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by wejewe

Mataiori's-Witcher Shader

Created by Mataiori
Added Oct. 27, 2015
Updated 27 Oct 16:38 CET
Shader used: Other
Preset description:
Just one word: Beautiful :) Download the complete Package from: http://1drv.ms/1XwvGdb Package contains: -MasterEffect -ReShade -SFX -The required settings.
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#MasterEffect //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // ReShade effect file // visit facebook.com/MartyMcModding for news/updates //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // MasterEffect ReBorn 1.1.115 public beta by Marty McFly // Continuation of MasterEffect 1.6.1 // Copyright � 2008-2015 Marty McFly //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ /*==============================================================================*\ | GLOBAL PARAMETERS | \*==============================================================================*/ #define USE_DEPTHBUFFER_OUTPUT 0 //[0 or 1] Depth Buffer Output: Shows you the pixel depth, this is for debugging or depth map creation only. #define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen: Disables all effects on the right half of the screen to show changes. #define USE_HDR_LEVEL 0 //[0 to 2] HDR Level: Rendering bitrate. 0: RGBA8 | 1: RGBA16F | 2: RGBA32F #define USE_HUD_MASKING 0 //[0 or 1] HUD Masking: Uses a texture mask (mcmask.png) to exclude certain screen areas from effects processing. /*==============================================================================*\ | ENABLE EFFECTS | \*==============================================================================*/ //COLOR #define USE_LUT 0 //[0 or 1] Color Lookup Table: Uses a gradient texture to adjust the colors of the image. #define USE_CARTOON 0 //[0 or 1] Cartoon : "Toon"s the image. #define USE_LEVELS 0 //[0 or 1] Levels : Sets a new black and white point. This increases contrast but causes clipping. Use Curves instead if you want to avoid that. #define USE_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from prod80 #define USE_SWFX_TECHNICOLOR 0 //[0 or 1] Technicolor : Attempts to mimic the look of an old movie using the Technicolor three-strip color process. Algorithm from SweetFX #define USE_DPX 1 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor. #define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear. No control values. #define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights. #define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping). #define USE_VIBRANCE 0 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves. #define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image. #define USE_SKYRIMTONEMAP 0 //[0 or 1] Skyrim Tonemap: Applies color correction/tonemapping based on tonemappers of popular Skyrim ENB's. #define USE_COLORMOOD 0 //[0 or 1] Color Mood: Applies a "mood" to the color, tinting mainly the dark colors. #define USE_CROSSPROCESS 1 //[0 or 1] Cross Processing: Simulates wrong chemistry in color processing. #define USE_FILMICPASS 1 //[0 or 1] Filmic Pass: Applies some common color adjustments to mimic a more cinema-like look. #define USE_REINHARD 0 //[0 or 1] Reinhard: This is the Reinhard tonemapping shader, if you are interested, google how it works. #define USE_REINHARDLINEAR 0 //[0 or 1] Reinhard: Reinhard mixed with some linear tonemapping. #define USE_COLORMOD 0 //[0 or 1] Colormod: Contrast, Saturation and Brightness ported from colormod.asi. #define USE_SPHERICALTONEMAP 0 //[0 or 1] Spherical Tonemap: Another approach on tonemapping, uses some sphere algorithms. #define USE_HPD 0 //[0 or 1] Haarm Peter Duiker Filmic Tonemapping: Tonemapping used in Watch Dogs, ripped from the Watch Dogs shaders themselves. #define USE_FILMICCURVE 0 //[0 or 1] Filmic Curve: Improved version of the well-known Uncharted 2 filmic curve, first seen in iCEnhancer 0.3. #define USE_WATCHDOG_TONEMAP 0 //[0 or 1] Watch Dogs Tonemap: Enables one of the numerous watch dogs tonemapping algorithms. No tweaking values. #define USE_SINCITY 0 //[0 or 1] Sin City: Effect from the movie "Sin City" - everything else than red is grey. #define USE_COLORHUEFX 0 //[0 or 1] Color Hue FX: Desaturates everything but colors from a fixed hue mid and the range around it. Similiar to Sin City but much better. Thanks, prod80! //LIGHTING #define USE_LENSDIRT 1 //[0 or 1] Lensdirt: Simulates a dirty camera lens. IMPORTANT: bloom threshold and amount have influence on the intensity of the dirt! #define USE_GAUSSIAN_ANAMFLARE 1 //[0 or 1] Gaussian Anamflare: Applies a horizontal light beam to bright pixels. #define USE_BLOOM 1 //[0 or 1] Bloom: Makes bright lights bleed their light into their surroundings. NOT the SweetFX way to do bloom but a more proper way. #define USE_LENZFLARE 1 //[0 or 1] Lenz Flare: Boris Vorontsov's Skyrim Lensflare with custom offsets, ported to MasterEffect. #define USE_CHAPMAN_LENS 0 //[0 or 1] Chapman's lensflare: Simple lensflare shader with one big halo. #define USE_GODRAYS 1 //[0 or 1] Godrays: Adds some light rays rotating around screen center. #define USE_ANAMFLARE 1 //[0 or 1] Anamorphic Lensflare: adds some horizontal light flare, simulating the use of an anamorphic lens while recording. //DEPTH EFFECTS #define USE_AMBIENTOCCLUSION 0 //[0 or 1] Ambient Occlusion: Enables physically incorrect shading that most newer gen games use. Multiple algorithms available. #define USE_DEPTHOFFIELD 0 //[0 or 1] Depth of Field: Simulates out of focus blur of a camera. Multiple algorithms available. //IMAGE ENHANCEMENTS #define USE_SHARPENING 1 //[0 or 1] Sharpen: Sharps the image but may increase aliasing #define USE_FISHEYE_CA 0 //[0 or 1] Fisheye lens & Chromatic Abberation: Adds some RGB shift in colors and distorts image to look like the "fisheye" effect. #define USE_GRAIN 0 //[0 or 1] Grain: Adds some image grain, looks like when a TV has no signal. #define USE_EXPLOSION 0 //[0 or 1] Explosion : Scatters the pixels, making the image look fuzzy. #define USE_SMAA 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique. //OVERLAYS #define USE_HD6_VIGNETTE 0 //[0 or 1] HeliosDoubleSix Vignette: Adds some advanced vignette (darkening shader) to lead focus to screen center #define USE_COLORVIGNETTE 0 //[0 or 1] Boris Vorontsov Vignette: Simple colorable version of vignette, darkens/tints the image at the corners #define USE_BORDER 0 //[0 or 1] Border: Can be used to create letterbox borders around the image. #define USE_MOVIEBARS 0 //[0 or 1] Movie Bars: blackens the image on the top and bottom, simulating a higher aspect ratio. Default set to 21:9 aspect ratio. /*==============================================================================*\ | EFFECT PARAMETERS - COLOR | \*==============================================================================*/ //CARTOON #define CartoonPower 4.5 //[0.1 to 10.0] Amount of effect you want. #define CartoonEdgeSlope 1.5 //[0.1 to 8.0] Raise this to filter out fainter edges. You might need to increase the power to compensate. Whole numbers are faster. //LEVELS #define Levels_black_point 36 //[0 to 255] The black point is the new black - literally. Everything darker than this will become completely black. Default is 16.0 #define Levels_white_point 235 //[0 to 255] The new white point. Everything brighter than this becomes completely white. Default is 235.0 //TECHNICOLOR #define ColStrengthR 0.2 //[0.05 to 1.0] Color Strength of Red channel. Higher means darker and more intense colors. #define ColStrengthG 0.2 //[0.05 to 1.0] Color Strength of Green channel. Higher means darker and more intense colors. #define ColStrengthB 0.2 //[0.05 to 1.0] Color Strength of Blue channel. Higher means darker and more intense colors. #define TechniBrightness 1.0 //[0.5 to 1.5] Brightness Adjustment, higher means brighter image. #define TechniStrength 1.0 //[0.0 to 1.0] Strength of Technicolor effect. 0.0 means original image. #define TechniSat 0.7 //[0.0 to 1.5] Additional saturation control since technicolor tends to oversaturate the image. //SWEETFX TECHNICOLOR #define TechniAmount 0.4 //[0.00 to 1.00] Amount of color change you want #define TechniPower 4.0 //[0.00 to 8.00] Power of color change #define redNegativeAmount 0.88 //[0.00 to 1.00] controls for different technicolor power on the respective color channels #define greenNegativeAmount 0.88 //[0.00 to 1.00] #define blueNegativeAmount 0.88 //[0.00 to 1.00] //DPX #define DPXRed 8.0 //[1.0 to 15.0] Amount of DPX applies on Red color channel #define DPXGreen 8.0 //[1.0 to 15.0] "" #define DPXBlue 8.0 //[1.0 to 15.0] "" #define DPXColorGamma 2.0 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral. #define DPXSaturation 2.7 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral. #define DPXRedC 0.36 //[0.60 to 0.20] #define DPXGreenC 0.36 //[0.60 to 0.20] #define DPXBlueC 0.34 //[0.60 to 0.20] #define DPXBlend 0.3 //[0.00 to 1.00] How strong the effect should be. //LIFTGAMMAGAIN #define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue. #define RGB_Gamma float3(0.900, 0.900, 0.900) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue #define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue //TONEMAP #define Gamma 1.000 //[0.000 to 2.000] Adjust midtones. 1.000 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control. #define Exposure 0.000 //[-1.000 to 1.000] Adjust exposure #define Saturation 0.000 //[-1.000 to 1.000] Adjust saturation #define Bleach 0.000 //[0.000 to 1.000] Brightens the shadows and fades the colors #define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove #define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue //VIBRANCE #define Vibrance 1.15 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define Vibrance_RGB_balance float3(1.00, 1.00, 1.00) //[-10.00 to 10.00,-10.00 to 10.00,-10.00 to 10.00] A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others //CURVES #define Curves_mode 2 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma) #define Curves_contrast 1.15 //[-1.00 to 1.00] The amount of contrast you want // -- Advanced curve settings -- #define Curves_formula 2 //[1|2|3|4|5|6|7|8|9|10] The contrast s-curve you want to use. //1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep //7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola, 10 = Half-circles. //Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors. //I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula. //SEPIA #define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image #define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it #define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image //SKYRIM TONEMAPPING #define POSTPROCESS 6 //[1 to 6] Mode of postprocessing you want. Mode 1 uses V1 values, Mode 2 uses V2 values etc // #define EAdaptationMinV1 0.05 #define EAdaptationMaxV1 0.125 #define EContrastV1 1.0 #define EColorSaturationV1 1.0 #define EToneMappingCurveV1 6.0 // #define EAdaptationMinV2 0.36 #define EAdaptationMaxV2 0.29 #define EToneMappingCurveV2 8.0 #define EIntensityContrastV2 2.5 #define EColorSaturationV2 3.2 #define EToneMappingOversaturationV2 180.0 // #define EAdaptationMinV3 0.001 #define EAdaptationMaxV3 0.025 #define EToneMappingCurveV3 30.0 #define EToneMappingOversaturationV3 111160.0 // #define EAdaptationMinV4 0.2 #define EAdaptationMaxV4 0.125 #define EBrightnessCurveV4 0.7 #define EBrightnessMultiplierV4 0.45 #define EBrightnessToneMappingCurveV4 0.3 // #define EAdaptationMinV5 0.08 #define EAdaptationMaxV5 0.20 #define EToneMappingCurveV5 8 #define EIntensityContrastV5 3.475 #define EColorSaturationV5 4 #define HCompensateSatV5 2 #define EToneMappingOversaturationV5 180.0 // #define EBrightnessV6Day 2.5 #define EIntensityContrastV6Day 1.5 #define EColorSaturationV6Day 2.0 #define HCompensateSatV6Day 3.0 #define EAdaptationMinV6Day 0.64 #define EAdaptationMaxV6Day 0.24 #define EToneMappingCurveV6Day 8 #define EToneMappingOversaturationV6Day 2500.0 //COLORMOOD #define fRatio 0.4 //[0.00 to 3.00] Amount of moody coloring you want #define moodR 1.0 //[0.0 to 2.0] How strong dark red colors shall be boosted #define moodG 1.1 //[0.0 to 2.0] How strong dark green colors shall be boosted #define moodB 0.5 //[0.0 to 2.0] How strong dark blue colors shall be boosted //CROSSPROCESS #define CrossContrast 1.00 //[0.5 to 2.00] The names of these values should explain their functions #define CrossSaturation 1.12 //[0.5 to 2.00] #define CrossBrightness 0.01 //[-0.3 to 0.30] #define CrossAmount 0.5 //[0.05 to 1.5] //FILMICPASS #define Strenght 0.625 //[0.05 to 1.5] Strength of the color curve altering #define BaseGamma 1.8 //[0.7 to 2.0] Gamma Curve #define Fade 0.3 //[0.0 to 0.6] Decreases contrast to imitate faded image #define Contrast 1.0 //[0.5 to 2.0] Contrast. #define FSaturation -0.17 #define FBleach 0.15 //[-0.5 to 1.0] More bleach means more contrasted and less colorful image #define FRedCurve 6.0 #define FGreenCurve 6.0 #define FBlueCurve 6.0 #define BaseCurve 2.02 #define EffectGammaR 0.81 #define EffectGammaG 1.0 #define EffectGammaB 1.0 #define EffectGamma 0.75 #define Linearization 1.5 //[0.5 to 2.0] Linearizes the color curve //REINHARD TONEMAP #define ReinhardWhitepoint 4.0 //[1.0 to 10.0] Point above which everything is pure white #define ReinhardScale 0.5 //[0.0 to 2.0] Amount of applied tonemapping //REINHARD LINEAR TONEMAP #define ReinhardLinearWhitepoint 4.4 #define ReinhardLinearPoint 0.06 #define ReinhardLinearSlope 2.25 //[1.0 to 5.0] how steep the color curve is at linear point. You need color curve understanding to know what this means, just experiment. //COLORMOD #define ColormodChroma 0.78 // Saturation #define ColormodGammaR 1.05 // Gamma for Red color channel #define ColormodGammaG 1.05 // Gamma for Green color channel #define ColormodGammaB 1.05 // Gamma for Blue color channel #define ColormodContrastR 0.50 // Contrast for Red color channel #define ColormodContrastG 0.50 // ... #define ColormodContrastB 0.50 // ... #define ColormodBrightnessR -0.08 // Brightness for Red color channel #define ColormodBrightnessG -0.08 // ... #define ColormodBrightnessB -0.08 // ... //SPHERICAL TONEMAP #define sphericalAmount 1.0 //[0.0 to 2.0] Amount of spherical tonemapping applied...sort of //COLOR HUE FX #define USE_COLORSAT 0 //[0 or 1] This will use original color saturation as an added limiter to the strength of the effect #define hueMid 0.6 //[0.0 to 1.0] Hue (rotation around the color wheel) of the color which you want to keep #define hueRange 0.1 //[0.0 to 1.0] Range of different hue's around the hueMid that will also kept. Using a max range of 1.0 will allow the reverse of the effect where it will only filter a specific hue to B&W #define satLimit 2.9 //[0.0 to 4.0] Saturation control, better keep it higher than 0 for strong colors in contrast to the gray stuff around #define fxcolorMix 0.8 //[0.0 to 1.0] Interpolation between the original and the effect, 0 means full original image, 1 means full grey-color image. /*==============================================================================*\ | EFFECT PARAMETERS - LIGHTING | \*==============================================================================*/ //LENSDIRT #define fLensdirtIntensity 2.0 //[0.0 to 2.0] Intensity of lensdirt. //GAUSSIAN ANAMORPHIC LENSFLARE #define fAnamFlareThreshold 0.99 //[0.1 to 1.0] Every pixel brighter than this value gets a flare. #define fAnamFlareWideness 2.4 //[1.0 to 2.5] Horizontal wideness of flare. Don't set too high, otherwise the single samples are visible #define fAnamFlareAmount 14.5 //[1.0 to 20.0] Intensity of anamorphic flare. #define fAnamFlareCurve 1.2 //[1.0 to 2.0] Intensity curve of flare with distance from source #define fAnamFlareColor float3(0.012,0.313,0.588) //[0.0 to 1.0] R, G and B components of anamorphic flare. Flare is always same color. //BLOOM #define BLOOM_MIXMODE 4 //[1 to 2] 1: Linear add | 2: Screen add | 3: Screen/Lighten/Opacity | 4: Lighten #define fBloomThreshold 0.85 //[0.1 to 1.0] Every pixel brighter than this value triggers bloom. #define fBloomAmount 1.0 //[1.0 to 20.0] Intensity of bloom. #define fBloomSaturation 0.5 //[0.0 to 2.0] Bloom saturation. 0.0 means white bloom, 2.0 means very very colorful bloom. #define fBloomTint float3(0.7,0.8,1.0) //[0.0 to 1.0] R, G and B components of bloom tintcolor the bloom color gets shifted to. //LENZ FLARE #define LENZDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lens flare, this prevents white objects from getting flare source which would normally happen in LDR #define fLenzIntensity 0.2 //[0.2 to 3.0] power of lens flare effect #define fLenzThreshold 0.7 //[0.6 to 1.0] Minimum brightness an object must have to cast lensflare //CHAPMAN LENS #define CHAPMANDEPTHCHECK 1 //[0 or 1] if 1, only pixels with depth = 1 get lensflares, this prevents white objects from getting lensflare source which would normally happen in LDR #define ChapFlareTreshold 0.9 //[0.7 to 0.99] Brightness threshold for lensflare generation. Everything brighter than this value gets a flare. #define ChapFlareCount 15 //[1 to 20] Number of single halos to be generated. If set to 0, only the curved halo around is visible. #define ChapFlareDispersal 0.25 //[0.25 to 1.0] Distance from screen center (and from themselves) the flares are generated. #define ChapFlareSize 0.45 //[0.2 to 0.8] Distance (from screen center) the halo and flares are generated. #define ChapFlareCA float3(0.0,0.01,0.02) //[-0.5 to 0.5] Offset of RGB components of flares as modifier for Chromatic abberation. Same 3 values means no CA. #define ChapFlareIntensity 100.0 //[5.0 to 20.0] Intensity of flares and halo, remember that higher threshold lowers intensity, you might play with both values to get desired result. //GODRAYS #define bGodrayDepthCheck 1 //[0 or 1] if 1, only pixels with depth = 1 get godrays, this prevents white objects from getting godray source which would normally happen in LDR #define iGodraySamples 128 //[2^x format] How many samples the godrays get #define fGodrayDecay 0.95 //[0.5 to 0.9999] How fast they decay. It's logarithmic, 1.0 means infinite long rays which will cover whole screen #define fGodrayExposure 1.5 //[0.7 to 1.5] Upscales the godray's brightness #define fGodrayWeight 1.25 //[0.8 to 1.7] weighting #define fGodrayDensity 0.5 //[0.2 to 2.0] Density of rays, higher means more and brighter rays #define fGodrayThreshold 0.9 //[0.6 to 1.0] Minimum brightness an object must have to cast godrays //ANAMORPHIC LENSFLARE #define bFlareDepthCheckEnable 1 //[0 or 1] if 1, only pixels with depth = 1 get an anamflare, this prevents white objects from getting flare source which would normally happen in LDR #define fFlareLuminance 0.95 //[0.6 to 1.0] bright pass luminance value #define fFlareBlur 200.0 // [1.0 to 9999999] manages the size of the flare #define fFlareIntensity 2.07 // [0.2 to 5.0] effect intensity #define fFlareTint float3(0.137, 0.216, 1.0) // [0.0 to 2.0] effect tint RGB /*==============================================================================*\ | EFFECT PARAMETERS - EFFECTS | \*==============================================================================*/ //AMBIENT OCCLUSION #define AO_METHOD 1 //[1 to 2] 1: SSAO 2: Raymarch AO #define AO_SHARPNESS 0.2 //[0.05 to 2.0] 1: AO sharpness, higher means more sharp geometry edges but noisier AO, less means smoother AO but blurry in the distance. #define AO_DEBUG 0 //[0 or 1] Enables raw debug output (only shadowing/brightening) without color information. #define AO_LUMINANCE_CONSIDERATION 1 //[0 or 1] Enables dampening of AO intensity on bright pixels, to preserve bright light sprites or beter lit areas. #define AO_LUMINANCE_LOWER 0.3 //[0.0 to 1.0] Lower brightness threshold where AO starts to fade out. Below this threshold AO has full power. #define AO_LUMINANCE_UPPER 0.6 //[0.0 to 1.0] Upper brightness threshold where AO starts to fade out. Above this threshold AO is 0. #define iSSAOSamples 64 //[32 to 128] Amount of samples. Don't set too high or shader compilation time goes through the roof. #define fSSAORange 50.0 //[10.0 to 50.0] SSAO sampling range. High range values might need more samples so raise both. #define fSSAODarkeningAmount 1.5 //[0.0 to 5.0] Amount of SSAO corner darkening #define fSSAOBrighteningAmount 1.0 //[0.0 to 5.0] Amount of SSAO edge brightening #define iRayAOSamples 24 //[10 to 78] Amount of samples "rays" Higher means more accurate AO but also less performance. #define fRayAOSamplingRange 0.0002 //[0.0001 to 0.02] Range of AO sampling. Higher values ignore small geometry details and shadow more globally. #define fRayAOMaxDepth 0.02 //[0.01 to 0.2] Range clip factor to avoid far objects to occlude close objects just because they are besides each other on screen. #define fRayAOMinDepth 0.00003 //[0.000 to 0.001] Minimum depth difference cutoff to prevent (almost) flat surfaces to occlude themselves. #define fRayAOPower 2.0 //[0.2 to 5.0] Amount of darkening. //DEPTH OF FIELD #define DOF_METHOD 2 //[1 to 4] 1: Ring DOF(Petka/martinsh) 2: Magic DOF 3: GP65CJ042 DOF 4: Matso DOF #define DOF_FOCUSPOINT float2(0.5,0.6) //[0.0 to 1.0] Screen coordinates of focus point. First value is horizontal, second value is vertical position. 0 is left/upper, 1 is right/lower. #define DOF_NEARBLURCURVE 0.5 //[0.4 to X] Power of blur of closer-than-focus areas. #define DOF_FARBLURCURVE 0.5 //[0.4 to X] Elementary, my dear Watson: Blur power of areas behind focus plane. #define DOF_BLURRADIUS 14.0 //[5.0 to 50.0] Blur radius approximately in pixels. Radius, not diameter. #define DOF_MANUALFOCUS 10 //[1.0 to 10.0] Enables manual focus. #define DOF_MANUALFOCUSDEPTH 0.0 //[0.0 to 1.0] Manual focus depth. 0.0 means camera is focus plane, 1.0 means sky is focus plane. //RING DOF #define iRingDOFSamples 6 //[5 to 30] Samples on the first ring. The other rings around have more samples #define iRingDOFRings 4 //[1 to 8] Ring count #define fRingDOFThreshold 2.5 //[0.8 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fRingDOFGain 0.1 //[0.1 to 2.0] Amount of brightening for pixels brighter than threshold. #define fRingDOFBias 0.0 //[0.1 to 2.0] bokeh bias. #define fRingDOFFringe 0.5 //[0.0 to 1.0] Amount of chromatic abberation //MAGIC DOF #define iMagicDOFBlurQuality 10 //[1 to 30] Blur quality as control value over tap count. Quality 15 produces 721 taps, impossible with other DOF shaders by far, most they can do is about 150. #define fMagicDOFColorCurve 3.0 //[1.0 to 10.0] DOF weighting curve. //GP65CJ042 DOF #define iGPDOFQuality 6 //[0 to 7] 0: only slight gaussian farblur but no bokeh. 1-7 bokeh blur, higher means better quality of blur but less fps. #define bGPDOFPolygonalBokeh 1 //[0 or 1] Enables polygonal bokeh shape, e.g. POLYGON_NUM 5 means pentagonal bokeh shape. Setting this value to 0 results in circular bokeh shape. #define iGPDOFPolygonCount 5 //[3 to 9] Controls the amount pf polygons for polygonal bokeh shape. 