mirror of https://github.com/PCSX2/pcsx2.git
1658 lines
52 KiB
HLSL
1658 lines
52 KiB
HLSL
/*===============================================================================*\
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|######################### [GSdx FX 2.00 Revised] ########################|
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|########################### By Asmodean ##########################|
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|| ||
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|| This program is free software; you can redistribute it and/or ||
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|| modify it under the terms of the GNU General Public License ||
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|| as published by the Free Software Foundation; either version 2 ||
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|| of the License, or (at your option) any later version. ||
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|| ||
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|| This program is distributed in the hope that it will be useful, ||
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|| but WITHOUT ANY WARRANTY; without even the implied warranty of ||
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|| MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ||
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|| GNU General Public License for more details. (c)2014 ||
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|| ||
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|#################################################################################|
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\*===============================================================================*/
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#include "GSdx_FX_Settings.ini"
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/*------------------------------------------------------------------------------
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[GLOBALS|FUNCTIONS]
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------------------------------------------------------------------------------*/
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Texture2D Texture : register(t0);
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SamplerState TextureSampler : register(s0)
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{
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Filter = Anisotropic;
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MaxAnisotropy = 16;
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AddressU = Clamp;
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AddressV = Clamp;
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MipLODBias = 0;
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};
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cbuffer cb0
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{
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float4 _rcpFrame : VIEWPORT : register(c0);
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static const float GammaConst = 2.2;
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};
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struct VS_INPUT
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{
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float4 p : POSITION;
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float2 t : TEXCOORD0;
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};
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struct VS_OUTPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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};
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struct PS_OUTPUT
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{
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float4 c : SV_Target0;
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};
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float TrueLuminance(float3 color)
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{
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float maxRGB;
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float minRGB;
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float r = color.x;
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float g = color.y;
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float b = color.z;
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if (r >= g) { maxRGB = r; }
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if (r >= b) { maxRGB = r; }
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if (g >= r) { maxRGB = g; }
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if (g >= b) { maxRGB = g; }
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if (b >= r) { maxRGB = b; }
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if (b >= g) { maxRGB = b; }
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if (r <= g) { minRGB = r; }
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if (r <= b) { minRGB = r; }
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if (g <= r) { minRGB = g; }
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if (g <= b) { minRGB = g; }
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if (b <= r) { minRGB = b; }
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if (b <= g) { minRGB = b; }
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float lumin = ((maxRGB + minRGB)/2);
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return lumin;
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}
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float RGBLuminance(float3 color)
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{
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const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
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return dot(color.rgb, lumCoeff);
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}
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float3 RGBGammaToLinear(float3 color, float gamma)
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{
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color = abs(color);
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color.r = (color.r <= 0.0404482362771082) ? saturate(color.r / 12.92) :
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saturate(pow((color.r + 0.055) / 1.055, gamma));
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color.g = (color.g <= 0.0404482362771082) ? saturate(color.g / 12.92) :
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saturate(pow((color.g + 0.055) / 1.055, gamma));
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color.b = (color.b <= 0.0404482362771082) ? saturate(color.b / 12.92) :
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saturate(pow((color.b + 0.055) / 1.055, gamma));
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return color;
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}
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float3 LinearToRGBGamma(float3 color, float gamma)
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{
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color = abs(color);
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color.r = (color.r <= 0.00313066844250063) ? saturate(color.r * 12.92) : 1.055 *
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saturate(pow(color.r, 1.0 / gamma)) - 0.055;
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color.g = (color.g <= 0.00313066844250063) ? saturate(color.g * 12.92) : 1.055 *
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saturate(pow(color.g, 1.0 / gamma)) - 0.055;
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color.b = (color.b <= 0.00313066844250063) ? saturate(color.b * 12.92) : 1.055 *
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saturate(pow(color.b, 1.0 / gamma)) - 0.055;
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return color;
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}
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#define PixelSize float2(_rcpFrame.x, _rcpFrame.y)
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#define GammaCorrection(color, gamma) pow(color, gamma)
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#define InverseGammaCorrection(color, gamma) pow(color, 1.0/gamma)
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/*------------------------------------------------------------------------------
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[VERTEX CODE SECTION]
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------------------------------------------------------------------------------*/
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VS_OUTPUT vs_main(VS_INPUT input)
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{
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VS_OUTPUT output;
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output.p = input.p;
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output.t = input.t;
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return output;
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}
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/*------------------------------------------------------------------------------
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[GAMMA PREPASS CODE SECTION]
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------------------------------------------------------------------------------*/
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float4 PreGammaPass(float4 color, float2 uv0)
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{
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color = Texture.Sample(TextureSampler, uv0);
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color.rgb = RGBGammaToLinear(color.rgb, GammaConst);
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color.rgb = LinearToRGBGamma(color.rgb, GammaConst);
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color.a = RGBLuminance(color.rgb);
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return color;
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}
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/*------------------------------------------------------------------------------
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[FXAA CODE SECTION]
