/*===============================================================================*\ |######################## [GSdx FX Suite v2.40] ########################| |########################## 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)2016 || || || |#################################################################################| \*===============================================================================*/ #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 is not compatible with the D3D9 backend. Use OpenGL or D3D10|11. #endif /*------------------------------------------------------------------------------ [GLOBALS|FUNCTIONS] ------------------------------------------------------------------------------*/ #if GLSL == 1 #define int2 ivec2 #define float2 vec2 #define float3 vec3 #define float4 vec4 #define float4x4 mat4 #define float3x3 mat3 #define float4x3 mat4x3 #define static #define fmod mod #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 in SHADER { vec4 p; vec2 t; } PSin; layout(location = 0) out vec4 SV_Target0; #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 float Epsilon = 1e-10; static float2 pixelSize = _rcpFrame.xy; static float2 screenSize = _xyFrame; static const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750); //Conversion matrices float3 RGBtoXYZ(float3 rgb) { const float3x3 m = float3x3( 0.4124564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, 0.0193339, 0.1191920, 0.9503041); return mul(m, rgb); } float3 XYZtoRGB(float3 xyz) { const float3x3 m = float3x3( 3.2404542,-1.5371385,-0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434,-0.2040259, 1.0572252); return mul(m, xyz); } float3 RGBtoYUV(float3 RGB) { const float3x3 m = float3x3( 0.2126, 0.7152, 0.0722, -0.09991,-0.33609, 0.436, 0.615, -0.55861, -0.05639); return mul(m, RGB); } float3 YUVtoRGB(float3 YUV) { const float3x3 m = float3x3( 1.000, 0.000, 1.28033, 1.000,-0.21482,-0.38059, 1.000, 2.12798, 0.000); return mul(m, YUV); } //Converting XYZ to Yxy float3 XYZtoYxy(float3 xyz) { float w = (xyz.r + xyz.g + xyz.b); float3 Yxy; Yxy.r = xyz.g; Yxy.g = xyz.r / w; Yxy.b = xyz.g / w; return Yxy; } //Converting Yxy to XYZ float3 YxytoXYZ(float3 Yxy) { float3 xyz; xyz.g = Yxy.r; xyz.r = Yxy.r * Yxy.g / Yxy.b; xyz.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b; return xyz; } //Average relative luminance float AvgLuminance(float3 color) { return sqrt(dot(color * color, lumCoeff)); } float smootherstep(float a, float b, float x) { x = saturate((x - a) / (b - a)); return x*x*x*(x*(x * 6 - 15) + 10); } /* float4 DebugClipping(float4 color) { if (color.x >= 0.99999 && color.y >= 0.99999 && color.z >= 0.99999) color.xyz = float3(1.0f, 0.0f, 0.0f); if (color.x <= 0.00001 && color.y <= 0.00001 && color.z <= 0.00001) color.xyz = float3(0.0f, 0.0f, 1.0f); return color; } */ float4 sample_tex(SamplerState texSample, float2 texcoord) { #if GLSL == 1 return texture(texSample, texcoord); #else return Texture.Sample(texSample, texcoord); #endif } float4 sample_texLod(SamplerState texSample, float2 texcoord, float lod) { #if GLSL == 1 return textureLod(texSample, texcoord, lod); #else return Texture.SampleLevel(texSample, texcoord, 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 #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 = AvgLuminance(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 = AvgLuminance(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 = AvgLuminance(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 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 SCALER CODE SECTION] ------------------------------------------------------------------------------*/ #if BICUBLIC_SCALER == 1 float4 BicubicScaler(SamplerState tex, float2 uv, 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_texLod(tex, coord00, 0); float4 tex10 = sample_texLod(tex, coord10, 0); float4 tex01 = sample_texLod(tex, coord01, 0); float4 tex11 = sample_texLod(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 /*------------------------------------------------------------------------------ [LANCZOS SCALER CODE SECTION] ------------------------------------------------------------------------------*/ #if LANCZOS_SCALER == 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 LanczosScaler(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 LanczosScalerPass(float4 color, float2 texcoord) { color = LanczosScaler(texcoord, screenSize); return color; } #endif /*------------------------------------------------------------------------------ [GAMMA CORRECTION CODE SECTION] ------------------------------------------------------------------------------*/ float3 EncodeGamma(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 DecodeGamma(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; } #if GAMMA_CORRECTION == 1 float4 GammaPass(float4 color, float2 texcoord) { static const float GammaConst = 2.233333; color.rgb = EncodeGamma(color.rgb, GammaConst); color.rgb = DecodeGamma(color.rgb, float(Gamma)); color.a = AvgLuminance(color.rgb); return color; } #endif /*------------------------------------------------------------------------------ [TEXTURE SHARPEN CODE SECTION] ------------------------------------------------------------------------------*/ #if TEXTURE_SHARPEN == 1 float4 SampleBicubic(SamplerState texSample, 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 = AvgLuminance(color.rgb); #if DebugSharpen == 1 color = saturate(0.5f + (sharpenLuma * 4)).xxxx; #endif return saturate(color); } #endif /*------------------------------------------------------------------------------ [PIXEL VIBRANCE CODE SECTION] ------------------------------------------------------------------------------*/ #if PIXEL_VIBRANCE == 1 float4 VibrancePass(float4 color, float2 texcoord) { float vib = Vibrance; #if GLSL == 1 float3 luma = float3(AvgLuminance(color.rgb)); #else float luma = AvgLuminance(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; float3 colorCoeff = float3(RedVibrance * vib, GreenVibrance * vib, BlueVibrance * vib); color.rgb = lerp(luma, color.rgb, (1.0 + (colorCoeff * (1.0 - (sign(colorCoeff) * colorSaturation))))); color.a = AvgLuminance(color.rgb); return saturate(color); //Debug: return colorSaturation.xxxx; } #endif /*------------------------------------------------------------------------------ [BLENDED BLOOM CODE SECTION] ------------------------------------------------------------------------------*/ #if BLENDED_BLOOM == 1 float3 BlendAddLight(float3 bloom, float3 blend) { return saturate(bloom + blend); } float3 BlendScreen(float3 bloom, float3 blend) { return (bloom + blend) - (bloom * blend); } float3 BlendGlow(float3 bloom, float3 blend) { float glow = AvgLuminance(bloom); return lerp((bloom + blend) - (bloom * blend), (blend + blend) - (blend * blend), glow); } float3 BlendAddGlow(float3 bloom, float3 blend) { float addglow = smootherstep(0.0, 1.0, AvgLuminance(bloom)); return lerp(saturate(bloom + blend), (blend + blend) - (blend * blend), addglow); } float3 BlendLuma(float3 bloom, float3 blend) { float lumavg = smootherstep(0.0, 1.0, AvgLuminance(bloom + blend)); return lerp((bloom * blend), (1.0 - ((1.0 - bloom) * (1.0 - blend))), lumavg); } float3 BlendOverlay(float3 bloom, float3 blend) { float3 overlay = step(0.5, bloom); return lerp((bloom * blend * 2.0), (1.0 - (2.0 * (1.0 - bloom) * (1.0 - blend))), overlay); } float3 BloomCorrection(float3 color) { float3 bloom = color; bloom.r = 2.0 / 3.0 * (1.0 - (bloom.r * bloom.r)); bloom.g = 2.0 / 3.0 * (1.0 - (bloom.g * bloom.g)); bloom.b = 2.0 / 3.0 * (1.0 - (bloom.b * bloom.b)); bloom.r = saturate(color.r + float(BloomReds) * bloom.r); bloom.g = saturate(color.g + float(BloomGreens) * bloom.g); bloom.b = saturate(color.b + float(BloomBlues) * bloom.b); color = bloom; return color; } float4 DefocusFilter(SamplerState tex, float2 texcoord, float2 defocus) { float2 texel = pixelSize * defocus; float4 sampleA = sample_tex(tex, texcoord + float2(0.5, 0.5) * texel); float4 sampleB = sample_tex(tex, texcoord + float2(-0.5, 0.5) * texel); float4 sampleC = sample_tex(tex, texcoord + float2(0.5, -0.5) * texel); float4 sampleD = sample_tex(tex, texcoord + float2(-0.5, -0.5) * texel); float fx = frac(texcoord.x * screenSize.x); float fy = frac(texcoord.y * screenSize.y); float4 interpolateA = lerp(sampleA, sampleB, fx); float4 interpolateB = lerp(sampleC, sampleD, fx); return lerp(interpolateA, interpolateB, fy); } float4 BloomPass(float4 color, float2 texcoord) { float anflare = 4.0; float2 defocus = float2(BloomDefocus, BloomDefocus); float4 bloom = DefocusFilter(TextureSampler, texcoord, defocus); float2 dx = float2(pixelSize.x * float(BloomWidth), 0.0); float2 dy = float2(0.0, pixelSize.y * float(BloomWidth)); float2 mdx = float2(dx.x * defocus.x, 0.0); float2 mdy = float2(0.0, dy.y * defocus.y); float4 blend = bloom * 0.22520613262190495; blend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord - mdx + mdy); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx + mdy); blend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord + mdy); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx + mdy); blend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord + mdx + mdy); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - mdx + dy); blend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord - dx + dy); blend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord + dy); blend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord + dx + dy); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + mdx + dy); blend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord - mdx); blend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord - dx); blend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord + dx); blend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord + mdx); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - mdx - dy); blend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord - dx - dy); blend += 0.100529757860782610 * sample_tex(TextureSampler, texcoord - dy); blend += 0.044875475183061630 * sample_tex(TextureSampler, texcoord + dx - dy); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + mdx - dy); blend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord - mdx - mdy); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord - dx - mdy); blend += 0.024146616900339800 * sample_tex(TextureSampler, texcoord - mdy); blend += 0.010778807494659370 * sample_tex(TextureSampler, texcoord + dx - mdy); blend += 0.002589001911021066 * sample_tex(TextureSampler, texcoord + mdx - mdy); blend = lerp(color, blend, float(BlendStrength)); bloom.xyz = BloomType(bloom.xyz, blend.xyz); bloom.xyz = BloomCorrection(bloom.xyz); color.w = AvgLuminance(color.xyz); bloom.w = AvgLuminance(bloom.xyz); bloom.w *= anflare; color = lerp(color, bloom, float(BloomStrength)); return color; } #endif /*------------------------------------------------------------------------------ [SCENE TONE MAPPING CODE SECTION] ------------------------------------------------------------------------------*/ #if SCENE_TONEMAPPING == 1 float3 ScaleLuminance(float3 x) { float W = 1.02; float L = 0.06; float C = 1.02; float N = clamp(0.76 + ToneAmount, 1.0, 2.0); float K = (N - L * C) / C; float3 tone = L * C + (1.0 - L * C) * (1.0 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K); float3 color; color.r = (x.r > L) ? tone.r : C * x.r; color.g = (x.g > L) ? tone.g : C * x.g; color.b = (x.b > L) ? tone.b : C * x.b; return color; } float3 TmMask(float3 color) { float3 tone = color; float highTone = 6.2; float greyTone = 0.4; float midTone = 1.620; float lowTone = 0.06; tone.r = (tone.r * (highTone * tone.r + greyTone))/( tone.r * (highTone * tone.r + midTone) + lowTone); tone.g = (tone.g * (highTone * tone.g + greyTone))/( tone.g * (highTone * tone.g + midTone) + lowTone); tone.b = (tone.b * (highTone * tone.b + greyTone))/( tone.b * (highTone * tone.b + midTone) + lowTone); static const float gamma = 2.42; tone = EncodeGamma(tone, gamma); color = lerp(color, tone, float(MaskStrength)); return color; } float3 TmCurve(float3 color) { float3 T = color; float tnamn = ToneAmount; float blevel = length(T); float bmask = pow(blevel, 0.02); float A = 0.100; float B = 0.300; float C = 0.100; float D = tnamn; float E = 0.020; float F = 0.300; float W = 1.000; T.r = ((T.r*(A*T.r + C*B) + D*E) / (T.r*(A*T.r + B) + D*F)) - E / F; T.g = ((T.g*(A*T.g + C*B) + D*E) / (T.g*(A*T.g + B) + D*F)) - E / F; T.b = ((T.b*(A*T.b + C*B) + D*E) / (T.b*(A*T.b + B) + D*F)) - E / F; float denom = ((W*(A*W + C*B) + D*E) / (W*(A*W + B) + D*F)) - E / F; float3 black = float3(bmask, bmask, bmask); float3 white = float3(denom, denom, denom); T = T / white; T = T * black; color = saturate(T); return color; } float4 TonemapPass(float4 color, float2 texcoord) { float3 tonemap = color.rgb; float blackLevel = length(tonemap); tonemap = ScaleLuminance(tonemap); #if GLSL == 1 float luminanceAverage = AvgLuminance(float3(Luminance)); #else float luminanceAverage = AvgLuminance(Luminance); #endif if (TonemapMask == 1) { tonemap = TmMask(tonemap); } if (TonemapType == 1) { tonemap = TmCurve(tonemap); } // RGB -> XYZ conversion const float3x3 RGB2XYZ = float3x3(0.4124564, 0.3575761, 0.1804375, 0.2126729, 0.7151522, 0.0721750, 0.0193339, 0.1191920, 0.9503041); float3 XYZ = mul(RGB2XYZ, tonemap); // 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) // (Wt) Tone mapped scaling of the initial wp before input modifiers float Wt = saturate(Yxy.r / AvgLuminance(XYZ)); if (TonemapType == 2) { Yxy.r = TmCurve(Yxy).r; } // (Lp) Map average luminance to the middlegrey zone by scaling pixel luminance float Lp = Yxy.r * float(Exposure) / (luminanceAverage + Epsilon); // (Wp) White point calculated, based on the toned white, and input modifier float Wp = dot(abs(Wt), float(WhitePoint)); // (Ld) Scale all luminance within a displayable range of 0 to 1 Yxy.r = (Lp * (1.0 + Lp / (Wp * Wp))) / (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 if (TonemapType == 3) { XYZ = TmCurve(XYZ); } // XYZ -> RGB conversion const float3x3 XYZ2RGB = float3x3(3.2404542,-1.5371385,-0.4985314, -0.9692660, 1.8760108, 0.0415560, 0.0556434,-0.2040259, 1.0572252); tonemap = mul(XYZ2RGB, XYZ); float shadowmask = pow(saturate(blackLevel), float(BlackLevels)); tonemap = tonemap * float3(shadowmask, shadowmask, shadowmask); color.rgb = tonemap; color.a = AvgLuminance(color.rgb); return color; } #endif /*------------------------------------------------------------------------------ [CROSS PROCESSING CODE SECTION] ------------------------------------------------------------------------------*/ #if CROSS_PROCESSING == 1 float3 CrossShift(float3 color) { float3 cross; float2 CrossMatrix[3] = { float2 (0.960, 0.040 * color.x), float2 (0.980, 0.020 * color.y), float2 (0.970, 0.030 * color.z), }; cross.x = float(RedShift) * CrossMatrix[0].x + CrossMatrix[0].y; cross.y = float(GreenShift) * CrossMatrix[1].x + CrossMatrix[1].y; cross.z = float(BlueShift) * CrossMatrix[2].x + CrossMatrix[2].y; float lum = AvgLuminance(color); float3 black = float3(0.0, 0.0, 0.0); float3 white = float3(1.0, 1.0, 1.0); cross = lerp(black, cross, saturate(lum * 2.0)); cross = lerp(cross, white, saturate(lum - 0.5) * 2.0); color = lerp(color, cross, saturate(lum * float(ShiftRatio))); return color; } float4 CrossPass(float4 color, float2 texcoord) { #if FilmicProcess == 1 color.rgb = CrossShift(color.rgb); #elif FilmicProcess == 2 float3 XYZ = RGBtoXYZ(color.rgb); float3 Yxy = XYZtoYxy(XYZ); Yxy = CrossShift(Yxy); XYZ = YxytoXYZ(Yxy); color.rgb = XYZtoRGB(XYZ); #elif FilmicProcess == 3 float3 XYZ = RGBtoXYZ(color.rgb); float3 Yxy = XYZtoYxy(XYZ); XYZ = YxytoXYZ(Yxy); XYZ = CrossShift(XYZ); color.rgb = XYZtoRGB(XYZ); #endif color.a = AvgLuminance(color.rgb); return saturate(color); } #endif /*------------------------------------------------------------------------------ [COLOR CORRECTION CODE SECTION] ------------------------------------------------------------------------------*/ // Converting pure hue to RGB float3 HUEtoRGB(float H) { float R = abs(H * 6.0 - 3.0) - 1.0; float G = 2.0 - abs(H * 6.0 - 2.0); float B = 2.0 - abs(H * 6.0 - 4.0); return saturate(float3(R, G, B)); } // Converting RGB to hue/chroma/value float3 RGBtoHCV(float3 RGB) { float4 BG = float4(RGB.bg,-1.0, 2.0 / 3.0); float4 GB = float4(RGB.gb, 0.0,-1.0 / 3.0); float4 P = (RGB.g < RGB.b) ? BG : GB; float4 XY = float4(P.xyw, RGB.r); float4 YZ = float4(RGB.r, P.yzx); float4 Q = (RGB.r < P.x) ? XY : YZ; float C = Q.x - min(Q.w, Q.y); float H = abs((Q.w - Q.y) / (6.0 * C + Epsilon) + Q.z); return float3(H, C, Q.x); } // Converting RGB to HSV float3 RGBtoHSV(float3 RGB) { float3 HCV = RGBtoHCV(RGB); float S = HCV.y / (HCV.z + Epsilon); return float3(HCV.x, S, HCV.z); } // Converting HSV to RGB float3 HSVtoRGB(float3 HSV) { float3 RGB = HUEtoRGB(HSV.x); return ((RGB - 1.0) * HSV.y + 1.0) * HSV.z; } #if COLOR_CORRECTION == 1 // Pre correction color mask float3 PreCorrection(float3 color) { float3 RGB = color; RGB.r = 2.0 / 3.0 * (1.0 - (RGB.r * RGB.r)); RGB.g = 2.0 / 3.0 * (1.0 - (RGB.g * RGB.g)); RGB.b = 2.0 / 3.0 * (1.0 - (RGB.b * RGB.b)); RGB.r = saturate(color.r + (float(ChannelR) / 200.0) * RGB.r); RGB.g = saturate(color.g + (float(ChannelG) / 200.0) * RGB.g); RGB.b = saturate(color.b + (float(ChannelB) / 200.0) * RGB.b); color = saturate(RGB); return color; } float3 ColorCorrection(float3 color) { float X = 1.0 / (1.0 + exp(float(ChannelR) / 2.0)); float Y = 1.0 / (1.0 + exp(float(ChannelG) / 2.0)); float Z = 1.0 / (1.0 + exp(float(ChannelB) / 2.0)); color.r = (1.0 / (1.0 + exp(float(-ChannelR) * (color.r - 0.5))) - X) / (1.0 - 2.0 * X); color.g = (1.0 / (1.0 + exp(float(-ChannelG) * (color.g - 0.5))) - Y) / (1.0 - 2.0 * Y); color.b = (1.0 / (1.0 + exp(float(-ChannelB) * (color.b - 0.5))) - Z) / (1.0 - 2.0 * Z); return saturate(color); } float4 CorrectionPass(float4 color, float2 texcoord) { float3 colorspace = PreCorrection(color.rgb); #if CorrectionPalette == 