3 = triangular, 4 = square, 5 = pentagonal etc. #define fGPDOFBias 0.00 //[0.0 to 20.0] Shifts bokeh weighting to bokeh shape edge. Set to 0 for even bright bokeh shapes, raise it for darker bokeh shapes in center and brighter on edge. #define fGPDOFBiasCurve 0.0 //[0.0 to 3.0] Power of Bokeh Bias. Raise for more defined bokeh outlining on bokeh shape edge. #define fGPDOFBrightnessThreshold 1.8 //[0.6 to 2.0] Threshold for bokeh brightening. Above this value, everything gets much much brighter. 1.0 is maximum value for LDR games like GTASA, higher values work only on HDR games like Skyrim etc. #define fGPDOFBrightnessMultiplier 2.00 //[0.0 to 2.0] Amount of brightening for pixels brighter than fGPDOFBrightnessThreshold. #define fGPDOFChromaAmount 0.0 //[0.00 to 0.4] Amount of color shifting applied on blurred areas. //MATSO DOF #define bMatsoDOFChromaEnable 1 //[0 or 1] Enables Chromatic Abberation. #define bMatsoDOFBokehEnable 1 //[0 or 1] Enables Bokeh weighting do define bright light spots and increase bokeh shape definiton. #define fMatsoDOFChromaPow 1.4 //[0.2 to 3.0] Amount of chromatic abberation color shifting. #define fMatsoDOFBokehCurve 8.0 //[0.5 to 20.0] Bokeh curve. #define fMatsoDOFBokehLight 0.012 //[0.0 to 2.0] Bokeh brightening factor. #define iMatsoDOFBokehQuality 2 //[1 to 10] Blur quality as control value over tap count. #define fMatsoDOFBokehAngle 10 //[0 to 360] Rotation angle of bokeh shape. /*==============================================================================*\ | EFFECT PARAMETERS - IMAGE ENHANCEMENTS | \*==============================================================================*/ //SHARPEN #define fSharpBias 0.05 //[0.05 to 1.0] How big the sharpen offset is (used to compare neighbor pixels to get sharpen amount #define fSharpStrength 0.5 //[0.05 to 1.0] Amount of sharpening you want. #define fSharpClamp 0.2 //[0.2 to 2.0] Clamps the sharpening to a maximum amount to prevent aliasing //FISHEYE, CHROMATIC ABBERATION #define fFisheyeZoom 0.5 //[0.5 to 1.0] some lens zoom to hide bugged edges due to texcoord modification #define fFisheyeDistortion 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect #define fFisheyeDistortionCubic 0.15 //[-0.3 to 0.3] distortion of image, fish eye effect, cube based #define fFisheyeColorshift -0.03 //[-0.1 to 0.1] Amount of color shifting //IMAGE GRAIN #define fGrainSaturation 1.0 //[0.0 to 2.0] Saturation of Grain. Higher means more colored noise, 0.0 means blacknwhite no TV signal noise. #define fGrainIntensityBright 0.0 //[0.0 to 2.0] Intensity of Grain in bright areas. #define fGrainIntensityMid 0.0 //[0.0 to 2.0] Intensity of Grain in midtone areas. #define fGrainIntensityDark 0.1 //[0.0 to 2.0] Intensity of Grain in dark areas. //EXPLOSION #define fExplosionRadius 10.5 //[0.2 to 100.0] Amount of effect you want. //SMAA #define fSMAAThreshold 0.05 //[0.05 to 0.20] Edge detection Threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12. #define iSMAAMaxSearchSteps 64 //[0 to 98] Determines the radius SMAA will search for aliased edges #define iSMAAMaxSearchStepsDiag 32 //[0 to 32] Determines the radius SMAA will search for diagonal aliased edges #define iSMAACornerRounding 100 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default. #define iSMAAEdgeDetectionMode 2 //[1 to 3] 1: Luma edge detection 2: Color edge detection 3: Depth edge detection #define bSMAAPredication 0 //[0 or 1] Enables predication which uses BOTH the color and the depth texture for edge detection to more accurately detect edges. #define fSMAAPredicationThreshold 0.01 //[0.001 to 0.2] Threshold to be used in the depth buffer. #define fSMAAPredicationScale 2.0 //[0.5 to 4.0] How much to scale the global Threshold used for luma or color edge detection when using predication #define fSMAAPredicationStrength 0.4 //[0.1 to 1.0] How much to locally decrease the Threshold. #define iSMAADebugOutput 0 //[0 to 4] 0: Normal | 1: edgesTex | 2: blendTex | 3: areaTex | 4: searchTex - Only for troubleshooting. Users don't need to mess with this. /*==============================================================================*\ | EFFECT PARAMETERS - OVERLAYS | \*==============================================================================*/ //HD6VIGNETTE #define fHD6VignetteMode 1 //[1 to 3] Vignette Alignment 1: Left and right | 2: top and bottom | 3: corners. #define fHD6VignetteTop 0.7 //[0.3 to 1.5] Top/left (depending on mode) height of bar. #define fHD6VignetteBottom 0.7 //[0.3 to 1.5] Bottom/right (depending on mode) height of bar. #define fHD6VignetteRoundness 0.0 //[0.0 to 100000.0] Amount of circularism (new word invented hoho), 0 means linear vignette, 100000.0 means rougly total circle. #define fHD6VignetteColorDistort 0.0 //[0.0 to 5.0] Distorts the colors. #define fHD6VignetteContrast 11.6 //[0.0 to 20.0] Contrast of vignette curve. #define fHD6VignetteBorder 6.5 //[0.0 to 5.0] Vignette Border factor. //STANDARDVIGNETTE #define fVignetteAmount 2.9 //[0.0 to 5.0] Amount of vignette color change. #define fVignetteCurve 1.5 //[0.0 to 5.0] Curve of vignette color change. #define fVignetteRadius 0.95 //[0.0 to 5.0] Radius from center where vignette color change kicks in. #define fVignetteColor float3(0.0, 0.0, 0.0) //[0.0 to 1.0] RGB vignette color. //BORDER #define fBorderWidth float2(10,10) //[0 to 2048, 0 to 2048] (X,Y)-width of the border. Measured in pixels. If this is set to 0,0 then the border_ratio will be used instead #define fBorderRatio float(1920.0 / 1080.0) //[0.1 to 10.0] Set the desired ratio for the visible area. You MUST use floating point - Integers do not work right. #define fBorderColor float3(1.0, 0.0, 0.0) //[0.0 to 1.0] What color the border should be. In RGB colors, 0,0,0 is black, 1,1,1 is pure white. //END #ReShade #include "MasterEffect.h" //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // END OF TWEAKING VARIABLES // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //global vars #define ScreenSize float4(BUFFER_WIDTH, BUFFER_RCP_WIDTH, float(BUFFER_WIDTH) / float(BUFFER_HEIGHT), float(BUFFER_HEIGHT) / float(BUFFER_WIDTH)) //x=Width, y=1/Width, z=ScreenScaleY, w=1/ScreenScaleY #define PixelSize float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) #define PI 3.1415972 #define PIOVER180 0.017453292 #define AUTHOR MartyMcFly #define LumCoeff float3(0.212656, 0.715158, 0.072186) #define zFarPlane 1 #define zNearPlane 0.001 //I know, weird values but ReShade's depthbuffer is ... odd uniform float4 Timer < string source = "framecount";>; #if( USE_HDR_MODE == 0) #define RENDERMODE RGBA8 #endif #if( USE_HDR_MODE == 1) #define RENDERMODE RGBA16F #endif #if( USE_HDR_MODE == 2) #define RENDERMODE RGBA32F #endif //textures texture texBloom1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RENDERMODE;}; texture texBloom2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RENDERMODE;}; texture texBloom3 { Width = BUFFER_WIDTH/2; Height = BUFFER_HEIGHT/2; Format = RENDERMODE;}; texture texBloom4 { Width = BUFFER_WIDTH/4; Height = BUFFER_HEIGHT/4; Format = RENDERMODE;}; texture texBloom5 { Width = BUFFER_WIDTH/8; Height = BUFFER_HEIGHT/8; Format = RENDERMODE;}; texture texLens1 { Width = BUFFER_WIDTH/2; Height = BUFFER_HEIGHT/2; Format = RENDERMODE;}; texture texLens2 { Width = BUFFER_WIDTH/2; Height = BUFFER_HEIGHT/2; Format = RENDERMODE;}; texture2D texLDR : COLOR; texture texHDR1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RENDERMODE;}; texture texHDR2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RENDERMODE;}; texture texOcclusion1 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RG8;}; texture texOcclusion2 { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RG8;}; texture texCoC { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA16F;}; texture2D texDepth : DEPTH; texture texNoise < string source = "MasterEffect/mcnoise.png"; > {Width = BUFFER_WIDTH;Height = BUFFER_HEIGHT;Format = RGBA8;}; texture texSprite < string source = "MasterEffect/mcsprite.png"; > {Width = BUFFER_WIDTH;Height = BUFFER_HEIGHT;Format = RGBA8;}; texture texDirt < string source = "MasterEffect/mcdirt.png"; > {Width = BUFFER_WIDTH;Height = BUFFER_HEIGHT;Format = RGBA8;}; texture texLUT < string source = "MasterEffect/mclut.png"; > {Width = 256; Height = 1; Format = RGBA8;}; texture texMask < string source = "MasterEffect/mcmask.png"; > {Width = BUFFER_WIDTH;Height = BUFFER_HEIGHT;Format = R8;}; //samplers sampler SamplerBloom1 { Texture = texBloom1; }; sampler SamplerBloom2 { Texture = texBloom2; }; sampler SamplerBloom3 { Texture = texBloom3; }; sampler SamplerBloom4 { Texture = texBloom4; }; sampler SamplerBloom5 { Texture = texBloom5; }; sampler SamplerLens1 { Texture = texLens1; }; sampler SamplerLens2 { Texture = texLens2; }; sampler2D SamplerLDR { Texture = texLDR; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerHDR1 { Texture = texHDR1; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerHDR2 { Texture = texHDR2; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerOcclusion1 { Texture = texOcclusion1; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerOcclusion2 { Texture = texOcclusion2; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerCoC { Texture = texCoC; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerDepth { Texture = texDepth; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerNoise { Texture = texNoise; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerSprite { Texture = texSprite; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = NONE; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerDirt { Texture = texDirt; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerLUT { Texture = texLUT; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerMask { Texture = texMask; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; struct VS_OUTPUT_POST { float4 vpos : SV_Position; float2 txcoord : TEXCOORD0; }; struct VS_INPUT_POST { uint id : SV_VertexID; }; //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Vertex Shaders // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ VS_OUTPUT_POST VS_MasterEffect(VS_INPUT_POST IN) { VS_OUTPUT_POST OUT; OUT.txcoord.x = (IN.id == 2) ? 2.0 : 0.0; OUT.txcoord.y = (IN.id == 1) ? 