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------------------------------------------------------------------------------*/
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#if (UHQ_FXAA == 1)
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#if (SHADER_MODEL >= 0x500)
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#define FXAA_HLSL_5 1
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#define FXAA_GATHER4_ALPHA 1
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#elif (SHADER_MODEL >= 0x400)
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#define FXAA_HLSL_4 1
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#define FXAA_GATHER4_ALPHA 0
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#else
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#define FXAA_HLSL_3 1
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#define FXAA_GATHER4_ALPHA 0
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#endif
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#if (FxaaQuality == 4)
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#define FxaaEdgeThreshold 0.033
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#define FxaaEdgeThresholdMin 0.0
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#define FXAA_QUALITY__PS 14
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.0
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#define FXAA_QUALITY__P2 1.0
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#define FXAA_QUALITY__P3 1.0
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#define FXAA_QUALITY__P4 1.0
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#define FXAA_QUALITY__P5 1.5
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#define FXAA_QUALITY__P12 8.0
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#elif (FxaaQuality == 3)
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#define FxaaEdgeThreshold 0.125
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#define FxaaEdgeThresholdMin 0.0312
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#define FXAA_QUALITY__PS 12
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 2.0
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#define FXAA_QUALITY__P9 2.0
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#define FXAA_QUALITY__P10 4.0
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#define FXAA_QUALITY__P11 8.0
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#elif (FxaaQuality == 2)
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#define FxaaEdgeThreshold 0.166
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#define FxaaEdgeThresholdMin 0.0625
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#define FXAA_QUALITY__PS 10
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 2.0
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#define FXAA_QUALITY__P7 2.0
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#define FXAA_QUALITY__P8 4.0
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#define FXAA_QUALITY__P9 8.0
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#elif (FxaaQuality == 1)
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#define FxaaEdgeThreshold 0.250
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#define FxaaEdgeThresholdMin 0.0833
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#define FXAA_QUALITY__PS 8
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#define FXAA_QUALITY__P0 1.0
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#define FXAA_QUALITY__P1 1.5
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#define FXAA_QUALITY__P2 2.0
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#define FXAA_QUALITY__P3 2.0
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#define FXAA_QUALITY__P4 2.0
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#define FXAA_QUALITY__P5 2.0
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#define FXAA_QUALITY__P6 4.0
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#define FXAA_QUALITY__P7 12.0
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#endif
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#if (FXAA_HLSL_5 == 1)
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struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
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#define FxaaTexAlpha4(t, p) t.tex.GatherAlpha(t.smpl, p)
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#define FxaaTexOffAlpha4(t, p, o) t.tex.GatherAlpha(t.smpl, p, o)
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#define FxaaDiscard clip(-1)
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#define FxaaSat(x) saturate(x)
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#elif (FXAA_HLSL_4 == 1)
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struct FxaaTex { SamplerState smpl; Texture2D tex; };
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#define FxaaTexTop(t, p) t.tex.SampleLevel(t.smpl, p, 0.0)
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#define FxaaTexOff(t, p, o, r) t.tex.SampleLevel(t.smpl, p, 0.0, o)
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#define FxaaDiscard clip(-1)
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#define FxaaSat(x) saturate(x)
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#elif (FXAA_HLSL_3 == 1)
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#define FxaaTex sampler2D
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#define int2 float2
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#define FxaaSat(x) saturate(x)
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#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))
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#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))
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#endif
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float FxaaLuma(float4 rgba)
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{
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rgba.w = RGBLuminance(rgba.xyz);
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return rgba.w;
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}
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float4 FxaaPixelShader(float2 pos, FxaaTex tex, float2 fxaaRcpFrame, float fxaaSubpix, float fxaaEdgeThreshold, float fxaaEdgeThresholdMin)
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{
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float2 posM;
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posM.x = pos.x;
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posM.y = pos.y;
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#if (FXAA_GATHER4_ALPHA == 1)
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float4 rgbyM = FxaaTexTop(tex, posM);
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float4 luma4A = FxaaTexAlpha4(tex, posM);
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float4 luma4B = FxaaTexOffAlpha4(tex, posM, int2(-1, -1));
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rgbyM.w = RGBLuminance(rgbyM.xyz);
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#define lumaM rgbyM.w
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#define lumaE luma4A.z
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#define lumaS luma4A.x
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#define lumaSE luma4A.y
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#define lumaNW luma4B.w
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#define lumaN luma4B.z
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#define lumaW luma4B.x
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#else
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float4 rgbyM = FxaaTexTop(tex, posM);
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rgbyM.w = RGBLuminance(rgbyM.xyz);
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#define lumaM rgbyM.w
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float lumaS = FxaaLuma(FxaaTexOff(tex, posM, int2( 0, 1), fxaaRcpFrame.xy));
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float lumaE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 0), fxaaRcpFrame.xy));
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float lumaN = FxaaLuma(FxaaTexOff(tex, posM, int2( 0,-1), fxaaRcpFrame.xy));
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float lumaW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 0), fxaaRcpFrame.xy));
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#endif
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float maxSM = max(lumaS, lumaM);
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float minSM = min(lumaS, lumaM);
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float maxESM = max(lumaE, maxSM);
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float minESM = min(lumaE, minSM);
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float maxWN = max(lumaN, lumaW);
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float minWN = min(lumaN, lumaW);
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float rangeMax = max(maxWN, maxESM);
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float rangeMin = min(minWN, minESM);
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float rangeMaxScaled = rangeMax * fxaaEdgeThreshold;
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float range = rangeMax - rangeMin;
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float rangeMaxClamped = max(fxaaEdgeThresholdMin, rangeMaxScaled);
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bool earlyExit = range < rangeMaxClamped;
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#if (FxaaEarlyExit == 1)
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if(earlyExit)
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{ return rgbyM; }
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#endif
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#if (FXAA_GATHER4_ALPHA == 0)
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float lumaNW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1,-1), fxaaRcpFrame.xy));
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float lumaSE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1, 1), fxaaRcpFrame.xy));
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float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy));
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float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy));