1 colorspace = ColorCorrection(colorspace); #elif CorrectionPalette == 2 float3 XYZ = RGBtoXYZ(colorspace); float3 Yxy = XYZtoYxy(XYZ); Yxy = ColorCorrection(Yxy); XYZ = YxytoXYZ(Yxy); colorspace = XYZtoRGB(XYZ); #elif CorrectionPalette == 3 float3 XYZ = RGBtoXYZ(colorspace); float3 Yxy = XYZtoYxy(XYZ); XYZ = YxytoXYZ(Yxy); XYZ = ColorCorrection(XYZ); colorspace = XYZtoRGB(XYZ); #elif CorrectionPalette == 4 float3 hsv = RGBtoHSV(colorspace); hsv = ColorCorrection(hsv); colorspace = HSVtoRGB(hsv); #elif CorrectionPalette == 5 float3 yuv = RGBtoYUV(colorspace); yuv = ColorCorrection(yuv); colorspace = YUVtoRGB(yuv); #endif color.rgb = lerp(color.rgb, colorspace, float(PaletteStrength)); color.a = AvgLuminance(color.rgb); return color; } #endif /*------------------------------------------------------------------------------ [S-CURVE CONTRAST CODE SECTION] ------------------------------------------------------------------------------*/ #if CURVE_CONTRAST == 1 float4 ContrastPass(float4 color, float2 texcoord) { float CurveBlend = CurvesContrast; #if CurveType != 2 #if GLSL == 1 float3 luma = float3(AvgLuminance(color.rgb)); #else float3 luma = (float3)AvgLuminance(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(0.85, 0.85, 0.85); //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 = AvgLuminance(color.rgb); return saturate(color); } #endif /*------------------------------------------------------------------------------ [CEL SHADING CODE SECTION] ------------------------------------------------------------------------------*/ #if CEL_SHADING == 1 float3 CelColor(in float3 RGB) { float3 HSV = RGBtoHSV(RGB); float AW = 1.0; float AB = 0.0; float SL = 7.0; float CR = 1.0 / SL; float MS = 1.2; float ML = fmod(HSV[2], CR); if (HSV[2] > AW) { HSV[1] = 1.0; HSV[2] = 1.0; } else if (HSV[2] > AB) { HSV[1] *= MS; HSV[2] += ((CR * (HSV[2] + 0.6)) - ML); } else { HSV[1] = 0.0; HSV[2] = 0.0; } HSV[2] = clamp(HSV[2], float(int(HSV[2] / CR) - 1) * CR, float(int(HSV[2] / CR) + 1) * CR); RGB = HSVtoRGB(HSV); return RGB; } float4 CelPass(float4 color, float2 uv0) { float3 yuv; float3 sum = color.rgb; const int NUM = 9; const float2 RoundingOffset = float2(0.15, 0.2); const float3 thresholds = float3(9.0, 9.0, 9.0); 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, uv0 + set[i] * RoundingOffset).rgb; col[i] = CelColor(col[i]); #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] = AvgLuminance(col[i].xyz); yuv = RGBtoYUV(col[i]); #if UseYuvLuma == 1 yuv.r = round(yuv.r * thresholds.r) / thresholds.r; #endif yuv = YUVtoRGB(yuv); sum += yuv; } float3 shaded = sum / NUM; float3 shadedColor = lerp(color.rgb, shaded, 0.6); float cs; float4 offset; float4 pos0 = uv0.xyxy; offset.xy = -(offset.zw = float2(pixelSize.x * float(EdgeThickness), 0.0)); float4 pos1 = pos0 + offset; offset.xy = -(offset.zw = float2(0.0, pixelSize.y * float(EdgeThickness))); float4 pos2 = pos0 + offset; float4 pos3 = pos1 + 2.0 * offset; float3 c0 = sample_tex(TextureSampler, pos3.xy).rgb; float3 c1 = sample_tex(TextureSampler, pos2.xy).rgb; float3 c2 = sample_tex(TextureSampler, pos3.zy).rgb; float3 c3 = sample_tex(TextureSampler, pos1.xy).rgb; float3 c5 = sample_tex(TextureSampler, pos1.zw).rgb; float3 c6 = sample_tex(TextureSampler, pos3.xw).rgb; float3 c7 = sample_tex(TextureSampler, pos2.zw).rgb; float3 c8 = sample_tex(TextureSampler, pos3.zw).rgb; float3 o = float3(1.0, 1.0, 1.0); float3 h = float3(0.02, 0.02, 0.02); float3 hz = h; float k = 0.02; float kz = 0.0035; float3 cz = (color.rgb + h) / (dot(o, color.rgb) + k); hz = (cz - ((c0 + h) / (dot(o, c0) + k))); cs = kz / (dot(hz, hz) + kz); hz = (cz - ((c1 + h) / (dot(o, c1) + k))); cs += kz / (dot(hz, hz) + kz); hz = (cz - ((c2 + h) / (dot(o, c2) + k))); cs += kz / (dot(hz, hz) + kz); hz = (cz - ((c3 + h) / (dot(o, c3) + k))); cs += kz / (dot(hz, hz) + kz); hz = (cz - ((c5 + h) / (dot(o, c5) + k))); cs += kz / (dot(hz, hz) + kz); hz = (cz - ((c6 + h) / (dot(o, c6) + k))); cs += kz / (dot(hz, hz) + kz); hz = (cz - ((c7 + h) / (dot(o, c7) + k))); cs += kz / (dot(hz, hz) + kz); hz = (cz - ((c8 + h) / (dot(o, c8) + k))); cs += kz / (dot(hz, hz) + kz); cs /= 8.0; color.rgb = lerp(color.rgb, shadedColor, AvgLuminance(color.rgb)) * pow(cs, EdgeStrength); color.a = AvgLuminance(color.rgb); return saturate(color); } #endif /*------------------------------------------------------------------------------ [PAINT SHADING CODE SECTION] ------------------------------------------------------------------------------*/ #if PAINT_SHADING == 1 float3 PaintShading(float3 color, float2 texcoord) { #if PaintMethod == 1 float2 tex; int k, j, lum, cmax = 0; float C0, C1, C2, C3, C4, C5, C6, C7, C8, C9; float3 A, B, C, D, E, F, G, H, I, J, shade; for (k = int(-PaintRadius); k < (int(PaintRadius) + 1); k++){ for (j = int(-PaintRadius); j < (int(PaintRadius) + 1); j++){ tex.x = texcoord.x + pixelSize.x * k; tex.y = texcoord.y + pixelSize.y * j; shade = sample_tex(TextureSampler, tex).xyz; lum = AvgLuminance(shade) * 9.0; C0 = (lum == 0) ? C0 + 1 : C0; C1 = (lum == 1) ? C1 + 1 : C1; C2 = (lum == 2) ? C2 + 1 : C2; C3 = (lum == 3) ? C3 + 1 : C3; C4 = (lum == 4) ? C4 + 1 : C4; C5 = (lum == 5) ? C5 + 1 : C5; C6 = (lum == 6) ? C6 + 1 : C6; C7 = (lum == 7) ? C7 + 1 : C7; C8 = (lum == 8) ? C8 + 1 : C8; C9 = (lum == 9) ? C9 + 1 : C9; A = (lum == 0) ? A + shade : A; B = (lum == 1) ? B + shade : B; C = (lum == 2) ? C + shade : C; D = (lum == 3) ? D + shade : D; E = (lum == 4) ? E + shade : E; F = (lum == 5) ? F + shade : F; G = (lum == 6) ? G + shade : G; H = (lum == 7) ? H + shade : H; I = (lum == 8) ? I + shade : I; J = (lum == 9) ? J + shade : J; }} if (C0 > cmax){ cmax = C0; color.xyz = A / cmax; } if (C1 > cmax){ cmax = C1; color.xyz = B / cmax; } if (C2 > cmax){ cmax = C2; color.xyz = C / cmax; } if (C3 > cmax){ cmax = C3; color.xyz = D / cmax; } if (C4 > cmax){ cmax = C4; color.xyz = E / cmax; } if (C5 > cmax){ cmax = C5; color.xyz = F / cmax; } if (C6 > cmax){ cmax = C6; color.xyz = G / cmax; } if (C7 > cmax){ cmax = C7; color.xyz = H / cmax; } if (C8 > cmax){ cmax = C8; color.xyz = I / cmax; } if (C9 > cmax){ cmax = C9; color.xyz = J / cmax; } #else int j, i; float3 m0, m1, m2, m3, k0, k1, k2, k3, shade; float n = float((PaintRadius + 1.0) * (PaintRadius + 1.0)); for (j = int(-PaintRadius); j <= 0; ++j) { for (i = int(-PaintRadius); i <= 0; ++i) { shade = sample_tex(TextureSampler, texcoord + float2(i, j) / screenSize).rgb; m0 += shade; k0 += shade * shade; }} for (j = int(-PaintRadius); j <= 0; ++j) { for (i = 0; i <= int(PaintRadius); ++i) { shade = sample_tex(TextureSampler, texcoord + float2(i, j) / screenSize).rgb; m1 += shade; k1 += shade * shade; }} for (j = 0; j <= int(PaintRadius); ++j) { for (i = 0; i <= int(PaintRadius); ++i) { shade = sample_tex(TextureSampler, texcoord + float2(i, j) / screenSize).rgb; m2 += shade; k2 += shade * shade; }} float min_sigma2 = 1e+2; m0 /= n; k0 = abs(k0 / n - m0 * m0); float sigma2 = k0.r + k0.g + k0.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; color = m0; } m1 /= n; k1 = abs(k1 / n - m1 * m1); sigma2 = k1.r + k1.g + k1.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; color = m1; } m2 /= n; k2 = abs(k2 / n - m2 * m2); sigma2 = k2.r + k2.g + k2.b; if (sigma2 < min_sigma2) { min_sigma2 = sigma2; color = m2; } #endif return color; } float4 PaintPass(float4 color, float2 texcoord) { float3 paint = PaintShading(color.rgb, texcoord); color.rgb = lerp(color.rgb, paint, float(PaintStrength)); color.a = AvgLuminance(color.rgb); return 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 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 = AvgLuminance(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, AvgLuminance(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 SP_DITHERING == 1 float Randomize(float2 texcoord) { float seed = dot(texcoord, float2(12.9898, 78.233)); float sine = sin(seed); float noise = frac(sine * 43758.5453); return noise; } float4 DitherPass(float4 color, float2 texcoord) { float ditherBits = 8.0; #if DitherMethod == 2 //random dithering float noise = Randomize(texcoord); 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); #if ShowMethod == 1 color.rgb = noise; #endif #elif DitherMethod == 1 //ordered dithering float2 ditherSize = float2(1.0 / 16.0, 10.0 / 36.0); float gridPosition = frac(dot(texcoord, (screenSize * ditherSize)) + 0.25); float ditherShift = (0.25) * (1.0 / (pow(2.0, ditherBits) - 1.0)); float3 RGBShift = float3(ditherShift, -ditherShift, ditherShift); RGBShift = lerp(2.0 * RGBShift, -2.0 * RGBShift, gridPosition); color.rgb += RGBShift; #if ShowMethod == 1 color.rgb = gridPosition; #endif #endif color.a = AvgLuminance(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; } /*------------------------------------------------------------------------------ [LOTTES CRT CODE SECTION] ------------------------------------------------------------------------------*/ #if LOTTES_CRT == 1 float ToLinear1(float c) { c = saturate(c); return(c <= 0.04045) ? c / 