2.0 : 0.0; OUT.vpos = float4(OUT.txcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); return OUT; } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // SMAA // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #include "MasterEffect/mcsmaa.hlsl" //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Functions // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float GetLinearDepth(float depth) { return 1 / ((depth * ((zFarPlane - zNearPlane) / (-zFarPlane * zNearPlane)) + zFarPlane / (zFarPlane * zNearPlane))); } float3 GetNormalFromDepth(float fDepth, float2 vTexcoord) { const float2 offset1 = float2(0.0,0.001); const float2 offset2 = float2(0.001,0.0); float depth1 = GetLinearDepth(tex2Dlod(SamplerDepth, float4(vTexcoord + offset1,0,0)).x); float depth2 = GetLinearDepth(tex2Dlod(SamplerDepth, float4(vTexcoord + offset2,0,0)).x); float3 p1 = float3(offset1, depth1 - fDepth); float3 p2 = float3(offset2, depth2 - fDepth); float3 normal = cross(p1, p2); normal.z = -normal.z; return normalize(normal); } float GetRandom(float2 co){ return frac(sin(dot(co, float2(12.9898, 78.233))) * 43758.5453); } float3 GetRandomVector(float2 vTexCoord) { return 2 * normalize(float3(GetRandom(vTexCoord - 0.5f), GetRandom(vTexCoord + 0.5f), GetRandom(vTexCoord))) - 1; } float4 GetAtlasTex(sampler tex, float2 coord, float spaltenzahl, float reihenzahl, float spalte, float reihe) { return tex2Dlod(tex, float4(coord.xy/float2(spaltenzahl, reihenzahl)+float2((spalte-1)/spaltenzahl,(reihe-1)/reihenzahl),0,0)); } float4 GaussBlur22(float2 coord, sampler tex, float mult, float lodlevel, bool isBlurVert) //texcoord, texture, blurmult in pixels, tex2dlod level, axis (0=horiz, 1=vert) { float4 sum = 0; float2 axis = (isBlurVert) ? float2(0, 1) : float2(1, 0); float weight[11] = {0.082607, 0.080977, 0.076276, 0.069041, 0.060049, 0.050187, 0.040306, 0.031105, 0.023066, 0.016436, 0.011254}; for(int i=-10; i < 11; i++) { float currweight = weight[abs(i)]; sum += tex2Dlod(tex, float4(coord.xy + axis.xy * (float)i * PixelSize * mult,0,lodlevel)) * currweight; } return sum; } float smootherstep(float edge0, float edge1, float x) { x = clamp((x - edge0)/(edge1 - edge0), 0.0, 1.0); return x*x*x*(x*(x*6 - 15) + 10); } float3 Hue(in float3 RGB) { // Based on work by Sam Hocevar and Emil Persson float Epsilon = 1e-10; float4 P = (RGB.g < RGB.b) ? float4(RGB.bg, -1.0, 2.0/3.0) : float4(RGB.gb, 0.0, -1.0/3.0); float4 Q = (RGB.r < P.x) ? float4(P.xyw, RGB.r) : float4(RGB.r, P.yzx); float C = Q.x - min(Q.w, Q.y); float H = abs((Q.w - Q.y) / (6 * C + Epsilon) + Q.z); return float3(H, C, Q.x); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Passes // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float4 BorderPass( float4 colorInput, float2 tex ) { float3 fBorderColor_float = fBorderColor; float2 screen_size = float2(BUFFER_WIDTH, BUFFER_HEIGHT); float screen_ratio = (BUFFER_WIDTH/BUFFER_HEIGHT); float2 fBorderWidth_variable = fBorderWidth; // -- calculate the right fBorderWidth for a given fBorderRatio -- //if (!any(fBorderWidth)) //if fBorderWidth is not used if (fBorderWidth.x == -fBorderWidth.y) //if fBorderWidth is not used if (screen_ratio < fBorderRatio) fBorderWidth_variable = float2(0.0, (screen_size.y - (screen_size.x / fBorderRatio)) * 0.5); else fBorderWidth_variable = float2((screen_size.x - (screen_size.y * fBorderRatio)) * 0.5, 0.0); float2 border = (PixelSize.xy * fBorderWidth_variable); //Translate integer pixel width to floating point float2 within_border = saturate((-tex * tex + tex) - (-border * border + border)); //becomes positive when inside the border and 0 when outside colorInput.rgb = all(within_border) ? colorInput.rgb : fBorderColor_float ; //if the pixel is within the border use the original color, if not use the fBorderColor return colorInput; //return the pixel } float3 CartoonPass( float3 colorInput, float2 tex, float2 pixelsize, sampler colorsampler ) { float diff1 = dot(LumCoeff,tex2D(colorsampler, tex + pixelsize).rgb); diff1 = dot(float4(LumCoeff,-1.0),float4(tex2D(colorsampler, tex - pixelsize).rgb , diff1)); float diff2 = dot(LumCoeff,tex2D(colorsampler, tex +float2(pixelsize.x,-pixelsize.y)).rgb); diff2 = dot(float4(LumCoeff,-1.0),float4(tex2D(colorsampler, tex +float2(-pixelsize.x,pixelsize.y)).rgb , diff2)); float edge = dot(float2(diff1,diff2),float2(diff1,diff2)); colorInput.rgb = pow(edge,CartoonEdgeSlope) * -CartoonPower + colorInput.rgb; return saturate(colorInput); } float3 LevelsPass( float3 colorInput ) { #define black_point_float ( Levels_black_point / 255.0 ) #define white_point_float ( 255.0 / (Levels_white_point - Levels_black_point)) colorInput.rgb = colorInput.rgb * white_point_float - (black_point_float * white_point_float); return colorInput; } float3 TechniPass_prod80(float3 colorInput) { float3 colStrength = float3(ColStrengthR,ColStrengthG,ColStrengthB); float3 tsource = saturate(colorInput.rgb); float3 ttemp = 1 - tsource; float3 ttarget = ttemp.grg; float3 ttarget2 = ttemp.bbr; float3 ttemp2 = tsource.rgb * ttarget.rgb; ttemp2.rgb *= ttarget2.rgb; ttemp.rgb = ttemp2.rgb * colStrength; ttemp2.rgb *= TechniBrightness; ttarget.rgb = ttemp.grg; ttarget2.rgb = ttemp.bbr; ttemp.rgb = tsource.rgb - ttarget.rgb; ttemp.rgb += ttemp2.rgb; ttemp2.rgb = ttemp.rgb - ttarget2.rgb; colorInput.rgb = lerp(tsource.rgb, ttemp2.rgb, TechniStrength); colorInput.rgb = lerp(dot(colorInput.rgb, 0.333), colorInput.rgb, TechniSat); return colorInput.rgb; } float3 TechnicolorPass( float3 colorInput ) { #define cyanfilter float3(0.0, 1.30, 1.0) #define magentafilter float3(1.0, 0.0, 1.05) #define yellowfilter float3(1.6, 1.6, 0.05) #define redorangefilter float2(1.05, 0.620) //RG_ #define greenfilter float2(0.30, 1.0) //RG_ #define magentafilter2 magentafilter.rb //R_B float3 tcol = colorInput.rgb; float2 rednegative_mul = tcol.rg * (1.0 / (redNegativeAmount * TechniPower)); float2 greennegative_mul = tcol.rg * (1.0 / (greenNegativeAmount * TechniPower)); float2 bluenegative_mul = tcol.rb * (1.0 / (blueNegativeAmount * TechniPower)); float rednegative = dot( redorangefilter, rednegative_mul ); float greennegative = dot( greenfilter, greennegative_mul ); float bluenegative = dot( magentafilter2, bluenegative_mul ); float3 redoutput = rednegative.rrr + cyanfilter; float3 greenoutput = greennegative.rrr + magentafilter; float3 blueoutput = bluenegative.rrr + yellowfilter; float3 result = redoutput * greenoutput * blueoutput; colorInput.rgb = lerp(tcol, result, TechniAmount); return colorInput; } float3 DPXPass(float3 InputColor){ float3x3 RGB = float3x3( 2.67147117265996,-1.26723605786241,-0.410995602172227, -1.02510702934664,1.98409116241089,0.0439502493584124, 0.0610009456429445,-0.223670750812863,1.15902104167061 ); float3x3 XYZ = float3x3( 0.500303383543316,0.338097573222739,0.164589779545857, 0.257968894274758,0.676195259144706,0.0658358459823868, 0.0234517888692628,0.1126992737203,0.866839673124201 ); float DPXContrast = 0.1; float DPXGamma = 1.0; float RedCurve = DPXRed; float GreenCurve = DPXGreen; float BlueCurve = DPXBlue; float3 RGB_Curve = float3(DPXRed,DPXGreen,DPXBlue); float3 RGB_C = float3(DPXRedC,DPXGreenC,DPXBlueC); float3 B = InputColor.rgb; B = pow(B, 1.0/DPXGamma); B = B * (1.0 - DPXContrast) + (0.5 * DPXContrast); float3 Btemp = (1.0 / (1.0 + exp(RGB_Curve / 2.0))); B = ((1.0 / (1.0 + exp(-RGB_Curve * (B - RGB_C)))) / (-2.0 * Btemp + 1.0)) + (-Btemp / (-2.0 * Btemp + 1.0)); float value = max(max(B.r, B.g), B.b); float3 color = B / value; color = saturate(color); color = pow(color, 1.0/DPXColorGamma); float3 c0 = color * value; c0 = mul(XYZ, c0); float luma = dot(c0, float3(0.30, 0.59, 0.11)); //Use BT 709 instead? c0 = (1.0 - DPXSaturation) * luma + DPXSaturation * c0; c0 = mul(RGB, c0); InputColor.rgb = lerp(InputColor.rgb, c0, DPXBlend); return InputColor; } float3 LiftGammaGainPass( float3 colorInput ) { // -- Get input -- float3 color = colorInput.rgb; // -- Lift -- color = color * (1.5-0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5; color = saturate(color); //isn't strictly necessary, but doesn't cost performance. // -- Gain -- color *= RGB_Gain; // -- Gamma -- colorInput.rgb = pow(color, 1.0 / RGB_Gamma); //Gamma // -- Return output -- //return (colorInput); return saturate(colorInput); } float3 TonemapPass( float3 colorInput ) { float3 color = colorInput.rgb; color = saturate(color - Defog * FogColor); // Defog color *= pow(2.0f, Exposure); // Exposure color = pow(color, Gamma); // Gamma -- roll into the first gamma correction in main.h ? float lum = dot(LumCoeff, color.rgb); float3 blend = lum.rrr; //dont use float3 float L = saturate( 10.0 * (lum - 0.45) ); float3 result1 = 2.0f * color.rgb * blend; float3 result2 = 1.0f - 2.0f * (1.0f - blend) * (1.0f - color.rgb); float3 newColor = lerp(result1, result2, L); float3 A2 = Bleach * color.rgb; //why use a float for A2 here and then multiply by color.rgb (a float3)? float3 mixRGB = A2 * newColor; color.rgb += ((1.0f - A2) * mixRGB); float3 middlegray = dot(color,(1.0/3.0)); //1fps slower than the original on nvidia, 2 fps faster on AMD float3 diffcolor = color - middlegray; //float 3 here colorInput.rgb = (color + diffcolor * Saturation)/(1+(diffcolor*Saturation)); //saturation return colorInput; } float3 VibrancePass( float3 colorInput ) { #define Vibrance_coeff float3(Vibrance_RGB_balance * Vibrance) float3 color = colorInput; //original input color float3 lumCoeff = float3(0.212656, 0.715158, 0.072186); //Values to calculate luma with float luma = dot(LumCoeff, color.rgb); //calculate luma (grey) float max_color = max(colorInput.r, max(colorInput.g,colorInput.b)); //Find the strongest color float min_color = min(colorInput.r, min(colorInput.g,colorInput.b)); //Find the weakest color float color_saturation = max_color - min_color; //The difference between the two is the saturation color.rgb = lerp(luma, color.rgb, (1.0 + (Vibrance_coeff * (1.0 - (sign(Vibrance_coeff) * color_saturation))))); //extrapolate between luma and original by 1 + (1-saturation) - current return color; //return the result } float3 CurvesPass( float3 colorInput ) { float Curves_contrast_blend = Curves_contrast; /*-----------------------------------------------------------. / Separation of Luma and Chroma / '-----------------------------------------------------------*/ // -- Calculate Luma and Chroma if needed -- #if Curves_mode != 2 //calculate luma (grey) float luma = dot(LumCoeff, colorInput.rgb); //calculate chroma float3 chroma = colorInput.rgb - luma; #endif // -- Which value to put through the contrast formula? -- // I name it x because makes it easier to copy-paste to Graphtoy or Wolfram Alpha or another graphing program #if Curves_mode == 2 float3 x = colorInput.rgb; //if the curve should be applied to both Luma and Chroma #elif Curves_mode == 1 float3 x = chroma; //if the curve should be applied to Chroma x = x * 0.5 + 0.5; //adjust range of Chroma from -1 -> 1 to 0 -> 1 #else // Curves_mode == 0 float x = luma; //if the curve should be applied to Luma #endif /*-----------------------------------------------------------. / Contrast formulas / '-----------------------------------------------------------*/ // -- Curve 1 -- #if Curves_formula == 1 x = sin(PI * 0.5 * x); // Sin - 721 amd fps, +vign 536 nv x *= x; //x = 0.5 - 0.5*cos(PI*x); //x = 0.5 * -sin(PI * -x + (PI*0.5)) + 0.5; #endif // -- Curve 2 -- #if Curves_formula == 2 x = x - 0.5; x = ( x / (0.5 + abs(x)) ) + 0.5; //x = ( (x - 0.5) / (0.5 + abs(x-0.5)) ) + 0.5; #endif // -- Curve 3 -- #if Curves_formula == 3 //x = smoothstep(0.0,1.0,x); //smoothstep x = x*x*(3.0-2.0*x); //faster smoothstep alternative - 776 amd fps, +vign 536 nv //x = x - 2.0 * (x - 1.0) * x* (x- 0.5); //2.0 is contrast. Range is 0.0 to 2.0 #endif // -- Curve 4 -- #if Curves_formula == 4 x = (1.0524 * exp(6.0 * x) - 1.05248) / (20.0855 + exp(6.0 * x)); //exp formula #endif // -- Curve 5 -- #if Curves_formula == 5 //x = 0.5 * (x + 3.0 * x * x - 2.0 * x * x * x); //a simplified catmull-rom (0,0,1,1) - btw smoothstep can also be expressed as a simplified catmull-rom using (1,0,1,0) //x = (0.5 * x) + (1.5 -x) * x*x; //estrin form - faster version x = x * (x * (1.5-x) + 0.5); //horner form - fastest version Curves_contrast_blend = Curves_contrast * 2.0; //I multiply by two to give it a strength closer to the other curves. #endif // -- Curve 6 -- #if Curves_formula == 6 x = x*x*x*(x*(x*6.0 - 15.0) + 10.0); //Perlins smootherstep #endif // -- Curve 7 -- #if Curves_formula == 7 //x = ((x-0.5) / ((0.5/(4.0/3.0)) + abs((x-0.5)*1.25))) + 0.5; x = x - 0.5; x = x / ((abs(x)*1.25) + 0.375 ) + 0.5; //x = ( (x-0.5) / ((abs(x-0.5)*1.25) + (0.5/(4.0/3.0))) ) + 0.5; #endif // -- Curve 8 -- #if Curves_formula == 8 x = (x * (x * (x * (x * (x * (x * (1.6 * x - 7.2) + 10.8) - 4.2) - 3.6) + 2.7) - 1.8) + 2.7) * x * x; //Techicolor Cinestyle - almost identical to curve 1 #endif // -- Curve 9 -- #if Curves_formula == 9 x = -0.5 * (x*2.0-1.0) * (abs(x*2.0-1.0)-2.0) + 0.5; //parabola #endif // -- Curve 10 -- #if Curves_formula == 10 //Half-circles #if Curves_mode == 0 float xstep = step(x,0.5); float xstep_shift = (xstep - 0.5); float shifted_x = x + xstep_shift; #else float3 xstep = step(x,0.5); float3 xstep_shift = (xstep - 0.5); float3 shifted_x = x + xstep_shift; #endif x = abs(xstep - sqrt(-shifted_x * shifted_x + shifted_x) ) - xstep_shift; //x = abs(step(x,0.5)-sqrt(-(x+step(x,0.5)-0.5)*(x+step(x,0.5)-0.5)+(x+step(x,0.5)-0.5)))-(step(x,0.5)-0.5); //single line version of the above //x = 0.5 + (sign(x-0.5)) * sqrt(0.25-(x-trunc(x*2))*(x-trunc(x*2))); //worse /* // if/else - even worse if (x-0.5) x = 0.5-sqrt(0.25-x*x); else x = 0.5+sqrt(0.25-(x-1)*(x-1)); */ //x = (abs(step(0.5,x)-clamp( 1-sqrt(1-abs(step(0.5,x)- frac(x*2%1)) * abs(step(0.5,x)- frac(x*2%1))),0 ,1))+ step(0.5,x) )*0.5; //worst so far //TODO: Check if I could use an abs split instead of step. It might be more efficient Curves_contrast_blend = Curves_contrast * 0.5; //I divide by two to give it a strength closer to the other curves. #endif // -- Curve 11 -- #if Curves_formula == 11 //Cubic catmull float a = 1.00; //control point 1 float b = 0.00; //start point float c = 1.00; //endpoint float d = 0.20; //control point 2 x = 0.5 * ((-a + 3*b -3*c + d)*x*x*x + (2*a -5*b + 4*c - d)*x*x + (-a+c)*x + 2*b); //A customizable cubic catmull-rom spline #endif // -- Curve 12 -- #if Curves_formula == 12 //Cubic Bezier spline float a = 0.00; //start point float b = 0.00; //control point 1 float c = 1.00; //control point 2 float d = 1.00; //endpoint float r = (1-x); float r2 = r*r; float r3 = r2 * r; float x2 = x*x; float x3 = x2*x; //x = dot(float4(a,b,c,d),float4(r3,3*r2*x,3*r*x2,x3)); //x = a * r*r*r + r * (3 * b * r * x + 3 * c * x*x) + d * x*x*x; //x = a*(1-x)*(1-x)*(1-x) +(1-x) * (3*b * (1-x) * x + 3 * c * x*x) + d * x*x*x; x = a*(1-x)*(1-x)*(1-x) + 3*b*(1-x)*(1-x)*x + 3*c*(1-x)*x*x + d*x*x*x; #endif // -- Curve 13 -- #if Curves_formula == 13 //Cubic Bezier spline - alternative implementation. float3 a = float3(0.00,0.00,0.00); //start point float3 b = float3(0.25,0.15,0.85); //control point 1 float3 c = float3(0.75,0.85,0.15); //control point 2 float3 d = float3(1.00,1.00,1.00); //endpoint float3 ab = lerp(a,b,x); // point between a and b float3 bc = lerp(b,c,x); // point between b and c float3 cd = lerp(c,d,x); // point between c and d float3 abbc = lerp(ab,bc,x); // point between ab and bc float3 bccd = lerp(bc,cd,x); // point between bc and cd float3 dest = lerp(abbc,bccd,x); // point on the bezier-curve x = dest; #endif // -- Curve 14 -- #if Curves_formula == 14 x = 1.0 / (1.0 + exp(-(x * 10.0 - 5.0))); //alternative exp formula #endif /*-----------------------------------------------------------. / Joining of Luma and Chroma / '-----------------------------------------------------------*/ #if Curves_mode == 2 //Both Luma and Chroma float3 color = x; //if the curve should be applied to both Luma and Chroma colorInput.rgb = lerp(colorInput.rgb, color, Curves_contrast_blend); //Blend by Curves_contrast #elif Curves_mode == 1 //Only Chroma x = x * 2.0 - 1.0; //adjust the Chroma range back to -1 -> 1 float3 color = luma + x; //Luma + Chroma colorInput.rgb = lerp(colorInput.rgb, color, Curves_contrast_blend); //Blend by Curves_contrast #else // Curves_mode == 0 //Only Luma x = lerp(luma, x, Curves_contrast_blend); //Blend by Curves_contrast colorInput.rgb = x + chroma; //Luma + Chroma #endif //Return the result return colorInput; } float3 SepiaPass( float3 colorInput ) { float3 sepia = colorInput.rgb; // calculating amounts of input, grey and sepia colors to blend and combine float grey = dot(sepia, LumCoeff); sepia *= ColorTone; float3 blend2 = (grey * GreyPower) + (colorInput.rgb / (GreyPower + 1)); colorInput.rgb = lerp(blend2, sepia, SepiaPower); // returning the final color return colorInput; } float3 SkyrimTonemapPass( float3 color ) { float grayadaptation = dot(color.xyz, LumCoeff); #if (POSTPROCESS==1) color.xyz = color.xyz / (grayadaptation * EAdaptationMaxV1 + EAdaptationMinV1); float cgray = dot( color.xyz, LumCoeff); cgray = pow(cgray, EContrastV1); float3 poweredcolor = pow( abs(color.xyz), EColorSaturationV1); float newgray = dot(poweredcolor.xyz, LumCoeff); color.xyz = poweredcolor.xyz * cgray / (newgray + 0.0001); float3 luma = color.xyz; float lumamax = 300.0; color.xyz = ( color.xyz * (1.0 + color.xyz / lumamax)) / ( color.xyz + EToneMappingCurveV1); #endif #if (POSTPROCESS==2) color.xyz = color.xyz / (grayadaptation * EAdaptationMaxV2 + EAdaptationMinV2); float3 xncol = normalize( color.xyz); float3 scl = color.xyz / xncol.xyz; scl = pow(scl, EIntensityContrastV2); xncol.xyz = pow(xncol.xyz, EColorSaturationV2); color.xyz = scl*xncol.xyz; float lumamax = EToneMappingOversaturationV2; color.xyz = ( color.xyz * (1.0 + color.xyz / lumamax)) / ( color.xyz + EToneMappingCurveV2); color.xyz*=4; #endif #if (POSTPROCESS==3) color.xyz *= 35; float lumamax = EToneMappingOversaturationV3; color.xyz = ( color.xyz * (1.0 + color.xyz / lumamax)) / ( color.xyz + EToneMappingCurveV3); #endif #if (POSTPROCESS == 4) color.xyz = color.xyz / (grayadaptation * EAdaptationMaxV4 + EAdaptationMinV4); float Y = dot( color.xyz, float3(0.299, 0.587, 0.114)); //0.299 * R + 0.587 * G + 0.114 * B; float U = dot( color.xyz, float3(-0.14713, -0.28886, 0.436)); //-0.14713 * R - 0.28886 * G + 0.436 * B; float V = dot( color.xyz, float3(0.615, -0.51499, -0.10001)); //0.615 * R - 0.51499 * G - 0.10001 * B; Y = pow(Y, EBrightnessCurveV4); Y = Y * EBrightnessMultiplierV4; color.xyz = V * float3(1.13983, -0.58060, 0.0) + U * float3(0.0, -0.39465, 2.03211) + Y; color.xyz = max( color.xyz, 0.0); color.xyz = color.xyz / ( color.xyz + EBrightnessToneMappingCurveV4); #endif #if (POSTPROCESS == 5) float hnd = 1; float2 hndtweak = float2( 3.1 , 1.5 ); color.xyz *= lerp( hndtweak.x, hndtweak.y, hnd ); float3 xncol = normalize( color.xyz); float3 scl = color.xyz/xncol.xyz; scl = pow(scl, EIntensityContrastV5); xncol.xyz = pow(xncol.xyz, EColorSaturationV5); color.xyz = scl*xncol.xyz; color.xyz *= HCompensateSatV5; // compensate for darkening caused my EcolorSat above color.xyz = color.xyz / ( color.xyz + EToneMappingCurveV5); color.xyz *= 4; #endif #if (POSTPROCESS==6) //Postprocessing V6 by Kermles //tuned by the master himself for ME 1.4, thanks man!!! //hd6/ppv2/////////////////////////////////////////// float EIntensityContrastV6 = EIntensityContrastV6Day; float EColorSaturationV6 = EColorSaturationV6Day; float HCompensateSatV6 = HCompensateSatV6Day; float EToneMappingCurveV6 = EToneMappingCurveV6Day; float EBrightnessV6 = EBrightnessV6Day; float EToneMappingOversaturationV6 = EToneMappingOversaturationV6Day; float EAdaptationMaxV6 = EAdaptationMaxV6Day; float EAdaptationMinV6 = EAdaptationMinV6Day; float lumamax = EToneMappingOversaturationV6; //kermles//////////////////////////////////////////// float4 ncolor; //temporary variable for color adjustments //begin pp code///////////////////////////////////////////////// //ppv2 modified by kermles////////////////////////////////////// grayadaptation = clamp(grayadaptation, 0, 50); color.xyz *= EBrightnessV6; float3 xncol = normalize( color.xyz); float3 scl = color.xyz/xncol.xyz; scl = pow(saturate(scl), EIntensityContrastV6); xncol.xyz = pow(xncol.xyz, EColorSaturationV6); color.xyz = scl*xncol.xyz; color.xyz *= HCompensateSatV6; color.xyz = ( color.xyz * (1.0 + color.xyz/lumamax))/( color.xyz + EToneMappingCurveV6); color.xyz /= grayadaptation*EAdaptationMaxV6+EAdaptationMinV6; //rerun ppv2//////////////////////////////////////////////////// color.xyz *= EBrightnessV6; xncol = normalize( color.xyz); scl = color.xyz/xncol.xyz; scl = saturate(scl); scl = pow(scl, EIntensityContrastV6); xncol.xyz = pow(xncol.xyz, EColorSaturationV6); color.xyz = scl*xncol.xyz; color.xyz *= HCompensateSatV6; color.xyz = ( color.xyz * (1.0 + color.xyz/lumamax))/( color.xyz + EToneMappingCurveV6); #endif return color; } float3 MoodPass( float3 colorInput ) { float3 colInput = colorInput; float3 colMood = 1.0f; colMood.r = moodR; colMood.g = moodG; colMood.b = moodB; float fLum = ( colInput.r + colInput.g + colInput.b ) / 3; colMood = lerp(0, colMood, saturate(fLum * 2.0)); colMood = lerp(colMood, 1, saturate(fLum - 0.5) * 2.0); float3 colOutput = lerp(colInput, colMood, saturate(fLum * fRatio)); colorInput=max(0, colOutput); return colorInput; } float3 CrossPass(float3 color) { float2 CrossMatrix [3] = { float2 (1.03, 0.04), float2 (1.09, 0.01), float2 (0.78, 0.13), }; float3 image1 = color; float3 image2 = color; float gray = dot(float3(0.5,0.5,0.5), image1); image1 = lerp (gray, image1,CrossSaturation); image1 = lerp (0.35, image1,CrossContrast); image1 +=CrossBrightness; image2.r = image1.r * CrossMatrix[0].x + CrossMatrix[0].y; image2.g = image1.g * CrossMatrix[1].x + CrossMatrix[1].y; image2.b = image1.b * CrossMatrix[2].x + CrossMatrix[2].y; color = lerp(image1, image2, CrossAmount); return color; } float3 FilmPass(float3 B) { float3 G = B; float3 H = 0.01; B = saturate(B); B = pow(B, Linearization); B = lerp(H, B, Contrast); float A = dot(B.rgb, LumCoeff); float3 D = A; B = pow(B, 1.0 / BaseGamma); float a = FRedCurve; float b = FGreenCurve; float c = FBlueCurve; float d = BaseCurve; float y = 1.0 / (1.0 + exp(a / 2.0)); float z = 1.0 / (1.0 + exp(b / 2.0)); float w = 1.0 / (1.0 + exp(c / 2.0)); float v = 1.0 / (1.0 + exp(d / 2.0)); float3 C = B; D.r = (1.0 / (1.0 + exp(-a * (D.r - 0.5))) - y) / (1.0 - 2.0 * y); D.g = (1.0 / (1.0 + exp(-b * (D.g - 0.5))) - z) / (1.0 - 2.0 * z); D.b = (1.0 / (1.0 + exp(-c * (D.b - 0.5))) - w) / (1.0 - 2.0 * w); D = pow(D, 1.0 / EffectGamma); float3 Di = 1.0 - D; D = lerp(D, Di, FBleach); D.r = pow(abs(D.r), 1.0 / EffectGammaR); D.g = pow(abs(D.g), 1.0 / EffectGammaG); D.b = pow(abs(D.b), 1.0 / EffectGammaB); if (D.r < 0.5) C.r = (2.0 * D.r - 1.0) * (B.r - B.r * B.r) + B.r; else C.r = (2.0 * D.r - 1.0) * (sqrt(B.r) - B.r) + B.r; if (D.g < 0.5) C.g = (2.0 * D.g - 1.0) * (B.g - B.g * B.g) + B.g; else C.g = (2.0 * D.g - 1.0) * (sqrt(B.g) - B.g) + B.g; //if (AgainstAllAutority) if (D.b < 0.5) C.b = (2.0 * D.b - 1.0) * (B.b - B.b * B.b) + B.b; else C.b = (2.0 * D.b - 1.0) * (sqrt(B.b) - B.b) + B.b; float3 F = lerp(B, C, Strenght); F = (1.0 / (1.0 + exp(-d * (F - 0.5))) - v) / (1.0 - 2.0 * v); float r2R = 1.0 - FSaturation; float g2R = 0.0 + FSaturation; float b2R = 0.0 + FSaturation; float r2G = 0.0 + FSaturation; float g2G = (1.0 - Fade) - FSaturation; float b2G = (0.0 + Fade) + FSaturation; float r2B = 0.0 + FSaturation; float g2B = (0.0 + Fade) + FSaturation; float b2B = (1.0 - Fade) - FSaturation; float3 iF = F; F.r = (iF.r * r2R + iF.g * g2R + iF.b * b2R); F.g = (iF.r * r2G + iF.g * g2G + iF.b * b2G); F.b = (iF.r * r2B + iF.g * g2B + iF.b * b2B); float N = dot(F.rgb, LumCoeff); float3 Cn = F; if (N < 0.5) Cn = (2.0 * N - 1.0) * (F - F * F) + F; else Cn = (2.0 * N - 1.0) * (sqrt(F) - F) + F; Cn = pow(max(Cn,0), 1.0 / Linearization); float3 Fn = lerp(B, Cn, Strenght); return Fn; } float3 ReinhardToneMapping(in float3 x) { const float W = ReinhardWhitepoint; // Linear White Point Value const float K = ReinhardScale; // Scale // gamma space or not? return (1 + K * x / (W * W)) * x / (x + K); } float3 ReinhardLinearToneMapping(in float3 x) { const float W = ReinhardLinearWhitepoint; // Linear White Point Value const float L = ReinhardLinearPoint; // Linear point const float C = ReinhardLinearSlope; // Slope of the linear section const float K = (1 - L * C) / C; // Scale (fixed so that the derivatives of the Reinhard and linear functions are the same at x = L) float3 reinhard = L * C + (1 - L * C) * (1 + K * (x - L) / ((W - L) * (W - L))) * (x - L) / (x - L + K); // gamma space or not? return (x > L) ? reinhard : C * x; } float3 HaarmPeterDuikerFilmicToneMapping(in float3 x) { x = max( (float3)0.0f, x - 0.004f ); return pow( abs( ( x * ( 6.2f * x + 0.5f ) ) / ( x * ( 6.2f * x + 1.7f ) + 0.06 ) ), 2.2f ); } float3 CustomToneMapping(in float3 x) { const float A = 0.665f; const float B = 0.09f; const float C = 0.004f; const float D = 0.445f; const float E = 0.26f; const float F = 0.025f; const float G = 0.16f;//0.145f; const float H = 1.1844f;//1.15f; // gamma space or not? return (((x*(A*x+B)+C)/(x*(D*x+E)+F))-G) / H; } float3 ColorFilmicToneMapping(in float3 x) { // Filmic tone mapping const float3 A = float3(0.55f, 0.50f, 0.45f); // Shoulder strength const float3 B = float3(0.30f, 0.27f, 0.22f); // Linear strength const float3 C = float3(0.10f, 0.10f, 0.10f); // Linear angle const float3 D = float3(0.10f, 0.07f, 0.03f); // Toe strength const float3 E = float3(0.01f, 0.01f, 0.01f); // Toe Numerator const float3 F = float3(0.30f, 0.30f, 0.30f); // Toe Denominator const float3 W = float3(2.80f, 2.90f, 3.10f); // Linear White Point Value const float3 F_linearWhite = ((W*(A*W+C*B)+D*E)/(W*(A*W+B)+D*F))-(E/F); float3 F_linearColor = ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-(E/F); // gamma space or not? return pow(saturate(F_linearColor * 1.25 / F_linearWhite),1.25); } float3 ColormodPass( float3 color ) { color.xyz = (color.xyz - dot(color.xyz, 0.333)) * ColormodChroma + dot(color.xyz, 0.333); color.xyz = saturate(color.xyz); color.x = (pow(color.x, ColormodGammaR) - 0.5) * ColormodContrastR + 0.5 + ColormodBrightnessR; color.y = (pow(color.y, ColormodGammaG) - 0.5) * ColormodContrastG + 0.5 + ColormodBrightnessB; color.z = (pow(color.z, ColormodGammaB) - 0.5) * ColormodContrastB + 0.5 + ColormodBrightnessB; return color; } float3 SphericalPass( float3 color ) { float3 signedColor = color.rgb * 2.0 - 1.0; float3 sphericalColor = sqrt(1.0 - signedColor.rgb * signedColor.rgb); sphericalColor = sphericalColor * 0.5 + 0.5; sphericalColor *= color.rgb; color.rgb += sphericalColor.rgb * sphericalAmount; color.rgb *= 0.95; return color; } float3 SincityPass(float3 color) { float sinlumi = dot(color.rgb, float3(0.30f,0.59f,0.11f)); if(color.r > (color.g + 0.2f) && color.r > (color.b + 0.025f)) { color.rgb = float3(sinlumi, 0, 0)*1.5; } else { color.rgb = sinlumi; } return color; } float3 colorhuefx_prod80( float3 color ) { float3 fxcolor = saturate( color.xyz ); float greyVal = dot( fxcolor.xyz, LumCoeff.xyz ); float3 HueSat = Hue( fxcolor.xyz ); float colorHue = HueSat.x; float colorInt = HueSat.z - HueSat.y * 0.5; float colorSat = HueSat.y / ( 1.0 - abs( colorInt * 2.0 - 1.0 ) * 1e-10 ); //When color intensity not based on original saturation level if ( USE_COLORSAT == 0 ) colorSat = 1.0f; float hueMin_1 = hueMid - hueRange; float hueMax_1 = hueMid + hueRange; float hueMin_2 = 0.0f; float hueMax_2 = 0.0f; if ( hueMin_1 < 0.0 ) { hueMin_2 = 1.0f + hueMin_1; hueMax_2 = 1.0f + hueMid; if ( colorHue >= hueMin_1 && colorHue <= hueMid ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit )); else if ( colorHue >= hueMid && colorHue <= hueMax_1 ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit )); else if ( colorHue >= hueMin_2 && colorHue <= hueMax_2 ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_2, hueMax_2, colorHue ) * ( colorSat * satLimit )); else fxcolor.xyz = greyVal.xxx; } else if ( hueMax_1 > 1.0 ) { hueMin_2 = 0.0f - ( 1.0f - hueMid ); hueMax_2 = hueMax_1 - 1.0f; if ( colorHue >= hueMin_1 && colorHue <= hueMid ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit )); else if ( colorHue >= hueMid && colorHue <= hueMax_1 ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit )); else if ( colorHue >= hueMin_2 && colorHue <= hueMax_2 ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMin_2, hueMax_2, colorHue )) * ( colorSat * satLimit )); else fxcolor.xyz = greyVal.xxx; } else { if ( colorHue >= hueMin_1 && colorHue <= hueMid ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, smootherstep( hueMin_1, hueMid, colorHue ) * ( colorSat * satLimit )); else if ( colorHue > hueMid && colorHue <= hueMax_1 ) fxcolor.xyz = lerp( greyVal.xxx, fxcolor.xyz, ( 1.0f - smootherstep( hueMid, hueMax_1, colorHue )) * ( colorSat * satLimit )); else fxcolor.xyz = greyVal.xxx; } color.xyz = lerp( color.xyz, fxcolor.xyz, fxcolorMix ); return color.xyz; } float3 SharpPass( float3 colorInput, float2 tex, sampler colorsampler) { float3 blur_ori = tex2D(colorsampler, tex + float2(0.5 * PixelSize.x,-PixelSize.y * fSharpBias)).rgb*0.25; // South South East blur_ori += tex2D(colorsampler, tex + float2(fSharpBias * -PixelSize.x,0.5 * -PixelSize.y)).rgb*0.25; // West South West blur_ori += tex2D(colorsampler, tex + float2(fSharpBias * PixelSize.x,0.5 * PixelSize.y)).rgb*0.25; // East North East blur_ori += tex2D(colorsampler, tex + float2(0.5 * -PixelSize.x,PixelSize.y * fSharpBias)).rgb*0.25; // North North West float3 sharp = colorInput - blur_ori; float sharp_luma = dot(sharp, fSharpStrength); sharp_luma = clamp(sharp_luma, -fSharpClamp, fSharpClamp); float3 done = tex2D(colorsampler, tex).rgb + sharp_luma; colorInput = done; return colorInput; } float3 ExplosionPass( float3 colorInput, float2 tex, sampler colorsampler ) { // -- pseudo random number generator -- float2 sine_cosine; sincos(dot(tex, float2(12.9898,78.233)),sine_cosine.x,sine_cosine.y); sine_cosine = sine_cosine * 43758.5453 + tex; float2 noise = frac(sine_cosine); tex = (-fExplosionRadius * PixelSize) + tex; //Slightly faster this way because it can be calculated while we calculate noise. colorInput.rgb = tex2D(colorsampler, (2.0 * fExplosionRadius * PixelSize) * noise + tex).rgb; return colorInput; } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Initializing pass which converts LDR image to HDR space // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float4 PS_ME_Init(VS_OUTPUT_POST IN) : COLOR { float mask = 1.0f; #if(USE_HUD_MASKING==1) mask = tex2D(SamplerMask, IN.txcoord.xy).x; #endif return tex2D(SamplerLDR, IN.txcoord.xy)*mask; } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Ambient Occlusion // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #if(USE_AMBIENTOCCLUSION==1) float4 PS_ME_SSAO(VS_OUTPUT_POST IN) : COLOR { //global variables float depth = tex2D(SamplerDepth, IN.txcoord.xy).x; float fSceneDepthP = GetLinearDepth(depth); if(depth > 0.9999) return float4(0.5,depth,0,0); float offsetScale = fSSAORange/10000; float fSSAODepthClip = 10000000.0; float3 vRotation = tex2Dlod(SamplerNoise, float4(IN.txcoord.xy, 0, 0)).rgb - 0.5f; float3x3 matRotate; float hao = 1.0f / (1.0f + vRotation.z); matRotate._m00 = hao * vRotation.y * vRotation.y + vRotation.z; matRotate._m01 = -hao * vRotation.y * vRotation.x; matRotate._m02 = -vRotation.x; matRotate._m10 = -hao * vRotation.y * vRotation.x; matRotate._m11 = hao * vRotation.x * vRotation.x + vRotation.z; matRotate._m12 = -vRotation.y; matRotate._m20 = vRotation.x; matRotate._m21 = vRotation.y; matRotate._m22 = vRotation.z; float fOffsetScaleStep = 1.0f + 2.4f / iSSAOSamples; float fAccessibility = 0; int Sample_Scaled = iSSAOSamples; #if(SSAO_SmartSampling==1) if(fSceneDepthP > 0.5) Sample_Scaled=max(8,round(Sample_Scaled*0.5)); if(fSceneDepthP > 0.8) Sample_Scaled=max(8,round(Sample_Scaled*0.5)); #endif [loop] for (int i = 0 ; i < (Sample_Scaled / 8) ; i++) for (int x = -1 ; x <= 1 ; x += 2) for (int y = -1 ; y <= 1 ; y += 2) for (int z = -1 ; z <= 1 ; z += 2) { //Create offset vector float3 vOffset = normalize(float3(x, y, z)) * (offsetScale *= fOffsetScaleStep); //Rotate the offset vector float3 vRotatedOffset = mul(vOffset, matRotate); //Center pixel's coordinates in screen space float3 vSamplePos = float3(IN.txcoord.xy, fSceneDepthP); //Offset sample point vSamplePos += float3(vRotatedOffset.xy, vRotatedOffset.z * fSceneDepthP); //Read sample point depth float fSceneDepthS = GetLinearDepth(tex2Dlod(SamplerDepth, float4(vSamplePos.xy,0,0)).x); //Discard if depth equals max if (fSceneDepthS >= fSSAODepthClip) fAccessibility += 1.0f; else { //Compute accessibility factor float fDepthDist = fSceneDepthP - fSceneDepthS; float fRangeIsInvalid = saturate(fDepthDist); fAccessibility += lerp(fSceneDepthS > vSamplePos.z, 0.5f, fRangeIsInvalid); } } //Compute average accessibility fAccessibility = fAccessibility / Sample_Scaled; return float4(fAccessibility,depth,0,0); } float4 PS_ME_RayAO(VS_OUTPUT_POST IN) : COLOR { float3 avOffsets [78] = { float3(0.2196607,0.9032637,0.2254677), float3(0.05916681,0.2201506,-0.1430302), float3(-0.4152246,0.1320857,0.7036734), float3(-0.3790807,0.1454145,0.100605), float3(0.3149606,-0.1294581,0.7044517), float3(-0.1108412,0.2162839,0.1336278), float3(0.658012,-0.4395972,-0.2919373), float3(0.5377914,0.3112189,0.426864), float3(-0.2752537,0.07625949,-0.1273409), float3(-0.1915639,-0.4973421,-0.3129629), float3(-0.2634767,0.5277923,-0.1107446), float3(0.8242752,0.02434147,0.06049098), float3(0.06262707,-0.2128643,-0.03671562), float3(-0.1795662,-0.3543862,0.07924347), float3(0.06039629,0.24629,0.4501176), float3(-0.7786345,-0.3814852,-0.2391262), float3(0.2792919,0.2487278,-0.05185341), float3(0.1841383,0.1696993,-0.8936281), float3(-0.3479781,0.4725766,-0.719685), float3(-0.1365018,-0.2513416,0.470937), float3(0.1280388,-0.563242,0.3419276), float3(-0.4800232,-0.1899473,0.2398808), float3(0.6389147,0.1191014,-0.5271206), float3(0.1932822,-0.3692099,-0.6060588), float3(-0.3465451,-0.1654651,-0.6746758), float3(0.2448421,-0.1610962,0.13289366), float3(0.2448421,0.9032637,0.24254677), float3(0.2196607,0.2201506,-0.18430302), float3(0.05916681,0.1320857,0.70036734), float3(-0.4152246,0.1454145,0.1800605), float3(-0.3790807,-0.1294581,0.78044517), float3(0.3149606,0.2162839,0.17336278), float3(-0.1108412,-0.4395972,-0.269619373), float3(0.658012,0.3112189,0.4267864), float3(0.5377914,0.07625949,-0.12773409), float3(-0.2752537,-0.4973421,-0.31629629), float3(-0.1915639,0.5277923,-0.17107446), float3(-0.2634767,0.02434147,0.086049098), float3(0.8242752,-0.2128643,-0.083671562), float3(0.06262707,-0.3543862,0.007924347), float3(-0.1795662,0.24629,0.44501176), float3(0.06039629,-0.3814852,-0.248391262), float3(-0.7786345,0.2487278,-0.065185341), float3(0.2792919,0.1696993,-0.84936281), float3(0.1841383,0.4725766,-0.7419685), float3(-0.3479781,-0.2513416,0.670937), float3(-0.1365018,-0.563242,0.36419276), float3(0.1280388,-0.1899473,0.23948808), float3(-0.4800232,0.1191014,-0.5271206), float3(0.6389147,-0.3692099,-0.5060588), float3(0.1932822,-0.1654651,-0.62746758), float3(-0.3465451,-0.1610962,0.4289366), float3(0.2448421,-0.1610962,0.2254677), float3(0.2196607,0.9032637,-0.1430302), float3(0.05916681,0.2201506,0.7036734), float3(-0.4152246,0.1320857,0.100605), float3(-0.3790807,0.3454145,0.7044517), float3(0.3149606,-0.4294581,0.1336278), float3(-0.1108412,0.3162839,-0.2919373), float3(0.658012,-0.2395972,0.426864), float3(0.5377914,0.33112189,-0.1273409), float3(-0.2752537,0.47625949,-0.3129629), float3(-0.1915639,-0.3973421,-0.1107446), float3(-0.2634767,0.2277923,0.06049098), float3(0.8242752,-0.3434147,-0.03671562), float3(0.06262707,-0.4128643,0.07924347), float3(-0.1795662,-0.3543862,0.4501176), float3(0.06039629,0.24629,-0.2391262), float3(-0.7786345,-0.3814852,-0.05185341), float3(0.2792919,0.4487278,-0.8936281), float3(0.1841383,0.3696993,-0.719685), float3(-0.3479781,0.2725766,0.470937), float3(-0.1365018,-0.5513416,0.3419276), float3(0.1280388,-0.163242,0.2398808), float3(-0.4800232,-0.3899473,-0.5271206), float3(0.6389147,0.3191014,-0.6060588), float3(0.1932822,-0.1692099,-0.6746758), float3(-0.3465451,-0.2654651,0.1289366) }; float2 