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#else
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float lumaNE = FxaaLuma(FxaaTexOff(tex, posM, int2( 1,-1), fxaaRcpFrame.xy));
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float lumaSW = FxaaLuma(FxaaTexOff(tex, posM, int2(-1, 1), fxaaRcpFrame.xy));
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#endif
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float lumaNS = lumaN + lumaS;
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float lumaWE = lumaW + lumaE;
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float subpixRcpRange = 1.0/range;
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float subpixNSWE = lumaNS + lumaWE;
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float edgeHorz1 = (-2.0 * lumaM) + lumaNS;
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float edgeVert1 = (-2.0 * lumaM) + lumaWE;
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float lumaNESE = lumaNE + lumaSE;
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float lumaNWNE = lumaNW + lumaNE;
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float edgeHorz2 = (-2.0 * lumaE) + lumaNESE;
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float edgeVert2 = (-2.0 * lumaN) + lumaNWNE;
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float lumaNWSW = lumaNW + lumaSW;
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float lumaSWSE = lumaSW + lumaSE;
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float edgeHorz4 = (abs(edgeHorz1) * 2.0) + abs(edgeHorz2);
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float edgeVert4 = (abs(edgeVert1) * 2.0) + abs(edgeVert2);
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float edgeHorz3 = (-2.0 * lumaW) + lumaNWSW;
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float edgeVert3 = (-2.0 * lumaS) + lumaSWSE;
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float edgeHorz = abs(edgeHorz3) + edgeHorz4;
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float edgeVert = abs(edgeVert3) + edgeVert4;
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float subpixNWSWNESE = lumaNWSW + lumaNESE;
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float lengthSign = fxaaRcpFrame.x;
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bool horzSpan = edgeHorz >= edgeVert;
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float subpixA = subpixNSWE * 2.0 + subpixNWSWNESE;
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if(!horzSpan) lumaN = lumaW;
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if(!horzSpan) lumaS = lumaE;
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if(horzSpan) lengthSign = fxaaRcpFrame.y;
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float subpixB = (subpixA * (1.0/12.0)) - lumaM;
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float gradientN = lumaN - lumaM;
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float gradientS = lumaS - lumaM;
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float lumaNN = lumaN + lumaM;
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float lumaSS = lumaS + lumaM;
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bool pairN = abs(gradientN) >= abs(gradientS);
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float gradient = max(abs(gradientN), abs(gradientS));
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if(pairN) lengthSign = -lengthSign;
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float subpixC = FxaaSat(abs(subpixB) * subpixRcpRange);
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float2 posB;
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posB.x = posM.x;
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posB.y = posM.y;
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float2 offNP;
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offNP.x = (!horzSpan) ? 0.0 : fxaaRcpFrame.x;
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offNP.y = ( horzSpan) ? 0.0 : fxaaRcpFrame.y;
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if(!horzSpan) posB.x += lengthSign * 0.5;
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if( horzSpan) posB.y += lengthSign * 0.5;
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float2 posN;
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posN.x = posB.x - offNP.x * FXAA_QUALITY__P0;
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posN.y = posB.y - offNP.y * FXAA_QUALITY__P0;
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float2 posP;
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posP.x = posB.x + offNP.x * FXAA_QUALITY__P0;
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posP.y = posB.y + offNP.y * FXAA_QUALITY__P0;
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float subpixD = ((-2.0)*subpixC) + 3.0;
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float lumaEndN = FxaaLuma(FxaaTexTop(tex, posN));
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float subpixE = subpixC * subpixC;
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float lumaEndP = FxaaLuma(FxaaTexTop(tex, posP));
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if(!pairN) lumaNN = lumaSS;
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float gradientScaled = gradient * 1.0/4.0;
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float lumaMM = lumaM - lumaNN * 0.5;
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float subpixF = subpixD * subpixE;
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bool lumaMLTZero = lumaMM < 0.0;
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lumaEndN -= lumaNN * 0.5;
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lumaEndP -= lumaNN * 0.5;
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bool doneN = abs(lumaEndN) >= gradientScaled;
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bool doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P1;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P1;
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bool doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P1;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P1;
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P2;
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if(!doneN) posN.y -= offNP.y * FXAA_QUALITY__P2;
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doneNP = (!doneN) || (!doneP);
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if(!doneP) posP.x += offNP.x * FXAA_QUALITY__P2;
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if(!doneP) posP.y += offNP.y * FXAA_QUALITY__P2;
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#if (FXAA_QUALITY__PS > 3)
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if(doneNP) {
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if(!doneN) lumaEndN = FxaaLuma(FxaaTexTop(tex, posN.xy));
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if(!doneP) lumaEndP = FxaaLuma(FxaaTexTop(tex, posP.xy));
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if(!doneN) lumaEndN = lumaEndN - lumaNN * 0.5;
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if(!doneP) lumaEndP = lumaEndP - lumaNN * 0.5;
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doneN = abs(lumaEndN) >= gradientScaled;
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doneP = abs(lumaEndP) >= gradientScaled;
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if(!doneN) posN.x -= offNP.x * FXAA_QUALITY__P3;
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|
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 (FXAA_QUALITY__PS > 4)
|
|
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 (FXAA_QUALITY__PS > 5)
|
|
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 (FXAA_QUALITY__PS > 6)
|
|
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 (FXAA_QUALITY__PS > 7)
|
|
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 (FXAA_QUALITY__PS > 8)
|
|
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 (FXAA_QUALITY__PS > 9)
|
|
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 (FXAA_QUALITY__PS > 10)
|
|
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 (FXAA_QUALITY__PS > 11)
|
|
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 (FXAA_QUALITY__PS > 12)
|
|
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;
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
#endif
|
|
}
|
|
|
|
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 : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
FxaaTex tex;
|
|
tex.tex = Texture;
|
|
tex.smpl = TextureSampler;
|
|
|
|
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
|
FxaaColor = FxaaPixelShader(uv0, tex, 1.0/PixelSize.xy, FxaaSubpixMax, FxaaEdgeThreshold, FxaaEdgeThresholdMin);
|
|
|
|
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 x)
|
|
{
|
|
float x2 = x * x;
|
|
float x3 = x2 * x;
|
|
|
|
float cx = -x3 + 3.0 * x2 - 3.0 * x + 1.0;
|
|
float cy = 3.0 * x3 - 6.0 * x2 + 4.0;
|
|
float cz = -3.0 * x3 + 3.0 * x2 + 3.0 * x + 1.0;
|
|
float cw = x3;
|
|
|
|
return (lerp(cx, cy, 0.5) + lerp(cz, cw, 0.5)) / 6.0;
|
|
}
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[BILINEAR FILTERING CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (BILINEAR_FILTERING == 1)
|
|
float4 SampleBiLinear(SamplerState texSample, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
|
|
|
float texelSizeX = 1.0 / PixelSize.x;
|
|
float texelSizeY = 1.0 / PixelSize.y;
|
|
|
|
int nX = int(uv0.x * PixelSize.x);
|
|
int nY = int(uv0.y * PixelSize.y);
|
|
|
|
float2 uvCoord = float2((float(nX) + OffsetAmount) / PixelSize.x,
|
|
(float(nY) + OffsetAmount) / PixelSize.y);
|
|
|
|
// Take nearest two data in current row.
|
|
float4 SampleA = Texture.Sample(texSample, uvCoord);
|
|
float4 SampleB = Texture.Sample(texSample, uvCoord + float2(texelSizeX, 0.0));
|
|
|
|
// Take nearest two data in bottom row.
|
|
float4 SampleC = Texture.Sample(texSample, uvCoord + float2(0.0, texelSizeY));
|
|
float4 SampleD = Texture.Sample(texSample, uvCoord + float2(texelSizeX , texelSizeY));
|
|
|
|
float LX = frac(uv0.x * PixelSize.x); //Get Interpolation factor for X direction.
|
|
|
|
// Interpolate in X direction.
|
|
float4 InterpolateA = lerp(SampleA, SampleB, LX); //Top row in X direction.
|
|
float4 InterpolateB = lerp(SampleC, SampleD, LX); //Bottom row in X direction.
|
|
|
|
float LY = frac(uv0.y * PixelSize.y); //Get Interpolation factor for Y direction.
|
|
|
|
return lerp(InterpolateA, InterpolateB, LY); //Interpolate in Y direction.
