; struct VS_INPUT { float4 p : POSITION; float2 t : TEXCOORD0; }; struct VS_OUTPUT { float4 p : SV_Position; float2 t : TEXCOORD0; }; struct PS_OUTPUT { float4 c : SV_Target0; }; #endif 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) { return dot(color.rgb, lumCoeff); } float4 sample_tex(SamplerState texSample, float2 t) { #if (GLSL == 1) return texture(texSample, t); #else return Texture.Sample(texSample, t); #endif } float4 sample_texLevel(SamplerState texSample, float2 t, float lod) { #if (GLSL == 1) return textureLod(texSample, t, lod); #else return Texture.SampleLevel(texSample, t, lod); #endif } /*------------------------------------------------------------------------------ [FXAA CODE SECTION] ------------------------------------------------------------------------------*/ #if (UHQ_FXAA == 1) #if (SHADER_MODEL >= 0x500) #define FXAA_HLSL_5 1 #define FXAA_GATHER4_ALPHA 1 #elif (GLSL == 1) #define FXAA_GATHER4_ALPHA 1 #else #define FXAA_HLSL_4 1 #define FXAA_GATHER4_ALPHA 0 #endif #if (FxaaQuality == 4) #define FxaaEdgeThreshold 0.063 #define FxaaEdgeThresholdMin 0.000 #elif (FxaaQuality == 3) #define FxaaEdgeThreshold 0.125 #define FxaaEdgeThresholdMin 0.0312 #elif (FxaaQuality == 2) #define FxaaEdgeThreshold 0.166 #define FxaaEdgeThresholdMin 0.0625 #elif (FxaaQuality == 1) #define FxaaEdgeThreshold 0.250 #define FxaaEdgeThresholdMin 0.0833 #endif #if (FXAA_HLSL_5 == 1) struct FxaaTex { SamplerState smpl; Texture2D tex; }; #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) #define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p) #define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o) #define FxaaDiscard clip(-1) #define FxaaSat(x) saturate(x) #elif (FXAA_HLSL_4 == 1) struct FxaaTex { SamplerState smpl; Texture2D tex; }; #define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0) #define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o) #define FxaaDiscard clip(-1) #define FxaaSat(x) saturate(x) #endif #if (GLSL == 1) #define FxaaBool bool #define FxaaDiscard discard #define FxaaSat(x) clamp(x, 0.0, 1.0) #define FxaaTex sampler2D #define FxaaTexTop(t, p) textureLod(t, p, 0.0) #define FxaaTexOff(t, p, o, r) textureLodOffset(t, p, 0.0, o) #if (FXAA_GATHER4_ALPHA == 1) // use #extension GL_ARB_gpu_shader5 : enable #define FxaaTexAlpha4(t, p) textureGather(t, p, 3) #define FxaaTexOffAlpha4(t, p, o) textureGatherOffset(t, p, o, 3) #define FxaaTexGreen4(t, p) textureGather(t, p, 1) #define FxaaTexOffGreen4(t, p, o) textureGatherOffset(t, p, o, 1) #endif #endif #define FXAA_QUALITY__P0 1.0 #define FXAA_QUALITY__P1 1.0 #define FXAA_QUALITY__P2 1.0 #define FXAA_QUALITY__P3 1.0 #define FXAA_QUALITY__P4 1.0 #define FXAA_QUALITY__P5 1.5 #define FXAA_QUALITY__P6 2.0 #define FXAA_QUALITY__P7 2.0 #define FXAA_QUALITY__P8 2.0 #define FXAA_QUALITY__P9 2.0 #define FXAA_QUALITY__P10 4.0 #define FXAA_QUALITY__P11 8.0 #define FXAA_QUALITY__P12 8.0 float FxaaLuma(float4 rgba) { 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; #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 #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 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); 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 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 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); 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)); 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__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__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__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__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__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; }}}}}}}}}}} 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 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; return float4(FxaaTexTop(tex, posM).xyz, lumaM); } float4 FxaaPass(float4 FxaaColor, float2 texcoord) { #if(GLSL == 1) tex = TextureSampler; FxaaColor = FxaaPixelShader(texcoord, TextureSampler, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin); #else FxaaTex tex; tex.tex = Texture; tex.smpl = TextureSampler; FxaaColor = FxaaPixelShader(texcoord, tex, pixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin); #endif return FxaaColor; } #endif /*------------------------------------------------------------------------------ [TEXTURE FILTERING FUNCTIONS] ------------------------------------------------------------------------------*/ float BSpline(float 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; } float CatMullRom(float 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; } } float Bell(float x) { 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; } float Triangular(float x) { x = x / 2.0; if (x < 0.0) { return (x + 1.0); } else { return (1.0 - x); } return 0.0; } float Cubic(float coeff) { float4 n = float4(1.0, 2.0, 3.0, 4.0) - coeff; float4 s = n * n * n; float x = s.x; float y = s.y - 4.0 * s.x; float z = s.z - 4.0 * s.y + 6.0 * s.x; float w = 6.0 - x - y - z; return (x + y + z + w) / 4.0; } /*------------------------------------------------------------------------------ [BILINEAR FILTERING CODE SECTION] ------------------------------------------------------------------------------*/ #if (BILINEAR_FILTERING == 1) float4 SampleBiLinear(SamplerState texSample, float2 texcoord) { float texelSizeX = pixelSize.x; float texelSizeY = pixelSize.y; int nX = int(texcoord.x * screenSize.x); int nY = int(texcoord.y * screenSize.y); float2 uvCoord = float2((float(nX) + OffsetAmount) / screenSize.x, (float(nY) + OffsetAmount) / screenSize.y); // Take nearest two data in current row. float4 SampleA = sample_tex(texSample, uvCoord); float4 SampleB = sample_tex(texSample, uvCoord + float2(texelSizeX, 0.0)); // Take nearest two data in bottom row. float4 SampleC = sample_tex(texSample, uvCoord + float2(0.0, texelSizeY)); float4 SampleD = sample_tex(texSample, uvCoord + float2(texelSizeX, texelSizeY)); 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. float LY = frac(texcoord.y * screenSize.y); //Get Interpolation factor for Y direction. return lerp(InterpolateA, InterpolateB, LY); //Interpolate in Y direction. } float4 BiLinearPass(float4 color, float2 texcoord) { float4 bilinear = SampleBiLinear(TextureSampler, texcoord); color = lerp(color, bilinear, FilterStrength); return color; } #endif /*------------------------------------------------------------------------------ [BICUBIC FILTERING CODE SECTION] ------------------------------------------------------------------------------*/ #if (BICUBIC_FILTERING == 1) float4 BicubicFilter(SamplerState texSample, float2 texcoord) { float texelSizeX = pixelSize.x; float texelSizeY = pixelSize.y; float4 nSum = float4(0.0, 0.0, 0.0, 0.0); float4 nDenom = float4(0.0, 0.0, 0.0, 0.0); float a = frac(texcoord.x * screenSize.x); float b = frac(texcoord.y * screenSize.y); int nX = int(texcoord.x * screenSize.x); int nY = int(texcoord.y * screenSize.y); float2 uvCoord = float2(float(nX) / screenSize.x + PixelOffset / screenSize.x, float(nY) / screenSize.y + PixelOffset / screenSize.y); for (int m = -1; m <= 2; m++) { for (int n = -1; n <= 2; n++) { float4 Samples = sample_tex(texSample, uvCoord + float2(texelSizeX * float(m), texelSizeY * float(n))); 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); nSum = nSum + (Samples * vecCoeff2 * vecCoeff1); nDenom = nDenom + (vecCoeff2 * vecCoeff1); } } return nSum / nDenom; } float4 BiCubicPass(float4 color, float2 texcoord) { float4 bicubic = BicubicFilter(TextureSampler, texcoord); color = lerp(color, bicubic, BicubicStrength); return color; } #endif /*------------------------------------------------------------------------------ [GAUSSIAN FILTERING CODE SECTION] ------------------------------------------------------------------------------*/ #if (GAUSSIAN_FILTERING == 1) float4 GaussianPass(float4 color, float2 texcoord) { 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 dx2 = 2.0 * dx; float2 dy2 = 2.0 * dy; float4 gaussian = sample_tex(TextureSampler, texcoord); gaussian += sample_tex(TextureSampler, texcoord - dx2 + dy2); gaussian += sample_tex(TextureSampler, texcoord - dx + dy2); gaussian += sample_tex(TextureSampler, texcoord + dy2); gaussian += sample_tex(TextureSampler, texcoord + dx + dy2); gaussian += sample_tex(TextureSampler, texcoord + dx2 + dy2); gaussian += sample_tex(TextureSampler, texcoord - dx2 + dy); gaussian += sample_tex(TextureSampler, texcoord - dx + dy); gaussian += sample_tex(TextureSampler, texcoord + dy); gaussian += sample_tex(TextureSampler, texcoord + dx + dy); gaussian += sample_tex(TextureSampler, texcoord + dx2 + dy); gaussian += sample_tex(TextureSampler, texcoord - dx2); gaussian += sample_tex(TextureSampler, texcoord - dx); gaussian += sample_tex(TextureSampler, texcoord + dx); gaussian += sample_tex(TextureSampler, texcoord + dx2); gaussian += sample_tex(TextureSampler, texcoord - dx2 - dy); gaussian += sample_tex(TextureSampler, texcoord - dx - dy); gaussian += sample_tex(TextureSampler, texcoord - dy); gaussian += sample_tex(TextureSampler, texcoord + dx - dy); gaussian += sample_tex(TextureSampler, texcoord + dx2 - dy); gaussian += sample_tex(TextureSampler, texcoord - dx2 - dy2); gaussian += sample_tex(TextureSampler, texcoord - dx - dy2); gaussian += sample_tex(TextureSampler, texcoord - dy2); gaussian += sample_tex(TextureSampler, texcoord + dx - dy2); gaussian += sample_tex(TextureSampler, texcoord + dx2 - dy2); gaussian /= 25.0; color = lerp(color, gaussian, FilterAmount); return color; } #endif /*------------------------------------------------------------------------------ [BICUBIC SCALAR CODE SECTION] ------------------------------------------------------------------------------*/ #if (BICUBLIC_SCALAR == 1) float4 BicubicScalar(in SamplerState tex, in float2 uv, in float2 texSize) { float2 inputSize = 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; #if (GLSL == 1) mat4 M = mat4( -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 ); #else 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 }; #endif 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) * inputSize; coord10 = (coord10 + 0.5) * inputSize; coord01 = (coord01 + 0.5) * inputSize; coord11 = (coord11 + 0.5) * inputSize; float4 tex00 = sample_texLevel(tex, coord00, 0); float4 tex10 = sample_texLevel(tex, coord10, 0); float4 tex01 = sample_texLevel(tex, coord01, 0); float4 tex11 = sample_texLevel(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 BiCubicScalarPass(float4 color, float2 texcoord) { color = BicubicScalar(TextureSampler, texcoord, screenSize); return color; } #endif /*------------------------------------------------------------------------------ [LANCZOS SCALAR CODE SECTION] ------------------------------------------------------------------------------*/ #if (LANCZOS_SCALAR == 1) float3 PixelPos(float xpos, float ypos) { return sample_tex(TextureSampler, float2(xpos, ypos)).rgb; } float4 WeightQuad(float x) { #define FIX(c) max(abs(c), 1e-5); const float PI = 3.1415926535897932384626433832795; float4 weight = FIX(PI * float4(1.0 + x, x, 1.0 - x, 2.0 - x)); float4 ret = sin(weight) * sin(weight / 2.0) / (weight * weight); return ret / dot(ret, float4(1.0, 1.0, 1.0, 1.0)); } float3 LineRun(float ypos, float4 xpos, float4 linetaps) { return mul(linetaps, float4x3( PixelPos(xpos.x, ypos), PixelPos(xpos.y, ypos), PixelPos(xpos.z, ypos), PixelPos(xpos.w, ypos))); } float4 LanczosScalar(float2 texcoord, float2 inputSize) { float2 stepxy = float2(1.0/inputSize.x, 1.0/inputSize.y); 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 = WeightQuad(f.x); float4 columntaps = WeightQuad(f.y); // final sum and weight normalization return float4(mul(columntaps, float4x3( LineRun(xystart.y, xpos, linetaps), LineRun(xystart.y + stepxy.y, xpos, linetaps), LineRun(xystart.y + stepxy.y * 2.0, xpos, linetaps), LineRun(xystart.y + stepxy.y * 3.0, xpos, linetaps))), 1.0); } float4 LanczosScalarPass(float4 color, float2 texcoord) { color = LanczosScalar(texcoord, screenSize); return color; } #endif /*------------------------------------------------------------------------------ [GAMMA CORRECTION CODE SECTION] ------------------------------------------------------------------------------*/ #if (GAMMA_CORRECTION == 1) float3 RGBGammaToLinear(float3 color, float 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 = 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 /*------------------------------------------------------------------------------ [TEXTURE SHARPEN CODE SECTION] ------------------------------------------------------------------------------*/ #if (TEXTURE_SHARPEN == 1) float4 SampleBicubic(in SamplerState texSample, in float2 texcoord) { float texelSizeX = pixelSize.x * float(SharpenBias); float texelSizeY = pixelSize.y * float(SharpenBias); float4 nSum = float4(0.0, 0.0, 0.0, 0.0); float4 nDenom = float4(0.0, 0.0, 0.0, 0.0); float a = frac(texcoord.x * screenSize.x); float b = frac(texcoord.y * screenSize.y); int nX = int(texcoord.x * screenSize.x); int nY = int(texcoord.y * screenSize.y); float2 uvCoord = float2(float(nX) / screenSize.x, float(nY) / screenSize.y); for (int m = -1; m <= 2; m++) { for (int n = -1; n <= 2; n++) { float4 Samples = sample_tex(texSample, uvCoord + float2(texelSizeX * float(m), texelSizeY * float(n))); 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); nSum = nSum + (Samples * vecCoeff2 * vecCoeff1); nDenom = nDenom + (vecCoeff2 * vecCoeff1); } } return nSum / nDenom; } float4 TexSharpenPass(float4 color, float2 texcoord) { float3 calcSharpen = lumCoeff * float(SharpenStrength); float4 blurredColor = SampleBicubic(TextureSampler, texcoord); float3 sharpenedColor = (color.rgb - blurredColor.rgb); float sharpenLuma = dot(sharpenedColor, calcSharpen); sharpenLuma = clamp(sharpenLuma, -float(SharpenClamp), float(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 /*------------------------------------------------------------------------------ [VIBRANCE CODE SECTION] ------------------------------------------------------------------------------*/ #if (PIXEL_VIBRANCE == 1) float4 VibrancePass(float4 color, float2 texcoord) { #if (GLSL == 1) float3 luma = float3(RGBLuminance(color.rgb)); #else float luma = RGBLuminance(color.rgb); #endif float colorMax = max(color.r, max(color.g, color.b)); float colorMin = min(color.r, min(color.g, color.b)); float colorSaturation = colorMax - colorMin; 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; } #endif /*------------------------------------------------------------------------------ [BLENDED BLOOM CODE SECTION] ------------------------------------------------------------------------------*/ #if (BLENDED_BLOOM == 1) float3 BlendAddLight(float3 color, float3 bloom) { return saturate(color + bloom); } float3 BlendScreen(float3 color, float3 bloom) { return (color + bloom) - (color * bloom); } float3 BlendLuma(float3 color, float3 bloom) { return lerp((color * bloom), (1.0 - ((1.0 - color) * (1.0 - bloom))), RGBLuminance(color + bloom)); } float3 BlendGlow(float3 color, float3 bloom) { float3 glow = step(0.5, color); glow = lerp((color + bloom) - (color * bloom), (bloom + bloom) - (bloom * bloom), glow); return glow; } float3 BlendOverlay(float3 color, float3 bloom) { 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 PyramidFilter(SamplerState tex, float2 texcoord, float2 width) { float4 color = sample_tex(tex, texcoord + float2(0.5, 0.5) * width); color += sample_tex(tex, texcoord + float2(-0.5, 0.5) * width); color += sample_tex(tex, texcoord + float2(0.5, -0.5) * width); color += sample_tex(tex, texcoord + float2(-0.5, -0.5) * width); color *= 0.25; return color; } 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)); 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); return color; } float4 BloomPass(float4 color, float2 texcoord) { const float defocus = 1.25; float4 bloom = PyramidFilter(TextureSampler, texcoord, pixelSize * defocus); float2 dx = float2(invDefocus.x * float(BloomWidth), 0.0); float2 dy = float2(0.0, invDefocus.y * float(BloomWidth)); float2 mdx = mul(2.0, dx); float2 mdy = mul(2.0, dy); float4 bloomBlend = bloom * 0.22520613262190495; bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord - mdx + mdy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx + mdy); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord + mdy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx + mdy); bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord + mdx + mdy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - mdx + dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord - dx + dy); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord + dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord + dx + dy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + mdx + dy); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord - mdx); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord - dx); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord + dx); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord + mdx); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - mdx - dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord - dx - dy); bloomBlend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord - dy); bloomBlend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord + dx - dy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + mdx - dy); bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord - mdx - mdy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx - mdy); bloomBlend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord - mdy); bloomBlend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx - mdy); bloomBlend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord + mdx - mdy); 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] ------------------------------------------------------------------------------*/ float3 FilmicTonemap(float3 color) { 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; float denominator = ((W*(A*W + C*B) + D*E) / (W*(A*W + B) + D*F)) - E / F; color.xyz = numerator / denominator; return saturate(color); } float3 ColorShift(float3 color) { float3 colMood; colMood.r = float(RedShift); colMood.g = float(GreenShift); colMood.b = float(BlueShift); float fLum = RGBLuminance(color.rgb); #if (GLSL == 1) // Is HLSL float3(x) equivalent to float3(x,x,x) ? colMood = lerp(float3(0.0), colMood, saturate(fLum * 2.0)); colMood = lerp(colMood, float3(1.0), saturate(fLum - 0.5) * 2.0); #else colMood = lerp(0.0, colMood, saturate(fLum * 2.0)); colMood = lerp(colMood, 1.0, saturate(fLum - 0.5) * 2.0); #endif float3 colOutput = lerp(color, colMood, saturate(fLum * float(ShiftRatio))); return colOutput; } float3 ColorCorrection(float3 color) { 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(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 saturate(color); } float4 TonemapPass(float4 color, float2 texcoord) { 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); } // RGB -> XYZ conversion #if (GLSL == 1) // GLSL is column major whereas HLSL is row major ... const mat3 RGB2XYZ = mat3 ( 0.4124564, 0.2126729, 0.0193339, // first column (not row) 0.3575761, 0.7151522, 0.1191920, // 2nd column 0.1804375, 0.0721750, 0.9503041 ); // 3rd column #else const float3x3 RGB2XYZ = { 0.4124564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, 0.0193339, 0.1191920, 0.9503041 }; #endif #if (GLSL == 1) float3 XYZ = RGB2XYZ * color.rgb; #else float3 XYZ = mul(RGB2XYZ, color.rgb); #endif // XYZ -> Yxy conversion float3 Yxy; 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) if (CorrectionPalette == 2) { Yxy.rgb = ColorCorrection(Yxy.rgb); } // (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).r / RGBLuminance(Yxy.rrr) * float(Exposure) / (float(Luminance) + delta); #endif // (Ld) Scale all luminance within a displayable range of 0 to 1 Yxy.r = (Lp * (1.0 + Lp / wpoint)) / (1.0 + Lp); if (FilmicProcess == 1) { Yxy.r = FilmicTonemap(Yxy.rgb).r; } // 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 #if (GLSL == 1) // GLSL is column major whereas HLSL is row major ... const mat3 XYZ2RGB = mat3 ( 3.2404542, -0.9692660, 0.0556434, // first column (not row) -1.5371385, 1.8760108, -0.2040259, // 2nd column -0.4985314, 0.0415560, 1.0572252 ); // 3rd column #else const float3x3 XYZ2RGB = { 3.2404542,-1.5371385,-0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434,-0.2040259, 1.0572252 }; #endif #if (GLSL == 1) color.rgb = XYZ2RGB * XYZ; #else color.rgb = mul(XYZ2RGB, XYZ); #endif color.a = RGBLuminance(color.rgb); return saturate(color); } /*------------------------------------------------------------------------------ [S-CURVE CONTRAST CODE SECTION] ------------------------------------------------------------------------------*/ #if (S_CURVE_CONTRAST == 1) float4 ContrastPass(float4 color, float2 texcoord) { float CurveBlend = CurvesContrast; #if (CurveType != 2) #if (GLSL == 1) float3 luma = float3(RGBLuminance(color.rgb)); #else float3 luma = (float3)RGBLuminance(color.rgb); #endif 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 //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) 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 color.a = RGBLuminance(color.rgb); return saturate(color); } #endif /*------------------------------------------------------------------------------ [CEL SHADING CODE SECTION] ------------------------------------------------------------------------------*/ #if (CEL_SHADING == 1) float3 GetYUV(float3 RGB) { #if (GLSL == 1) const mat3 RGB2YUV = mat3(0.2126, 0.7152, 0.0722, -0.09991,-0.33609, 0.436, 0.615, -0.55861, -0.05639); return (RGB * RGB2YUV); #else const float3x3 RGB2YUV = { 0.2126, 0.7152, 0.0722, -0.09991,-0.33609, 0.436, 0.615, -0.55861, -0.05639 }; return mul(RGB2YUV, RGB); #endif } float3 GetRGB(float3 YUV) { #if (GLSL == 1) const mat3 YUV2RGB = mat3(1.000, 0.000, 1.28033, 1.000,-0.21482,-0.38059, 1.000, 2.12798, 0.000); return (YUV * YUV2RGB); #else const float3x3 YUV2RGB = { 1.000, 0.000, 1.28033, 1.000,-0.21482,-0.38059, 1.000, 2.12798, 0.000 }; return mul(YUV2RGB, YUV); #endif } float4 CelPass(float4 color, float2 texcoord) { float3 yuv; float3 sum = color.rgb; const int NUM = 9; const float2 RoundingOffset = float2(0.25, 0.25); const float3 thresholds = float3(9.0, 8.0, 6.0); float lum[NUM]; float3 col[NUM]; float2 set[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) }; for (int i = 0; i < NUM; i++) { col[i] = sample_tex(TextureSampler, texcoord + set[i] * RoundingOffset).rgb; #if (ColorRounding == 1) col[i].r = round(col[i].r * thresholds.r) / thresholds.r; col[i].g = round(col[i].g * thresholds.g) / thresholds.g; col[i].b = round(col[i].b * thresholds.b) / thresholds.b; #endif lum[i] = RGBLuminance(col[i].xyz); yuv = GetYUV(col[i]); #if (UseYuvLuma == 0) yuv.r = round(yuv.r * thresholds.r) / thresholds.r; #else yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); #endif yuv = GetRGB(yuv); sum += yuv; } float3 shadedColor = (sum / NUM); float2 pixel = float2(pixelSize.x * EdgeThickness, pixelSize.y * EdgeThickness); float edgeX = dot(sample_tex(TextureSampler, texcoord + pixel).rgb, lumCoeff); edgeX = dot(float4(sample_tex(TextureSampler, texcoord - pixel).rgb, edgeX), float4(lumCoeff, -1.0)); float edgeY = dot(sample_tex(TextureSampler, texcoord + float2(pixel.x, -pixel.y)).rgb, lumCoeff); edgeY = dot(float4(sample_tex(TextureSampler, texcoord + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(lumCoeff, -1.0)); 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, 0.30); #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); } #endif /*------------------------------------------------------------------------------ [COLOR GRADING CODE SECTION] ------------------------------------------------------------------------------*/ #if (COLOR_GRADING == 1) float RGBCVtoHUE(float3 RGB, float C, float V) { float3 Delta = (V - RGB) / C; Delta.rgb -= Delta.brg; Delta.rgb += float3(2.0, 4.0, 6.0); Delta.brg = step(V, RGB) * Delta.brg; float H; H = max(Delta.r, max(Delta.g, Delta.b)); return frac(H / 6); } float3 RGBtoHSV(float3 RGB) { float3 HSV = float3(0.0, 0.0, 0.0); 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; } 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); return saturate(float3(R, G, B)); } float3 HSVtoRGB(float3 HSV) { float3 RGB = HUEtoRGB(HSV.x); return ((RGB - 1) * HSV.y + 1) * HSV.z; } float3 HSVComplement(float3 HSV) { float3 complement = HSV; complement.x -= 0.5; if (complement.x < 0.0) { complement.x += 1.0; } return(complement); } float HueLerp(float h1, float h2, float v) { 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)); } } float4 ColorGrading(float4 color, float2 texcoord) { 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); 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); 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); } color.rgb = HSVtoRGB(HSVColor); color.a = RGBLuminance(color.rgb); return saturate(color); } #endif /*------------------------------------------------------------------------------ [SCANLINES CODE SECTION] ------------------------------------------------------------------------------*/ #if (SCANLINES == 1) float4 ScanlinesPass(float4 color, float2 texcoord, float4 fragcoord) { float4 intensity; #if (GLSL == 1) fragcoord = gl_FragCoord; #endif #if (ScanlineType == 0) if (frac(fragcoord.y * 0.25) > ScanlineScale) #elif (ScanlineType == 1) if (frac(fragcoord.x * 0.25) > ScanlineScale) #elif (ScanlineType == 2) if (frac(fragcoord.x * 0.25) > 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; color = intensity * (0.5 - level) + color * 1.1; return color; } #endif /*------------------------------------------------------------------------------ [VIGNETTE CODE SECTION] ------------------------------------------------------------------------------*/ #if (VIGNETTE == 1) float4 VignettePass(float4 color, float2 texcoord) { const float2 VignetteCenter = float2(0.500, 0.500); float2 tc = texcoord - VignetteCenter; tc *= float2((2560.0 / 1440.0), VignetteRatio); tc /= VignetteRadius; float v = dot(tc, tc); color.rgb *= (1.0 + pow(v, VignetteSlope * 0.25) * -VignetteAmount); return color; } #endif /*------------------------------------------------------------------------------ [SUBPIXEL DITHERING CODE SECTION] ------------------------------------------------------------------------------*/ #if (DITHERING == 1) float4 DitherPass(float4 color, float2 texcoord) { float ditherSize = 2.0; float ditherBits = 8.0; #if DitherMethod == 2 //random subpixel dithering 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; color.rgb += float3(-ditherShift, ditherShift, -ditherShift); #else //Ordered dithering 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); color.rgb += RGBShift; #endif color.a = RGBLuminance(color.rgb); 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)); #if (GLSL == 1) // FIXME GLSL any only support bvec so try to mix it with notEqual bvec2 cond = notEqual( within_border, vec2(0.0f) ); colorInput.rgb = all(cond) ? colorInput.rgb : border_color_float; #else colorInput.rgb = all(within_border) ? colorInput.rgb : border_color_float; #endif return colorInput; } /*------------------------------------------------------------------------------ [MAIN() & COMBINE PASS CODE SECTION] ------------------------------------------------------------------------------*/ #if (GLSL == 1) void ps_main() #else PS_OUTPUT ps_main(VS_OUTPUT input) #endif { #if (GLSL == 1) float2 texcoord = PSin.t; float4 position = PSin.p; float4 color = texture(TextureSampler, texcoord); #else PS_OUTPUT output; float2 texcoord = input.t; float4 position = input.p; float4 color = sample_tex(TextureSampler, texcoord); #endif #if (BILINEAR_FILTERING == 1) color = BiLinearPass(color, texcoord); #endif #if (GAUSSIAN_FILTERING == 1) color = GaussianPass(color, texcoord); #endif #if (BICUBIC_FILTERING == 1) color = BiCubicPass(color, texcoord); #endif #if (BICUBLIC_SCALAR == 1) color = BiCubicScalarPass(color, texcoord); #endif #if (LANCZOS_SCALAR == 1) color = LanczosScalarPass(color, texcoord); #endif #if (UHQ_FXAA == 1) color = FxaaPass(color, texcoord); #endif #if (TEXTURE_SHARPEN == 1) color = TexSharpenPass(color, texcoord); #endif #if (CEL_SHADING == 1) color = CelPass(color, texcoord); #endif #if (SCANLINES == 1) color = ScanlinesPass(color, texcoord, position); #endif #if (BLENDED_BLOOM == 1) color = BloomPass(color, texcoord); #endif #if (SCENE_TONEMAPPING == 1) color = TonemapPass(color, texcoord); #endif #if (PIXEL_VIBRANCE == 1) color = VibrancePass(color, texcoord); #endif #if (COLOR_GRADING == 1) color = ColorGrading(color, texcoord); #endif #if (S_CURVE_CONTRAST == 1) color = ContrastPass(color, texcoord); #endif #if (GAMMA_CORRECTION == 1) color = GammaPass(color, texcoord); #endif #if (VIGNETTE == 1) color = VignettePass(color, texcoord); #endif #if (PX_BORDER == 1) color = BorderPass(color, texcoord); #endif #if (DITHERING == 1) color = DitherPass(color, texcoord); #endif #if (GLSL == 1) SV_Target0 = color; #else output.c = color; return output; #endif }