vOutSum; float3 vRandom, vReflRay, vViewNormal; float fCurrDepth, fSampleDepth, fDepthDelta, fAO; float depth = tex2D(SamplerDepth, IN.txcoord.xy).x; fCurrDepth = GetLinearDepth(depth); if(fCurrDepth>0.9999) return float4(1.0,depth,0,0); vViewNormal = GetNormalFromDepth(fCurrDepth, IN.txcoord.xy); vRandom = GetRandomVector(IN.txcoord); fAO = 0; for(int s = 0; s < iRayAOSamples; s++) { vReflRay = reflect(avOffsets[s], vRandom); float fFlip = sign(dot(vViewNormal,vReflRay)); vReflRay *= fFlip; float sD = fCurrDepth - (vReflRay.z * fRayAOSamplingRange); fSampleDepth = GetLinearDepth(tex2Dlod(SamplerDepth, float4(saturate(IN.txcoord.xy + (fRayAOSamplingRange * vReflRay.xy / fCurrDepth)),0,0)).x); fDepthDelta = saturate(sD - fSampleDepth); fDepthDelta *= 1-smoothstep(0,fRayAOMaxDepth,fDepthDelta); if ( fDepthDelta > fRayAOMinDepth && fDepthDelta < fRayAOMaxDepth) fAO += pow(1 - fDepthDelta, 2.5); } vOutSum.x = saturate(1 - (fAO / (float)iRayAOSamples) + fRayAOSamplingRange); vOutSum.y = depth; return float4(vOutSum.xy,0,0); } float4 PS_ME_AOBlurV(VS_OUTPUT_POST IN) : COLOR { float gaussweight[7] = { 0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108 }; float sum,totalweight=0; float2 base = tex2D(SamplerOcclusion1, IN.txcoord.xy).xy, temp=0; [loop] for (int r = -6; r <= 6; ++r) { float2 axis = float2(0, 1); temp = tex2D(SamplerOcclusion1, IN.txcoord.xy + axis * PixelSize * r).xy; float weight = 0.3 + gaussweight[(int)abs(r)]; weight *= max(0.0, 1.0 - (1000.0 * AO_SHARPNESS) * abs(temp.y - base.y)); sum += temp.x * weight; totalweight += weight; } return float4(sum / (totalweight+0.0001), base.y,0,0); } float4 PS_ME_AOBlurH(VS_OUTPUT_POST IN) : COLOR { float gaussweight[7] = { 0.111220, 0.107798, 0.098151, 0.083953, 0.067458, 0.050920, 0.036108 }; float sum,totalweight=0; float2 base = tex2D(SamplerOcclusion2, IN.txcoord.xy).xy, temp=0; [loop] for (int r = -6; r <= 6; ++r) { float2 axis = float2(1, 0); temp = tex2D(SamplerOcclusion2, IN.txcoord.xy + axis * PixelSize * r).xy; float weight = 0.3 + gaussweight[(int)abs(r)]; weight *= max(0.0, 1.0 - (1000.0 * AO_SHARPNESS) * abs(temp.y - base.y)); sum += temp.x * weight; totalweight += weight; } return float4(sum / (totalweight+0.0001), base.y,0,0); } float4 PS_ME_AOCombine(VS_OUTPUT_POST IN) : COLOR { float4 color = tex2D(SamplerHDR1, IN.txcoord.xy); float ao = tex2D(SamplerOcclusion1, IN.txcoord.xy).x; #if( AO_METHOD == 1) //SSAO ao -= 0.5; if(ao < 0) ao *= fSSAODarkeningAmount; if(ao > 0) ao *= fSSAOBrighteningAmount; ao = 2 * saturate(ao+0.5); #endif #if( AO_METHOD == 2) ao = pow(ao, fRayAOPower); #endif #if( AO_DEBUG == 1) #if(AO_METHOD == 1) ao *= 0.5; #endif return ao; #endif #if(AO_LUMINANCE_CONSIDERATION == 1) float origlum = dot(color.xyz, 0.333); float aomult = smoothstep(AO_LUMINANCE_LOWER, AO_LUMINANCE_UPPER, origlum); ao = lerp(ao, 1.0, aomult); #endif color.xyz *= ao; return color; } #endif //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Blurring/DOF/TiltShift // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float GetFocalDepth(float2 focalpoint) { float depthsum = 0; float fcRadius = 0.00; for(int r=0;r<6;r++) { float t = (float)r; t *= 3.1415*2/6; float2 coord = float2(cos(t),sin(t)); coord.y *= ScreenSize.z; coord *= fcRadius; float depth = GetLinearDepth(tex2Dlod(SamplerDepth,float4(coord+focalpoint,0,0)).x); depthsum+=depth; } depthsum = depthsum/6; #if(DOF_MANUALFOCUS == 1) depthsum = DOF_MANUALFOCUSDEPTH; #endif return depthsum; } #if(USE_DEPTHOFFIELD==1) float4 PS_ME_CoC(VS_OUTPUT_POST IN) : COLOR //schreibt nach HDR2 { float scenedepth = GetLinearDepth(tex2D(SamplerDepth, IN.txcoord.xy).x); float scenefocus = GetFocalDepth(DOF_FOCUSPOINT); float depthdiff = abs(scenedepth-scenefocus); depthdiff = (scenedepth < scenefocus) ? pow(depthdiff, DOF_NEARBLURCURVE) : depthdiff; depthdiff = (scenedepth > scenefocus) ? pow(depthdiff, DOF_FARBLURCURVE) : depthdiff; float mask = 1.0f; #if(USE_HUD_MASKING == 1) mask = tex2D(SamplerMask, IN.txcoord.xy).x; #endif return saturate(float4(depthdiff,scenedepth,scenefocus,0))*mask; } #endif //RING DOF float4 GetColorDOF(sampler tex, float2 coords,float blur) //processing the sample { float4 colDF = float4(1,1,1,1); colDF.x = tex2Dlod(tex,float4(coords + float2(0.0,1.0)*fRingDOFFringe*blur,0,0)).x; colDF.y = tex2Dlod(tex,float4(coords + float2(-0.866,-0.5)*fRingDOFFringe*blur,0,0)).y; colDF.z = tex2Dlod(tex,float4(coords + float2(0.866,-0.5)*fRingDOFFringe*blur,0,0)).z; return colDF; } float4 GetDOF(sampler tex, float2 coords, float blur) //processing the sample { float4 colDF = tex2Dlod(tex,float4(coords,0,0)); float lum = dot(colDF.xyz,LumCoeff); float thresh = max((lum-fRingDOFThreshold)*fRingDOFGain, 0.0); float3 nullcol = float3(0,0,0); colDF.xyz +=max(0,lerp(nullcol.xyz,colDF.xyz,thresh*blur)); return colDF; } float4 PS_ME_RingDOF1(VS_OUTPUT_POST IN) : COLOR { float3 origCoC = tex2D(SamplerCoC, IN.txcoord.xy).xyz; float2 discRadius = DOF_BLURRADIUS*PixelSize.xy*origCoC.x/iRingDOFRings; return GetColorDOF(SamplerHDR2,IN.txcoord.xy, discRadius.x); } float4 PS_ME_RingDOF2(VS_OUTPUT_POST IN) : COLOR { float CoC = tex2D(SamplerCoC, IN.txcoord.xy).x; float2 discRadius = DOF_BLURRADIUS*PixelSize.xy*CoC/iRingDOFRings; float4 col = tex2D(SamplerHDR1, IN.txcoord.xy); if(discRadius.x/PixelSize.x > 0.25) //some optimization thingy { float s = 1.0; int ringsamples; float3 origCoC = tex2D(SamplerCoC, IN.txcoord.xy).xyz; [loop] for (int g = 1; g <= iRingDOFRings; g += 1) { ringsamples = g * iRingDOFSamples; [loop] for (int j = 0 ; j < ringsamples ; j += 1) { float step = PI*2.0 / ringsamples; float2 sampleoffset = discRadius.xy * float2(cos(j*step)*g, sin(j*step)*g); float3 sampleCoC = tex2Dlod(SamplerCoC, float4(IN.txcoord.xy + sampleoffset,0,0)).xyz; if(origCoC.y>origCoC.z && sampleCoC.x<CoC) sampleoffset = sampleoffset/CoC*sampleCoC.x; col.xyz += GetDOF(SamplerHDR1,IN.txcoord.xy + sampleoffset,CoC).xyz*lerp(1.0,g/iRingDOFRings,fRingDOFBias); s += 1.0*lerp(1.0,g/iRingDOFRings,fRingDOFBias); } } col = col/s; //divide by sample count } return col; } //MAGIC DOF float4 PS_ME_MagicDOF1(VS_OUTPUT_POST IN) : COLOR { float4 res,tapres; float totalweight=0; res = tex2D(SamplerHDR2, IN.txcoord.xy); float3 origCoC = tex2D(SamplerCoC, IN.txcoord.xy).xyz; float2 discRadius = origCoC.x*PixelSize.xy*DOF_BLURRADIUS/iMagicDOFBlurQuality; int passnum = iMagicDOFBlurQuality; //Wilham Anggowo please keep your Fingers from this shader, I don't want to see it in ENB! res.xyz = 0; [loop] for (int i = -iMagicDOFBlurQuality; i <= iMagicDOFBlurQuality; ++i) { float2 tapoffset = float2((float)i,0)*discRadius.xy; float3 sampleCoC = tex2Dlod(SamplerCoC, float4(IN.txcoord.xy + tapoffset,0,0)).xyz; if(origCoC.y>origCoC.z && sampleCoC.x<origCoC.x) tapoffset = tapoffset/origCoC.x*sampleCoC.x; tapres = tex2Dlod(SamplerHDR2, float4(IN.txcoord.xy+tapoffset,0,0)); res.xyz += tapres.xyz; totalweight+=1; } res.xyz /= totalweight; return float4(res.xyz,1); } float4 PS_ME_MagicDOF2(VS_OUTPUT_POST IN) : COLOR { float4 res,tapres1,tapres2; float totalweight=0; res = tex2D(SamplerHDR1, IN.txcoord.xy); float3 origcolor = res.xyz; float3 origCoC = tex2D(SamplerCoC, IN.txcoord.xy).xyz; float2 discRadius = origCoC.x*PixelSize.xy*DOF_BLURRADIUS/iMagicDOFBlurQuality; int passnum = iMagicDOFBlurQuality; int lodlevel = clamp(round(discRadius.x/6),0,3); res.xyz = 0; [loop] for (int i = -iMagicDOFBlurQuality; i <= iMagicDOFBlurQuality; ++i) { float2 tapoffset1 = float2((float)i*discRadius.x*0.5,(float)i*discRadius.y*0.5*tan(60*PIOVER180)); float2 tapoffset2 = float2(-tapoffset1.x,tapoffset1.y); float3 sampleCoC1 = tex2Dlod(SamplerCoC, float4(IN.txcoord.xy + tapoffset1,0,0)).xyz; float3 sampleCoC2 = tex2Dlod(SamplerCoC, float4(IN.txcoord.xy + tapoffset2,0,0)).xyz; if(origCoC.y>origCoC.z && sampleCoC1.x<origCoC.x) tapoffset1 = tapoffset1/origCoC.x*sampleCoC1.x; //never ask why I cam up with this. It works. Better than any masking I found but still not flawless. if(origCoC.y>origCoC.z && sampleCoC2.x<origCoC.x) tapoffset2 = tapoffset2/origCoC.x*sampleCoC2.x; tapres1 = tex2Dlod(SamplerHDR1, float4(IN.txcoord.xy+tapoffset1,0,lodlevel)); tapres2 = tex2Dlod(SamplerHDR1, float4(IN.txcoord.xy+tapoffset2,0,lodlevel)); totalweight += 1; res.xyz += pow(min(tapres1.xyz, tapres2.xyz),fMagicDOFColorCurve); } res.xyz /= totalweight; res.xyz = saturate(pow(saturate(res.xyz), 1/fMagicDOFColorCurve)); return res; } //GP65CJ042 DOF float4 PS_ME_GPDOF1(VS_OUTPUT_POST IN) : COLOR { float4 res=tex2D(SamplerHDR2, IN.txcoord.xy); float4 origcolor=0; float3 origCoC = tex2D(SamplerCoC, IN.txcoord.xy).xyz; float2 discRadius = DOF_BLURRADIUS*PixelSize.xy*max(0,origCoC.x-0.1);//optimization to clean focus areas a bit float3 distortion=float3(-1.0, 0.0, 1.0); distortion*=fGPDOFChromaAmount; origcolor=tex2D(SamplerHDR2, IN.txcoord.xy + discRadius.xy*distortion.x); origcolor.w=smoothstep(0.0, origCoC.y, origcolor.w); res.x=lerp(res.x, origcolor.x, origcolor.w); origcolor=tex2D(SamplerHDR2, IN.txcoord.xy + discRadius.xy*distortion.z); origcolor.w=smoothstep(0.0, origCoC.y, origcolor.w); res.z=lerp(res.z, origcolor.z, origcolor.w); return res; } float4 PS_ME_GPDOF2(VS_OUTPUT_POST IN) : COLOR { float4 res; float4 origcolor=tex2D(SamplerHDR1, IN.txcoord.xy); float3 origCoC = tex2D(SamplerCoC, IN.txcoord.xy).xyz; float2 discRadius = origCoC.x*DOF_BLURRADIUS*PixelSize.xy; res.xyz=origcolor.xyz; res.w=dot(res.xyz, 0.3333); res.w=max((res.w - fGPDOFBrightnessThreshold) * fGPDOFBrightnessMultiplier, 0.0); res.xyz*=(1.0 + res.w*origCoC.x); res.xyz*=lerp(1.0,0.0,fGPDOFBias); res.w=1.0; int sampleCycle=0; int sampleCycleCounter=0; int sampleCounterInCycle=0; #if ( bGPDOFPolygonalBokeh == 1) float basedAngle=360.0 / iGPDOFPolygonCount; float2 currentVertex; float2 nextVertex; int dofTaps=iGPDOFQuality * (iGPDOFQuality + 1) * iGPDOFPolygonCount / 2.0; #else int dofTaps=iGPDOFQuality * (iGPDOFQuality + 1) * 4; #endif for(int i=0; i < dofTaps; i++) { //dumb step incoming bool dothatstep=0; if(sampleCounterInCycle==0) dothatstep=1; if(sampleCycle!