|
|
}
|
|
|
|
float4 BiLinearPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0)
|
|
{
|
|
float4 bilinear = SampleBiLinear(TextureSampler, uv0);
|
|
color = lerp(color, bilinear, FilterStrength);
|
|
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[BICUBIC FILTERING CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (BICUBIC_FILTERING == 1)
|
|
float4 BiCubicFilter(SamplerState texSample, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
|
|
|
float texelSizeX = 1.0 / PixelSize.x;
|
|
float texelSizeY = 1.0 / PixelSize.y;
|
|
|
|
float4 nSum = (float4)0.0;
|
|
float4 nDenom = (float4)0.0;
|
|
|
|
float a = frac(uv0.x * PixelSize.x);
|
|
float b = frac(uv0.y * PixelSize.y);
|
|
|
|
int nX = int(uv0.x * PixelSize.x);
|
|
int nY = int(uv0.y * PixelSize.y);
|
|
|
|
float2 uvCoord = float2( float(nX) / PixelSize.x + PixelOffset / PixelSize.x,
|
|
float(nY) / PixelSize.y + PixelOffset / PixelSize.y );
|
|
|
|
for(int m = -1; m <= 2; m++)
|
|
{
|
|
for(int n = -1; n <= 2; n++)
|
|
{
|
|
float4 Samples = Texture.Sample(texSample, uvCoord +
|
|
float2(texelSizeX * float(m), texelSizeY * float(n)));
|
|
|
|
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 : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float4 bicubic = BiCubicFilter(TextureSampler, uv0);
|
|
color = lerp(color, bicubic, BicubicStrength);
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[GAUSSIAN FILTERING CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (GAUSSIAN_FILTERING == 1)
|
|
float4 GaussianPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
|
|
|
float2 dx = float2(1.0 / PixelSize.x * GaussianSpread, 0.0);
|
|
float2 dy = float2(0.0, 1.0 / PixelSize.y * GaussianSpread);
|
|
|
|
float2 dx2 = 2.0 * dx;
|
|
float2 dy2 = 2.0 * dy;
|
|
|
|
float4 gaussian = Texture.Sample(TextureSampler, uv0);
|
|
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx2 +dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx +dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx +dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx2 +dy2);
|
|
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx2 +dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx +dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx +dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx2 +dy);
|
|
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx2);
|
|
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx2 -dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx -dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx -dy);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx2 -dy);
|
|
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx2 -dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dx -dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 -dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx -dy2);
|
|
gaussian += Texture.Sample(TextureSampler, uv0 +dx2 -dy2);
|
|
|
|
gaussian /= 25.0;
|
|
|
|
color = lerp(color, gaussian, FilterAmount);
|
|
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[GAMMA CORRECTION CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (GAMMA_CORRECTION == 1)
|
|
float4 PostGammaPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
color.rgb = RGBGammaToLinear(color.rgb, GammaConst);
|
|
color.rgb = LinearToRGBGamma(color.rgb, Gamma);
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[TEXTURE SHARPEN CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (TEXTURE_SHARPENING == 1)
|
|
#define px 1.0 / PixelSize.x
|
|
#define py 1.0 / PixelSize.y
|
|
#define SLumCoeff float3(0.2126729, 0.7151522, 0.0721750)
|
|
|
|
#if(SharpeningType == 2)
|
|
float4 SampleBiCubic(SamplerState texSample, float2 uv0)
|
|
{
|
|
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
|
|
|
float texelSizeX = 1.0 / PixelSize.x * SharpenBias;
|
|
float texelSizeY = 1.0 / PixelSize.y * SharpenBias;
|
|
|
|
float4 nSum = (float4)0.0;
|
|
float4 nDenom = (float4)0.0;
|
|
|
|
float a = frac(uv0.x * PixelSize.x);
|
|
float b = frac(uv0.y * PixelSize.y);
|
|
|
|
int nX = int(uv0.x * PixelSize.x);
|
|
int nY = int(uv0.y * PixelSize.y);
|
|
|
|
float2 uvCoord = float2(float(nX) / PixelSize.x, float(nY) / PixelSize.y);
|
|
|
|
for(int m = -1; m <= 2; m++)
|
|
{
|
|
for(int n = -1; n <= 2; n++)
|
|
{
|
|
float4 Samples = Texture.Sample(texSample, uvCoord +
|
|
float2(texelSizeX * float(m), texelSizeY * float(n)));
|
|
|
|
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 : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float3 calcSharpen = (SLumCoeff * SharpenStrength);
|
|
|
|
float4 blurredColor = SampleBiCubic(TextureSampler, uv0);
|
|
float3 sharpenedColor = (color.rgb - blurredColor.rgb);
|
|
|
|
float sharpenLuma = dot(sharpenedColor, calcSharpen);
|
|
sharpenLuma = clamp(sharpenLuma, -SharpenClamp, SharpenClamp);
|
|
|
|
color.rgb = color.rgb + sharpenLuma;
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
#if (DebugSharpen == 1)
|
|
color = saturate(0.5f + (sharpenLuma * 4)).rrrr;
|
|
#endif
|
|
|
|
return saturate(color);
|
|
}
|
|
#else
|
|
|
|
float4 TexSharpenPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float3 blurredColor;
|
|
|
|
Texture.GetDimensions(PixelSize.x, PixelSize.y);