12.92 : pow((c + 0.055) / 1.055, 2.4); } float3 ToLinear(float3 c) { return float3(ToLinear1(c.r), ToLinear1(c.g), ToLinear1(c.b)); } float ToSrgb1(float c) { c = saturate(c); return(c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 0.41666) -0.055); } float3 ToSrgb(float3 c) { return float3(ToSrgb1(c.r), ToSrgb1(c.g), ToSrgb1(c.b)); } float3 Fetch(float2 pos, float2 off) { float2 res = (screenSize * ResolutionScale); pos = round(pos * res + off) / res; if(max(abs(pos.x - 0.5), abs(pos.y - 0.5)) > 0.5) { return float3(0.0, 0.0, 0.0); } return ToLinear(sample_tex(TextureSampler, pos.xy).rgb); } float2 Dist(float2 pos) { float2 crtRes = float2(CRTSizeX, CRTSizeY); float2 res = (crtRes * MaskResolutionScale); pos = (pos * res); return -((pos - floor(pos)) - float2(0.5, 0.5)); } float Gaus(float pos, float scale) { return exp2(scale * pos * pos); } float3 Horz3(float2 pos, float off) { float3 b = Fetch(pos,float2(-1.0, off)); float3 c = Fetch(pos,float2( 0.0, off)); float3 d = Fetch(pos,float2( 1.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = FilterCRTAmount; float wb = Gaus(dst-1.0, scale); float wc = Gaus(dst+0.0, scale); float wd = Gaus(dst+1.0, scale); return (b*wb+c*wc+d*wd)/(wb+wc+wd); } float3 Horz5(float2 pos, float off) { float3 a = Fetch(pos, float2(-2.0, off)); float3 b = Fetch(pos, float2(-1.0, off)); float3 c = Fetch(pos, float2( 0.0, off)); float3 d = Fetch(pos, float2( 1.0, off)); float3 e = Fetch(pos, float2( 2.0, off)); float dst = Dist(pos).x; // Convert distance to weight. float scale = FilterCRTAmount; float wa = Gaus(dst-2.0, scale); float wb = Gaus(dst-1.0, scale); float wc = Gaus(dst+0.0, scale); float wd = Gaus(dst+1.0, scale); float we = Gaus(dst+2.0, scale); return (a*wa+b*wb+c*wc+d*wd+e*we)/(wa+wb+wc+wd+we); } // Return scanline weight. float Scan(float2 pos, float off) { float dst = Dist(pos).y; return Gaus(dst+off, ScanBrightness); } float3 Tri(float2 pos) { float3 a = Horz3(pos,-1.0); float3 b = Horz5(pos, 0.0); float3 c = Horz3(pos, 1.0); float wa = Scan(pos,-1.0); float wb = Scan(pos, 0.0); float wc = Scan(pos, 1.0); return a*wa+b*wb+c*wc; } float2 Warp(float2 pos) { pos = pos * 2.0-1.0; pos *= float2(1.0 + (pos.y*pos.y) * (HorizontalWarp), 1.0 + (pos.x*pos.x) * (VerticalWarp)); return pos * 0.5 + 0.5; } float3 Mask(float2 pos) { #if MaskingType == 1 // Very compressed TV style shadow mask. float lines = MaskAmountLight; float odd = 0.0; if(frac(pos.x/6.0) < 0.5) odd = 1.0; if (frac((pos.y + odd) / 2.0) < 0.5) lines = MaskAmountDark; pos.x = frac(pos.x/3.0); float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark); if(pos.x < 0.333) mask.r = MaskAmountLight; else if(pos.x < 0.666)mask.g = MaskAmountLight; else mask.b = MaskAmountLight; mask *= lines; return mask; #elif MaskingType == 2 // Aperture-grille. pos.x = frac(pos.x/3.0); float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark); if(pos.x < 0.333)mask.r = MaskAmountLight; else if(pos.x < 0.666)mask.g = MaskAmountLight; else mask.b = MaskAmountLight; return mask; #elif MaskingType == 3 // Stretched VGA style shadow mask (same as prior shaders). pos.x += pos.y*3.0; float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark); pos.x = frac(pos.x/6.0); if(pos.x < 0.333)mask.r = MaskAmountLight; else if(pos.x < 0.666)mask.g = MaskAmountLight; else mask.b = MaskAmountLight; return mask; #else // VGA style shadow mask. pos.xy = floor(pos.xy*float2(1.0, 0.5)); pos.x += pos.y*3.0; float3 mask = float3(MaskAmountDark, MaskAmountDark, MaskAmountDark); pos.x = frac(pos.x/6.0); if(pos.x < 0.333)mask.r = MaskAmountLight; else if(pos.x < 0.666)mask.g = MaskAmountLight; else mask.b= MaskAmountLight; return mask; #endif } float4 LottesCRTPass(float4 color, float2 texcoord, float4 fragcoord) { #if GLSL == 1 fragcoord = gl_FragCoord; float2 inSize = textureSize(TextureSampler, 0); #else float2 inSize; Texture.GetDimensions(inSize.x, inSize.y); #endif float2 pos = Warp(fragcoord.xy / inSize); #if UseShadowMask == 0 color.rgb = Tri(pos); #else color.rgb = Tri(pos) * Mask(fragcoord.xy); #endif color.rgb = ToSrgb(color.rgb); color.a = 1.0; return color; } #endif /*------------------------------------------------------------------------------ [DEBAND CODE SECTION] ------------------------------------------------------------------------------*/ #if DEBANDING == 1 //Deband debug settings #define DEBAND_SKIP_THRESHOLD_TEST 0 //[0:1] 1 = Skip threshold to see the unfiltered sampling pattern #define DEBAND_OUTPUT_BOOST 1.0 //[-2.0:2.0] Default = 