pcsx2/bin/shaders/GSdx.fx

2496 lines
75 KiB
HLSL

/*===============================================================================*\
|######################## [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;
layout(std140, binding = 14) uniform cb14
{
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 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
}