|
|
|
|
blurredColor = Texture.SampleLevel(TextureSampler, uv0 + float2(-px,py) * SharpenBias, 0.0).rgb; //North West
|
|
blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(px,-py) * SharpenBias, 0.0).rgb; //South East
|
|
blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(-px,-py) * SharpenBias, 0.0).rgb; //South West
|
|
blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(px,py) * SharpenBias, 0.0).rgb; //North East
|
|
|
|
blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(0.0,py) * SharpenBias, 0.0).rgb; //North
|
|
blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(0.0,-py) * SharpenBias, 0.0).rgb; //South
|
|
blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(-px,0.0) * SharpenBias, 0.0).rgb; //West
|
|
blurredColor += Texture.SampleLevel(TextureSampler, uv0 + float2(px,0.0) * SharpenBias, 0.0).rgb; //East
|
|
|
|
blurredColor /= 8.0;
|
|
|
|
float3 sharpenedColor = color.rgb - blurredColor;
|
|
float3 calcSharpen = (SLumCoeff * SharpenStrength);
|
|
|
|
float sharpenLuma = dot(sharpenedColor, calcSharpen);
|
|
sharpenLuma = clamp(sharpenLuma, -SharpenClamp, SharpenClamp);
|
|
|
|
color.rgb = color.rgb + sharpenLuma;
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
#if (DebugSharpen == 1)
|
|
color = saturate(0.5f + (sharpenLuma * 4)).rrrr;
|
|
#endif
|
|
|
|
return saturate(color);
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[VIBRANCE CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (PIXEL_VIBRANCE == 1)
|
|
float4 VibrancePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float luma = RGBLuminance(color.rgb);
|
|
|
|
float colorMax = max(color.r, max(color.g, color.b));
|
|
float colorMin = min(color.r, min(color.g, color.b));
|
|
|
|
float colorSaturation = colorMax - colorMin;
|
|
|
|
color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance * (1.0 - (sign(Vibrance) * colorSaturation)))));
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
return saturate(color); //Debug: return colorSaturation.xxxx;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[BLOOM PASS CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (BLENDED_BLOOM == 1)
|
|
float3 BlendBloom(float3 color, float3 bloom)
|
|
{
|
|
color = (bloom + bloom) - (bloom * bloom);
|
|
return color;
|
|
}
|
|
|
|
float3 BlendScreen(float3 color, float3 bloom)
|
|
{
|
|
return (color + bloom) - (color * bloom);
|
|
}
|
|
|
|
float3 BlendAddLight(float3 color, float3 bloom)
|
|
{
|
|
return color + bloom;
|
|
}
|
|
|
|
float3 BlendOverlay(float3 color, float3 bloom)
|
|
{
|
|
return float3((bloom.x <= 0.5) ? (2.0 * color.x * bloom.x)
|
|
: (1.0 - 2.0 * (1.0 - bloom.x) * (1.0 - color.x)),
|
|
(bloom.y <= 0.5) ? (2.0 * color.y * bloom.y)
|
|
: (1.0 - 2.0 * (1.0 - bloom.y) * (1.0 - color.y)),
|
|
(bloom.z <= 0.5) ? (2.0 * color.z * bloom.z)
|
|
: (1.0 - 2.0 * (1.0 - bloom.z) * (1.0 - color.z)));
|
|
}
|
|
|
|
float4 BloomPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float4 bloom;
|
|
|
|
float2 dx = float2(1.0 / PixelSize.x * BlendSpread, 0.0);
|
|
float2 dy = float2(0.0, 1.0 / PixelSize.y * BlendSpread);
|
|
|
|
float2 dx2 = 2.0 * dx;
|
|
float2 dy2 = 2.0 * dy;
|
|
|
|
float4 bloomBlend = color * 0.22520613262190495;
|
|
|
|
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, uv0 -dx2 +dy2);
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 -dx +dy2);
|
|
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, uv0 +dy2);
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 +dx +dy2);
|
|
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, uv0 +dx2 +dy2);
|
|
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 -dx2 +dy);
|
|
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, uv0 -dx +dy);
|
|
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, uv0 +dy);
|
|
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, uv0 +dx +dy);
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 +dx2 +dy);
|
|
|
|
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, uv0 -dx2);
|
|
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, uv0 -dx);
|
|
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, uv0 +dx);
|
|
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, uv0 +dx2);
|
|
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 -dx2 -dy);
|
|
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, uv0 -dx -dy);
|
|
bloomBlend += 0.100529757860782610 * Texture.Sample(TextureSampler, uv0 -dy);
|
|
bloomBlend += 0.044875475183061630 * Texture.Sample(TextureSampler, uv0 +dx -dy);
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 +dx2 -dy);
|
|
|
|
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, uv0 -dx2 -dy2);
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 -dx -dy2);
|
|
bloomBlend += 0.024146616900339800 * Texture.Sample(TextureSampler, uv0 -dy2);
|
|
bloomBlend += 0.010778807494659370 * Texture.Sample(TextureSampler, uv0 +dx -dy2);
|
|
bloomBlend += 0.002589001911021066 * Texture.Sample(TextureSampler, uv0 +dx2 -dy2);
|
|
|
|
bloomBlend = lerp(color, bloomBlend, BlendPower);
|
|
bloom.rgb = BloomType(color.rgb, bloomBlend.rgb);
|
|
|
|
bloom.r = bloom.r * 1.010778807494659370;
|
|
color.a = RGBLuminance(color.rgb);
|
|