1.0. Any value other than the default activates debug mode. #define DEBAND_OUTPUT_OFFSET 0.0 //[-1.0:3.0] Default = 0.0. Any value other than the default activates debug mode. float rand(float2 pos) { return frac(sin(dot(pos, float2(12.9898, 78.233))) * 43758.5453); } bool is_within_threshold(float3 original, float3 other) { #if GLSL == 1 bvec3 cond = notEqual(max(abs(original - other) - DebandThreshold, float3(0.0, 0.0, 0.0)), float3(0.0, 0.0, 0.0)); return !any(cond).x; #else return !any(max(abs(original - other) - DebandThreshold, float3(0.0, 0.0, 0.0))).x; #endif } float4 DebandPass(float4 color, float2 texcoord) { float2 step = pixelSize * DebandRadius; float2 halfstep = step * 0.5; // Compute additional sample positions float2 seed = texcoord; #if (DebandOffsetMode == 1) float2 offset = float2(rand(seed), 0.0); #elif(DebandOffsetMode == 2) float2 offset = float2(rand(seed).xx); #elif(DebandOffsetMode == 3) float2 offset = float2(rand(seed), rand(seed + float2(0.1, 0.2))); #endif float2 on[8] = { float2( offset.x, offset.y) * step, float2( offset.y, -offset.x) * step, float2(-offset.x, -offset.y) * step, float2(-offset.y, offset.x) * step, float2( offset.x, offset.y) * halfstep, float2( offset.y, -offset.x) * halfstep, float2(-offset.x, -offset.y) * halfstep, float2(-offset.y, offset.x) * halfstep }; float3 col0 = color.rgb; float4 accu = float4(col0, 1.0); for(int i=0; i < int(DebandSampleCount); i++) { float4 cn = float4(sample_tex(TextureSampler, texcoord + on[i]).rgb, 1.0); #if (DEBAND_SKIP_THRESHOLD_TEST == 0) if(is_within_threshold(col0, cn.rgb)) #endif accu += cn; } accu.rgb /= accu.a; // Boost to make it easier to inspect the effect's output if(DEBAND_OUTPUT_OFFSET != 0.0 || DEBAND_OUTPUT_BOOST != 1.0) { accu.rgb -= DEBAND_OUTPUT_OFFSET; accu.rgb *= DEBAND_OUTPUT_BOOST; } // Additional dithering #if (DebandDithering == 1) //Ordered dithering float dither_bit = 8.0; float grid_position = frac( dot(texcoord,(screenSize * float2(1.0/16.0,10.0/36.0))) + 0.25 ); float dither_shift = (0.25) * (1.0 / (pow(2,dither_bit) - 1.0)); float3 dither_shift_RGB = float3(dither_shift, -dither_shift, dither_shift); dither_shift_RGB = lerp(2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position); accu.rgb += dither_shift_RGB; #elif (DebandDithering == 2) //Random dithering float dither_bit = 8.0; float sine = sin(dot(texcoord, float2(12.9898,78.233))); float noise = frac(sine * 43758.5453 + texcoord.x); float dither_shift = (1.0 / (pow(2,dither_bit) - 1.0)); float dither_shift_half = (dither_shift * 0.5); dither_shift = dither_shift * noise - dither_shift_half; accu.rgb += float3(-dither_shift, dither_shift, -dither_shift); #elif (DebandDithering == 3) float3 vDither = dot(float2(171.0, 231.0), texcoord * screenSize).xxx; vDither.rgb = frac( vDither.rgb / float3( 103.0, 71.0, 97.0 ) ) - float3(0.5, 0.5, 0.5); accu.rgb += (vDither.rgb / 255.0); #endif return accu; } #endif /*------------------------------------------------------------------------------ [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_SCALER == 1 color = BiCubicScalerPass(color, texcoord); #endif #if LANCZOS_SCALER == 1 color = LanczosScalerPass(color, texcoord); #endif #if UHQ_FXAA == 1 color = FxaaPass(color, texcoord); #endif #if TEXTURE_SHARPEN == 1 color = TexSharpenPass(color, texcoord); #endif #if PAINT_SHADING == 1 color = PaintPass(color, texcoord); #endif #if CEL_SHADING == 1 color = CelPass(color, texcoord); #endif #if GAMMA_CORRECTION == 1 color = GammaPass(color, texcoord); #endif #if PIXEL_VIBRANCE == 1 color = VibrancePass(color, texcoord); #endif #if COLOR_GRADING == 1 color = ColorGrading(color, texcoord); #endif #if COLOR_CORRECTION == 1 color = CorrectionPass(color, texcoord); #endif #if CROSS_PROCESSING == 1 color = CrossPass(color, texcoord); #endif #if SCENE_TONEMAPPING == 1 color = TonemapPass(color, texcoord); #endif #if BLENDED_BLOOM == 1 color = BloomPass(color, texcoord); #endif #if CURVE_CONTRAST == 1 color = ContrastPass(color, texcoord); #endif #if VIGNETTE == 1 color = VignettePass(color, texcoord); #endif #if LOTTES_CRT == 1 color = LottesCRTPass(color, texcoord, position); #endif #if SCANLINES == 1 color = ScanlinesPass(color, texcoord, position); #endif #if SP_DITHERING == 1 color = DitherPass(color, texcoord); #endif #if DEBANDING == 1 color = DebandPass(color, texcoord); #endif #if PX_BORDER == 1 color = BorderPass(color, texcoord); #endif #if GLSL == 1 SV_Target0 = color; #else output.c = color; return output; #endif }