bloom.a = RGBLuminance(bloom.rgb);
|
|
|
|
#if (BloomMixType == 1)
|
|
color = lerp(color, bloom, BloomPower);
|
|
#elif (BloomMixType == 2)
|
|
color = (lerp(color, bloom, BloomPower) + lerp(bloom, bloomBlend, BloomPower)) / 2.0;
|
|
#elif (BloomMixType == 3)
|
|
color = lerp(color, bloom, lerp(color.a * 0.5, bloom.a, BloomPower));
|
|
#endif
|
|
|
|
return saturate(color);
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[COLOR CORRECTION/TONE MAPPING PASS CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (SCENE_TONEMAPPING == 1)
|
|
float YXYLuminance (float3 YXY)
|
|
{
|
|
return (-0.9692660 * YXY.x)
|
|
+ (1.8760108 * YXY.y)
|
|
+ (0.0415560 * YXY.z);
|
|
}
|
|
|
|
float3 FilmicTonemap(float3 x)
|
|
{
|
|
float A = 0.10;
|
|
float B = 0.36;
|
|
float C = 0.10;
|
|
float D = 0.30;
|
|
float E = 0.02;
|
|
float F = 0.30;
|
|
|
|
return ((x*(A*x+C*B)+D*E) / (x*(A*x+B)+D*F))- E / F;
|
|
}
|
|
|
|
float3 ColorCorrection(float3 color)
|
|
{
|
|
float X = 1.0 / (1.0 + exp(RedCurve / 2.0));
|
|
float Y = 1.0 / (1.0 + exp(GreenCurve / 2.0));
|
|
float Z = 1.0 / (1.0 + exp(BlueCurve / 2.0));
|
|
|
|
color.r = (1.0 / (1.0 + exp(- RedCurve
|
|
* (color.r - 0.5))) - X) / (1.0 - 2.0 * X);
|
|
color.g = (1.0 / (1.0 + exp(- GreenCurve
|
|
* (color.g - 0.5))) - Y) / (1.0 - 2.0 * Y);
|
|
color.b = (1.0 / (1.0 + exp(- BlueCurve
|
|
* (color.b - 0.5))) - Z) / (1.0 - 2.0 * Z);
|
|
|
|
return color;
|
|
}
|
|
|
|
float4 TonemapPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float3 lumScale = 1.0/FilmicTonemap(Luminance);
|
|
|
|
color.rgb = ColorCorrection(color.rgb);
|
|
color.rgb = FilmicTonemap(Exposure * color.rgb);
|
|
color.rgb = color.rgb * lumScale;
|
|
|
|
const float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750);
|
|
|
|
// RGB -> XYZ conversion
|
|
const float3x3 RGB2XYZ = {0.4124564, 0.3575761, 0.1804375,
|
|
0.2126729, 0.7151522, 0.0721750,
|
|
0.0193339, 0.1191920, 0.9503041};
|
|
|
|
float3 XYZ = mul(RGB2XYZ, color.rgb);
|
|
|
|
// XYZ -> Yxy conversion
|
|
float3 Yxy = lumCoeff;
|
|
|
|
Yxy.r = XYZ.g; // copy luminance Y
|
|
Yxy.g = XYZ.r / (XYZ.r + XYZ.g + XYZ.b ); // x = X / (X + Y + Z)
|
|
Yxy.b = XYZ.g / (XYZ.r + XYZ.g + XYZ.b ); // y = Y / (X + Y + Z)
|
|
|
|
// (Lp) Map average luminance to the middlegrey zone by scaling pixel luminance
|
|
#if (TonemapType == 1)
|
|
float Lp = Yxy.r * Exposure / Luminance;
|
|
|
|
#elif (TonemapType == 2)
|
|
float Lp = ((Yxy.r * (YXYLuminance(Yxy.rrr) / 1.5)) +
|
|
(Yxy.g * (YXYLuminance(Yxy.rrr) / 1.5)) +
|
|
(Yxy.b * (YXYLuminance(Yxy.rrr) / 1.5)))*(Exposure / Luminance);
|
|
#endif
|
|
|
|
// (Ld) Scale all luminance within a displayable range of 0 to 1
|
|
Yxy.r = (Lp * (1.0 + Lp/(WhitePoint * WhitePoint)))/(1.0 + Lp);
|
|
|
|
// Yxy -> XYZ conversion
|
|
XYZ.r = Yxy.r * Yxy.g / Yxy. b; // X = Y * x / y
|
|
XYZ.g = Yxy.r; // copy luminance Y
|
|
XYZ.b = Yxy.r * (1.0 - Yxy.g - Yxy.b) / Yxy.b; // Z = Y * (1-x-y) / y
|
|
|
|
// XYZ -> RGB conversion
|
|
const float3x3 XYZ2RGB = {3.2404542, -1.5371385, -0.4985314,
|
|
-0.9692660, 1.8760108, 0.0415560,
|
|
0.0556434, -0.2040259, 1.0572252};
|
|
|
|
color.rgb = mul(XYZ2RGB, XYZ);
|
|
|
|
color.rgb = RGBGammaToLinear(color.rgb, GammaConst);
|
|
color.rgb = LinearToRGBGamma(color.rgb, ToneAmount);
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
return saturate(color);
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[S-CURVE CONTRAST CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (S_CURVE_CONTRAST == 1)
|
|
float4 SCurvePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float CurveBlend = CurvesContrast;
|
|
|
|
#if (CurveType != 2)
|
|
float3 luma = (float3)RGBLuminance(color.rgb);
|
|
float3 chroma = color.rgb - luma;
|
|
#endif
|
|
|
|
#if (CurveType == 2)
|
|
float3 x = color.rgb;
|
|
#elif (CurveType == 1)
|
|
float3 x = chroma;
|
|
x = x * 0.5 + 0.5;
|
|
#else
|
|
float3 x = luma;
|
|
#endif
|
|
|
|
//S-Curve - Cubic Bezier spline
|
|
float3 a = float3(0.00, 0.00, 0.00); //start point
|
|
float3 b = float3(0.25, 0.25, 0.25); //control point 1
|
|
float3 c = float3(0.80, 0.80, 0.80); //control point 2
|
|
float3 d = float3(1.00, 1.00, 1.00); //endpoint
|
|
|
|
float3 ab = lerp(a, b, x); //point between a and b (green)
|
|
float3 bc = lerp(b, c, x); //point between b and c (green)
|
|
float3 cd = lerp(c, d, x); //point between c and d (green)
|
|
float3 abbc = lerp(ab, bc, x); //point between ab and bc (blue)
|
|
float3 bccd = lerp(bc, cd, x); //point between bc and cd (blue)
|
|
float3 dest = lerp(abbc, bccd, x); //point on the bezier-curve (black)
|
|
|
|
x = dest;
|
|
|
|
#if (CurveType == 0) //Only Luma
|
|
x = lerp(luma, x, CurveBlend);
|
|
color.rgb = x + chroma;
|
|
#elif (CurveType == 1) //Only Chroma
|
|
x = x * 2 - 1;
|
|
float3 LColor = luma + x;
|
|
color.rgb = lerp(color.rgb, LColor, CurveBlend);
|
|
#elif (CurveType == 2) //Both Luma and Chroma
|
|
float3 LColor = x;
|
|
color.rgb = lerp(color.rgb, LColor, CurveBlend);
|
|
#endif
|
|
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
return saturate(color);
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[CEL SHADING CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (CEL_SHADING == 1)
|
|
#define RoundingOffset float2(0.20, 0.40)
|
|
|
|
static const int NUM = 9;
|
|
static const float3 thresholds = float3(5.0, 8.0, 6.0);
|
|
|
|
#if (LumaConversion == 1)
|
|
#define celLumaCoef float3(0.2126729, 0.7151522, 0.0721750)
|
|
#else
|
|
#define celLumaCoef float3(0.299, 0.587, 0.114)
|
|
#endif
|
|
|
|
float3 GetYUV(float3 rgb)
|
|
{
|
|
#if (LumaConversion == 1)
|
|
float3x3 RGB2YUV = {0.2126, 0.7152, 0.0722,
|
|
-0.09991, -0.33609, 0.436,
|
|
0.615, -0.55861, -0.05639};
|
|
|
|
#else
|
|
float3x3 RGB2YUV = {0.299, 0.587, 0.114,
|
|
-0.14713, -0.28886f, 0.436,
|
|
0.615, -0.51499, -0.10001};
|
|
#endif
|
|
|
|
return mul(RGB2YUV, rgb);
|
|
}
|
|
|
|
float3 GetRGB(float3 yuv)
|
|
{
|
|
#if (LumaConversion == 1)
|
|
float3x3 YUV2RGB = {1.000, 0.000, 1.28033,
|
|
1.000, -0.21482, -0.38059,
|
|
1.000, 2.12798, 0.000};
|
|
|
|
#else
|
|
float3x3 YUV2RGB = {1.000, 0.000, 1.13983,
|
|
1.000, -0.39465, -0.58060,
|
|
1.000, 2.03211, 0.000};
|
|
#endif
|
|
|
|
return mul(YUV2RGB, yuv);
|
|
}
|
|
|
|
float GetCelLuminance(float3 rgb)
|
|
{
|
|
return dot(rgb, celLumaCoef);
|
|
}
|
|
|
|
float4 CelPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float3 yuv;
|
|
float3 sum = color.rgb;
|
|
|
|
float2 pixel = float2(1.0/2560.0, 1.0/1440.0) * EdgeThickness;
|
|
|
|
float2 c[NUM] = {
|
|
float2(-0.0078125,-0.0078125),
|
|
float2( 0.00 , -0.0078125),
|
|
float2( 0.0078125,-0.0078125),
|
|
float2(-0.0078125, 0.00),
|
|
float2( 0.00, 0.00),
|
|
float2( 0.0078125, 0.00),
|
|
float2(-0.0078125, 0.0078125),
|
|
float2( 0.00 , 0.0078125),
|
|
float2( 0.0078125, 0.0078125)};
|
|
|
|
float3 col[NUM];
|
|
float lum[NUM];
|
|
|
|
for (int i = 0; i < NUM; i++)
|
|
{
|
|
col[i] = Texture.Sample(TextureSampler, uv0 + c[i] * RoundingOffset).rgb;
|
|
|
|
#if (ColorRounding == 1)
|
|
col[i].r = saturate(round(col[i].r * thresholds.r) / thresholds.r);
|
|
col[i].g = saturate(round(col[i].g * thresholds.g) / thresholds.g);
|
|
col[i].b = saturate(round(col[i].b * thresholds.b) / thresholds.b);
|
|
#endif
|
|
|
|
lum[i] = GetCelLuminance(col[i].xyz);
|
|
|
|
yuv = GetYUV(col[i]);
|
|
|
|
if (UseYuvLuma == 0)
|
|
{ yuv.r = saturate(round(yuv.r * lum[i]) / thresholds.r + lum[i]); }
|
|
else
|
|
{ yuv.r = saturate(round(yuv.r * thresholds.r) / thresholds.r + lum[i] / (255.0 / 5.0)); }
|
|
|
|
yuv = GetRGB(yuv);
|
|
|
|
sum += yuv;
|
|
}
|
|
|
|
float3 shadedColor = (sum / NUM);
|
|
|
|
float edgeX = dot(Texture.Sample(TextureSampler, uv0 + pixel).rgb, celLumaCoef);
|
|
edgeX = dot(float4(Texture.Sample(TextureSampler, uv0 - pixel).rgb, edgeX), float4(celLumaCoef, -1.0));
|
|
|
|
float edgeY = dot(Texture.Sample(TextureSampler, uv0 + float2(pixel.x, -pixel.y)).rgb, celLumaCoef);
|
|
edgeY = dot(float4(Texture.Sample(TextureSampler, uv0 + float2(-pixel.x, pixel.y)).rgb, edgeY), float4(celLumaCoef, -1.0));
|
|
|
|
float edge = dot(float2(edgeX, edgeY), float2(edgeX, edgeY));
|
|
|
|
#if (PaletteType == 1)
|
|
color.rgb = lerp(color.rgb, color.rgb + pow(edge, EdgeFilter) * -EdgeStrength, EdgeStrength);
|
|
#elif (PaletteType == 2)
|
|
color.rgb = lerp(color.rgb + pow(edge, EdgeFilter) * -EdgeStrength, shadedColor, 0.33);
|
|
#elif (PaletteType == 3)
|
|
color.rgb = lerp(shadedColor + edge * -EdgeStrength, pow(edge, EdgeFilter) * -EdgeStrength + color.rgb, 0.5);
|
|
#endif
|
|
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
return saturate(color);
|
|
}
|
|
#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(2,4,6);
|
|
Delta.brg = step(V, RGB) * Delta.brg;
|
|
|
|
float H;
|
|
H = max(Delta.r, max(Delta.g, Delta.b));
|
|
return frac(H / 6);
|
|
}
|
|
|
|
float3 RGBtoHSV(float3 RGB)
|
|
{
|
|
float3 HSV = 0;
|
|
HSV.z = max(RGB.r, max(RGB.g, RGB.b));
|
|
float M = min(RGB.r, min(RGB.g, RGB.b));
|
|
float C = HSV.z - M;
|
|
|
|
if (C != 0)
|
|
{
|
|
HSV.x = RGBCVtoHUE(RGB, C, HSV.z);
|
|
HSV.y = C / HSV.z;
|
|
}
|
|
|
|
return HSV;
|
|
}
|
|
|
|
float3 HUEtoRGB(float H)
|
|
{
|
|
float R = abs(H * 6 - 3) - 1;
|
|
float G = 2 - abs(H * 6 - 2);
|
|
float B = 2 - abs(H * 6 - 4);
|
|
|
|
return saturate(float3(R,G,B));
|
|
}
|
|
|
|
float3 HSVtoRGB(float3 HSV)
|
|
{
|
|
float3 RGB = HUEtoRGB(HSV.x);
|
|
return ((RGB - 1) * HSV.y + 1) * HSV.z;
|
|
}
|
|
|
|
float3 HSVComplement(float3 HSV)
|
|
{
|
|
float3 complement = HSV;
|
|
complement.x -= 0.5;
|
|
|
|
if (complement.x < 0.0) { complement.x += 1.0; }
|
|
return(complement);
|
|
}
|
|
|
|
float HueLerp(float h1, float h2, float v)
|
|
{
|
|
float d = abs(h1 - h2);
|
|
|
|
if(d <= 0.5)
|
|
{
|
|
return lerp(h1, h2, v);
|
|
}
|
|
else if(h1 < h2)
|
|
{
|
|
return frac(lerp((h1 + 1.0), h2, v));
|
|
}
|
|
else
|
|
{
|
|
return frac(lerp(h1, (h2 + 1.0), v));
|
|
}
|
|
}
|
|
|
|
float4 ColorGrading(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target0
|
|
{
|
|
float3 guide = float3(RedGrading, GreenGrading, BlueGrading);
|
|
float amount = GradingStrength;
|
|
float correlation = Correlation;
|
|
float concentration = 2.00;
|
|
|
|
float3 colorHSV = RGBtoHSV(color.rgb);
|
|
float3 huePoleA = RGBtoHSV(guide);
|
|
float3 huePoleB = HSVComplement(huePoleA);
|
|
|
|
float dist1 = abs(colorHSV.x - huePoleA.x); if (dist1 > 0.5) dist1 = 1.0 - dist1;
|
|
float dist2 = abs(colorHSV.x - huePoleB.x); if (dist2 > 0.5) dist2 = 1.0 - dist2;
|
|
|
|
float descent = smoothstep(0.0, correlation, colorHSV.y);
|
|
|
|
float3 HSVColor = colorHSV;
|
|
|
|
if(dist1 < dist2)
|
|
{
|
|
float c = descent * amount * (1.0 - pow((dist1 * 2.0), 1.0 / concentration));
|
|
HSVColor.x = HueLerp(colorHSV.x, huePoleA.x, c);
|
|
HSVColor.y = lerp(colorHSV.y, huePoleA.y, c);
|
|
}
|
|
else
|
|
{
|
|
float c = descent * amount * (1.0 - pow((dist2 * 2.0), 1.0 / concentration));
|
|
HSVColor.x = HueLerp(colorHSV.x, huePoleB.x, c);
|
|
HSVColor.y = lerp(colorHSV.y, huePoleB.y, c);
|
|
}
|
|
|
|
color.rgb = HSVtoRGB(HSVColor);
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
return saturate(color);
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[SCANLINES CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (SCANLINES == 1)
|
|
float4 ScanlinesPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0, float4 FragCoord : SV_Position) : SV_Target0
|
|
{
|
|
|
|
#if (ScanlineType == 3)
|
|
float amount = ScanlineBrightness;
|
|
float intensity = ScanlineIntensity;
|
|
|
|
float pos0 = ((uv0.y + 1.0) * 170.0 * amount);
|
|
float pos1 = cos((frac(pos0 * ScanlineScale) - 0.5) * 3.1415926 * intensity) * 1.2;
|
|
|
|
color = lerp(float4(0,0,0,0), color, pos1);
|
|
#else
|
|
|
|
float4 intensity;
|
|
|
|
#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 * 0.25) > ScanlineScale)
|
|
#endif
|
|
{
|
|
intensity = float4(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
else
|
|
{
|
|
intensity = smoothstep(0.2, ScanlineBrightness, color) + normalize(float4(color.xyz, RGBLuminance(color.xyz)));
|
|
}
|
|
|
|
float level = (4.0-uv0.x) * ScanlineIntensity;
|
|
|
|
color = intensity * (0.5-level) + color * 1.1;
|
|
#endif
|
|
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[VIGNETTE CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (VIGNETTE == 1)
|
|
#define VignetteCenter float2(0.500, 0.500)
|
|
|
|
float4 VignettePass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target
|
|
{
|
|
float2 tc = uv0 - VignetteCenter;
|
|
|
|
tc *= float2((PixelSize.x / PixelSize.y), VignetteRatio);
|
|
tc /= VignetteRadius;
|
|
|
|
float v = dot(tc, tc);
|
|
|
|
color.rgb *= (1.0 + pow(v, VignetteSlope * 0.5) * -VignetteAmount);
|
|
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[SUBPIXEL DITHERING CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
#if (DITHERING == 1)
|
|
float4 DitherPass(float4 color : COLOR0, float2 uv0 : TEXCOORD0) : SV_Target
|
|
{
|
|
float ditherSize = 2.0;
|
|
float ditherBits = 8.0;
|
|
|
|
#if DitherMethod == 2 //random subpixel dithering
|
|
|
|
float seed = dot(uv0, float2(12.9898,78.233));
|
|
float sine = sin(seed);
|
|
float noise = frac(sine * 43758.5453 + uv0.x);
|
|
|
|
float ditherShift = (1.0 / (pow(2.0, ditherBits) - 1.0));
|
|
float ditherHalfShift = (ditherShift * 0.5);
|
|
ditherShift = ditherShift * noise - ditherHalfShift;
|
|
|
|
color.rgb += float3(-ditherShift, ditherShift, -ditherShift);
|
|
|
|
#else //Ordered dithering
|
|
|
|
float gridPosition = frac(dot(uv0,(PixelSize.xy / ditherSize)) + (0.5 / ditherSize));
|
|
float ditherShift = (0.75) * (1.0 / (pow(2,ditherBits) - 1.0));
|
|
|
|
float3 RGBShift = float3(ditherShift, -ditherShift, ditherShift);
|
|
RGBShift = lerp(2.0 * RGBShift, -2.0 * RGBShift, gridPosition);
|
|
|
|
color.rgb += RGBShift;
|
|
#endif
|
|
|
|
color.a = RGBLuminance(color.rgb);
|
|
|
|
return color;
|
|
}
|
|
#endif
|
|
|
|
/*------------------------------------------------------------------------------
|
|
[MAIN() & COMBINE PASS CODE SECTION]
|
|
------------------------------------------------------------------------------*/
|
|
|
|
PS_OUTPUT ps_main(VS_OUTPUT input)
|
|
{
|
|
PS_OUTPUT output;
|
|
|
|
float4 color = Texture.Sample(TextureSampler, input.t);
|
|
color = PreGammaPass(color, input.t);
|
|
|
|
#if (BILINEAR_FILTERING == 1)
|
|
color = BiLinearPass(color, input.t);
|
|
#endif
|
|
|
|
#if (GAUSSIAN_FILTERING == 1)
|
|
color = GaussianPass(color, input.t);
|
|
#endif
|
|
|
|
#if (BICUBIC_FILTERING == 1)
|
|
color = BiCubicPass(color, input.t);
|
|
#endif
|
|
|
|
#if (UHQ_FXAA == 1)
|
|
color = FxaaPass(color, input.t);
|
|
#endif
|
|
|
|
#if (TEXTURE_SHARPENING == 1)
|
|
color = TexSharpenPass(color, input.t);
|
|
#endif
|
|
|
|
#if (CEL_SHADING == 1)
|
|
color = CelPass(color, input.t);
|
|
#endif
|
|
|
|
#if (SCANLINES == 1)
|
|
color = ScanlinesPass(color, input.t, input.p);
|
|
#endif
|
|
|
|
#if (BLENDED_BLOOM == 1)
|
|
color = BloomPass(color, input.t);
|
|
#endif
|
|
|
|
#if (SCENE_TONEMAPPING == 1)
|
|
color = TonemapPass(color, input.t);
|
|
#endif
|
|
|
|
#if (PIXEL_VIBRANCE == 1)
|
|
color = VibrancePass(color, input.t);
|
|
#endif
|
|
|
|
#if (COLOR_GRADING == 1)
|
|
color = ColorGrading(color, input.t);
|
|
#endif
|
|
|
|
#if (S_CURVE_CONTRAST == 1)
|
|
color = SCurvePass(color, input.t);
|
|
#endif
|
|
|
|
#if (GAMMA_CORRECTION == 1)
|
|
color = PostGammaPass(color, input.t);
|
|
#endif
|
|
|
|
#if (VIGNETTE == 1)
|
|
color = VignettePass(color, input.t);
|
|
#endif
|
|
|
|
#if (DITHERING == 1)
|
|
color = DitherPass(color, input.t);
|
|
#endif
|
|
|
|
output.c = color;
|
|
|
|
return output;
|
|
} |