=0) { if(sampleCounterInCycle % sampleCycle == 0) dothatstep=1; } //until here //ask yourself why so complicated? if(sampleCounterInCycle % sampleCycle == 0 ) gives warnings when sampleCycle=0 //but it can only be 0 when sampleCounterInCycle is also 0 so it essentially is no division through 0 even if //the compiler believes it, it's 0/0 actually but without disabling shader optimizations this is the only way to workaround that. if(dothatstep==1) { sampleCounterInCycle=0; sampleCycleCounter++; #if ( bGPDOFPolygonalBokeh == 1) sampleCycle+=iGPDOFPolygonCount; currentVertex.xy=float2(1.0 , 0.0); sincos(basedAngle* 0.017453292, nextVertex.y, nextVertex.x); #else sampleCycle+=8; #endif } sampleCounterInCycle++; #if (bGPDOFPolygonalBokeh==1) float sampleAngle=basedAngle / float(sampleCycleCounter) * sampleCounterInCycle; float remainAngle=frac(sampleAngle / basedAngle) * basedAngle; if(remainAngle < 0.000001) { currentVertex=nextVertex; sincos((sampleAngle + basedAngle) * 0.017453292, nextVertex.y, nextVertex.x); } float2 sampleOffset=lerp(currentVertex.xy, nextVertex.xy, remainAngle / basedAngle); #else float sampleAngle=0.78539816 / float(sampleCycleCounter) * sampleCounterInCycle; float2 sampleOffset; sincos(sampleAngle, sampleOffset.y, sampleOffset.x); #endif sampleOffset*=sampleCycleCounter / float(iGPDOFQuality); sampleOffset*=discRadius; float3 sampleCoC = tex2Dlod(SamplerCoC, float4(IN.txcoord.xy+sampleOffset.xy,0,0)).xyz; if(origCoC.y>origCoC.z && sampleCoC.x<origCoC.x) sampleOffset = sampleOffset/origCoC.x*sampleCoC.x; float4 tap=tex2Dlod(SamplerHDR1, float4(IN.txcoord.xy+sampleOffset.xy,0,0)); tap.w=dot(tap.xyz, 0.3333); float brightMultipiler=max((tap.w - fGPDOFBrightnessThreshold) * fGPDOFBrightnessMultiplier, 0.0); tap.xyz*=(1.0 + brightMultipiler*origCoC.x); //res.w+=1.0 + fGPDOFBias * pow(float(sampleCycleCounter)/float(iGPDOFQuality), fGPDOFBiasCurve); float curvemult = lerp(1.0,pow(float(sampleCycleCounter)/float(iGPDOFQuality), fGPDOFBiasCurve),fGPDOFBias); res.xyz += tap.xyz*curvemult; res.w += curvemult; } res.xyz /= res.w; return res; } //MATSO DOF float4 GetMatsoDOFCA(sampler col, float2 tex, float CoC) { float3 chroma = pow(float3(0.5, 1.0, 1.5), fMatsoDOFChromaPow * CoC); float2 tr = ((2.0 * tex - 1.0) * chroma.r) * 0.5 + 0.5; float2 tg = ((2.0 * tex - 1.0) * chroma.g) * 0.5 + 0.5; float2 tb = ((2.0 * tex - 1.0) * chroma.b) * 0.5 + 0.5; float3 color = float3(tex2D(col, tr).r, tex2D(col, tg).g, tex2D(col, tb).b) * (1.0 - CoC); return float4(color, 1.0); } float4 GetMatsoDOFBlur(int axis, float2 coord, sampler SamplerHDRX) { float4 res; float4 tcol = tex2D(SamplerHDRX, coord.xy); float3 origCoC = tex2D(SamplerCoC, coord.xy).xyz; float2 discRadius = origCoC.x*DOF_BLURRADIUS*PixelSize.xy*0.5/iMatsoDOFBokehQuality; int passnumber=1; float sf = 0; float2 tdirs[4] = { float2(-0.306, 0.739), float2(0.306, 0.739), float2(-0.739, 0.306), float2(-0.739, -0.306) }; #if (bMatsoDOFBokehEnable==1) float wValue = (1.0 + pow(length(tcol.rgb) + 0.1, fMatsoDOFBokehCurve)) * (1.0 - fMatsoDOFBokehLight); // special recipe from papa Matso ;) #else float wValue = 1.0; #endif for (int i = -iMatsoDOFBokehQuality; i < iMatsoDOFBokehQuality; i++) { float2 taxis = tdirs[axis]; taxis.x = cos(fMatsoDOFBokehAngle*PIOVER180)*taxis.x-sin(fMatsoDOFBokehAngle*PIOVER180)*taxis.y; taxis.y = sin(fMatsoDOFBokehAngle*PIOVER180)*taxis.x+cos(fMatsoDOFBokehAngle*PIOVER180)*taxis.y; float2 tdir = (float)i * taxis * discRadius; float2 tcoord = coord.xy + tdir.xy; #if(bMatsoDOFChromaEnable == 1) float4 ct = GetMatsoDOFCA(SamplerHDRX, tcoord.xy, discRadius.x); #else float4 ct = tex2D(SamplerHDRX, tcoord.xy); #endif #if (bMatsoDOFBokehEnable == 0) float w = 1.0 + abs(offset[i]); // weight blur for better effect #else // my own pseudo-bokeh weighting float b = dot(ct.rgb,0.333) + length(ct.rgb) + 0.1; float w = pow(b, fMatsoDOFBokehCurve) + abs((float)i); #endif tcol += ct * w; wValue += w; } tcol /= wValue; res.xyz = tcol.xyz; res.w = 1.0; return res; } float4 PS_ME_MatsoDOF1(VS_OUTPUT_POST IN) : COLOR { return GetMatsoDOFBlur(2, IN.txcoord.xy, SamplerHDR2); } float4 PS_ME_MatsoDOF2(VS_OUTPUT_POST IN) : COLOR { return GetMatsoDOFBlur(3, IN.txcoord.xy, SamplerHDR1); } float4 PS_ME_MatsoDOF3(VS_OUTPUT_POST IN) : COLOR { return GetMatsoDOFBlur(0, IN.txcoord.xy, SamplerHDR2); } float4 PS_ME_MatsoDOF4(VS_OUTPUT_POST IN) : COLOR { return GetMatsoDOFBlur(1, IN.txcoord.xy, SamplerHDR1); } float4 PS_ME_Blur(VS_OUTPUT_POST IN) : COLOR { return tex2D(SamplerHDR1, IN.txcoord.xy); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Bloom // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float4 PS_ME_BloomPrePass(VS_OUTPUT_POST IN) : COLOR { float4 bloom=0.0; float2 bloomuv; float2 offset[4]= { float2(1.0, 1.0), float2(1.0, 1.0), float2(-1.0, 1.0), float2(-1.0, -1.0) }; for (int i=0; i<4; i++) { bloomuv.xy=offset[i]*PixelSize.xy*2; bloomuv.xy=IN.txcoord.xy + bloomuv.xy; float4 tempbloom=tex2Dlod(SamplerLDR, float4(bloomuv.xy, 0, 0)); tempbloom.w = max(0,dot(tempbloom.xyz,0.333)-fAnamFlareThreshold); tempbloom.xyz = max(0, tempbloom.xyz-fBloomThreshold); bloom+=tempbloom; } bloom *= 0.25; return bloom; } float4 PS_ME_BloomPass1(VS_OUTPUT_POST IN) : COLOR { float4 bloom=0.0; float2 bloomuv; float2 offset[8]= { float2(1.0, 1.0), float2(0.0, -1.0), float2(-1.0, 1.0), float2(-1.0, -1.0), float2(0.0, 1.0), float2(0.0, -1.0), float2(1.0, 0.0), float2(-1.0, 0.0) }; for (int i=0; i<8; i++) { bloomuv.xy=offset[i]*PixelSize.xy*4; bloomuv.xy=IN.txcoord.xy + bloomuv.xy; float4 tempbloom=tex2Dlod(SamplerBloom1, float4(bloomuv.xy, 0, 0)); bloom+=tempbloom; } bloom *= 0.125; return bloom; } float4 PS_ME_BloomPass2(VS_OUTPUT_POST IN) : COLOR { float4 bloom=0.0; float2 bloomuv; float2 offset[8]= { float2(0.707, 0.707), float2(0.707, -0.707), float2(-0.707, 0.707), float2(-0.707, -0.707), float2(0.0, 1.0), float2(0.0, -1.0), float2(1.0, 0.0), float2(-1.0, 0.0) }; for (int i=0; i<8; i++) { bloomuv.xy=offset[i]*PixelSize.xy*8; bloomuv.xy=IN.txcoord.xy + bloomuv.xy; float4 tempbloom=tex2Dlod(SamplerBloom2, float4(bloomuv.xy, 0, 0)); bloom+=tempbloom; } bloom *= 0.5; //to brighten up the sample, it will lose brightness in H/V gaussian blur return bloom; } float4 PS_ME_BloomPass3(VS_OUTPUT_POST IN) : COLOR { float4 bloom; bloom = GaussBlur22(IN.txcoord.xy, SamplerBloom3, 16, 0, 0); bloom.a *= fAnamFlareAmount; bloom.xyz *= fBloomAmount; return bloom; } float4 PS_ME_BloomPass4(VS_OUTPUT_POST IN) : COLOR { float4 bloom; bloom.xyz = GaussBlur22(IN.txcoord.xy, SamplerBloom4, 16, 0, 1).xyz*2.5; bloom.w = GaussBlur22(IN.txcoord.xy, SamplerBloom4, 32*fAnamFlareWideness, 0, 0).w*2.5; //to have anamflare texture (bloom.w) avoid vertical blur return bloom; } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Lensflares // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float3 GetDnB (sampler2D tex, float2 coords) { float3 Color = max(0,dot(tex2Dlod(tex,float4(coords.xy,0,4)).rgb,0.333) - ChapFlareTreshold)*ChapFlareIntensity; #if(CHAPMANDEPTHCHECK == 1) if(tex2Dlod(SamplerDepth,float4(coords.xy,0,3)).x<0.99999) Color = 0; #endif return Color; } float2 GetFlippedTC(float2 texcoords) { return -texcoords + 1.0; } float3 GetDistortedTex( sampler2D tex, float2 sample_center, // where we'd normally sample float2 sample_vector, float3 distortion // per-channel distortion coeffs ) { float2 final_vector = sample_center + sample_vector * min(min(distortion.r, distortion.g),distortion.b); if(final_vector.x > 1.0 || final_vector.y > 1.0 || final_vector.x < -1.0 || final_vector.y < -1.0) return 0; else return float3( GetDnB(tex,sample_center + sample_vector * distortion.r).r, GetDnB(tex,sample_center + sample_vector * distortion.g).g, GetDnB(tex,sample_center + sample_vector * distortion.b).b ); } float3 GetBrightPass(float2 tex) { float3 c = tex2D(SamplerHDR1, tex).rgb; float3 bC = max(c - float3(fFlareLuminance, fFlareLuminance, fFlareLuminance), 0.0); float bright = dot(bC, 1.0); bright = smoothstep(0.0f, 0.5, bright); float3 result = lerp(0.0, c, bright); #if (bFlareDepthCheckEnable == 1) float checkdepth = tex2D(SamplerDepth, tex).x; if(checkdepth < 0.99999) result = 0; #endif return result; } float3 GetAnamorphicSample(int axis, float2 tex, float blur) { tex = 2.0 * tex - 1.0; tex.x /= -blur; tex = 0.5 * tex + 0.5; return GetBrightPass(tex); } float4 PS_ME_LensPrepass(VS_OUTPUT_POST IN) : COLOR { float4 lens=0; #if (USE_LENZFLARE == 1) float3 lfoffset[19]={ float3(0.9, 0.01, 4), float3(0.7, 0.25, 25), float3(0.3, 0.25, 15), float3(1, 1.0, 5), float3(-0.15, 20, 1), float3(-0.3, 20, 1), float3(6, 6, 6), float3(7, 7, 7), float3(8, 8, 8), float3(9, 9, 9), float3(0.24, 1, 10), float3(0.32, 1, 10), float3(0.4, 1, 10), float3(0.5, -0.5, 2), float3(2, 2, -5), float3(-5, 0.2, 0.2), float3(20, 0.5, 0), float3(0.4, 1, 10), float3(0.00001, 10, 20) }; float3 lffactors[19]={ float3(1.5, 1.5, 0), float3(0, 1.5, 0), float3(0, 0, 1.5), float3(0.2, 0.25, 0), float3(0.15, 0, 0), float3(0, 0, 0.15), float3(1.4, 0, 0), float3(1, 1, 0), float3(0, 1, 0), float3(0, 0, 1.4), float3(1, 0.3, 0), float3(1, 1, 0), float3(0, 2, 4), float3(0.2, 0.1, 0), float3(0, 0, 1), float3(1, 1, 0), float3(1, 1, 0), float3(0, 0, 0.2), float3(0.012,0.313,0.588) }; float3 lenstemp = 0; float2 lfcoord = float2(0,0); float2 distfact=(IN.txcoord.xy-0.5); distfact.x *= ScreenSize.z; for (int i=0; i<19; i++) { lfcoord.xy=lfoffset[i].x*distfact; lfcoord.xy*=pow(2.0*length(float2(distfact.x,distfact.y)), lfoffset[i].y*3.5); lfcoord.xy*=lfoffset[i].z; lfcoord.xy=0.5-lfcoord.xy; float2 tempfact = (lfcoord.xy-0.5)*2; float templensmult = clamp(1.0-dot(tempfact,tempfact),0,1); float3 lenstemp1 = dot(tex2Dlod(SamplerHDR1, float4(lfcoord.xy,0,1)).xyz,0.333); #if (LENZDEPTHCHECK == 1) float templensdepth = tex2D(SamplerDepth, lfcoord.xy).x; if(templensdepth < 0.99999) lenstemp1 = 0; #endif lenstemp1 = max(0,lenstemp1.xyz - fLenzThreshold); lenstemp1 *= lffactors[i].xyz*templensmult; lenstemp += lenstemp1; } lens.xyz += lenstemp.xyz*fLenzIntensity; #endif #if(USE_CHAPMAN_LENS == 1) float2 sample_vector = (float2(0.5,0.5) - IN.txcoord.xy) * ChapFlareDispersal; float2 halo_vector = normalize(sample_vector) * ChapFlareSize; float3 chaplens = GetDistortedTex(SamplerHDR1, IN.txcoord.xy + halo_vector,halo_vector,ChapFlareCA*2.5f).rgb; for (int i = 0; i < ChapFlareCount; ++i) { float2 foffset = sample_vector * float(i); chaplens += GetDistortedTex(SamplerHDR1, IN.txcoord.xy + foffset,foffset,ChapFlareCA).rgb; } chaplens *= 1/float(ChapFlareCount); lens.xyz += chaplens; #endif #if( USE_GODRAYS == 1) float2 ScreenLightPos = float2(0.5, 0.5); float2 texCoord = IN.txcoord.xy; float2 deltaTexCoord = (texCoord.xy - ScreenLightPos.xy); deltaTexCoord *= 1.0 / (float)iGodraySamples * fGodrayDensity; float illuminationDecay = 1.0; for(int g = 0; g < iGodraySamples; g++) { texCoord -= deltaTexCoord;; float4 sample2 = tex2D(SamplerHDR1, texCoord.xy); float sampledepth = tex2D(SamplerDepth, texCoord.xy).x; sample2.w = saturate(dot(sample2.xyz, 0.3333) - fGodrayThreshold); sample2.r *= 1.0; sample2.g *= 0.95; sample2.b *= 0.85; sample2 *= illuminationDecay * fGodrayWeight; #if (bGodrayDepthCheck == 1) if(sampledepth>0.99999) lens.xyz += sample2.xyz*sample2.w; #else lens.xyz += sample2; #endif illuminationDecay *= fGodrayDecay; } #endif #if(USE_ANAMFLARE == 1) float3 anamFlare=0; float gaussweight[5] = {0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162}; for(int z=-4; z < 5; z++) { anamFlare+=GetAnamorphicSample(0, IN.txcoord.xy + float2(0, z * PixelSize.y * 2), fFlareBlur) * fFlareTint* gaussweight[abs(z)]; } lens.xyz += anamFlare * fFlareIntensity; #endif return lens; } float4 PS_ME_LensPass1(VS_OUTPUT_POST IN) : COLOR { return GaussBlur22(IN.txcoord.xy, SamplerLens1, 2, 0, 1); } float4 PS_ME_LensPass2(VS_OUTPUT_POST IN) : COLOR { return GaussBlur22(IN.txcoord.xy, SamplerLens2, 2, 0, 0); } //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Lighting combine // //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float4 PS_ME_LightingCombine(VS_OUTPUT_POST IN) : COLOR { float4 color = tex2D(SamplerHDR2, IN.txcoord.xy); #if (USE_BLOOM == 1) float3 colorbloom=0; colorbloom.xyz += tex2D(SamplerBloom3, IN.txcoord.xy).xyz*1.0; colorbloom.xyz += tex2D(SamplerBloom5, IN.txcoord.xy).xyz*9.0; colorbloom.xyz *= 0.1; colorbloom.xyz = saturate(colorbloom.xyz); float colorbloomgray = dot(colorbloom.xyz, 0.333); colorbloom.xyz = lerp(colorbloomgray, colorbloom.xyz, fBloomSaturation); colorbloom.xyz *= fBloomTint; float colorgray = dot(color.xyz, 0.333); if(BLOOM_MIXMODE == 1) color.xyz = color.xyz + colorbloom.xyz; if(BLOOM_MIXMODE == 2) color.xyz = 1-(1-color.xyz)*(1-colorbloom.xyz); if(BLOOM_MIXMODE == 3) color.xyz = max(0.0f,max(color.xyz,lerp(color.xyz,(1.0f - (1.0f - saturate(colorbloom.xyz)) *(1.0f - saturate(colorbloom.xyz * 1.0))),1.0))); if(BLOOM_MIXMODE == 4) color.xyz = max(color.xyz, colorbloom.xyz); #endif #if(USE_GAUSSIAN_ANAMFLARE == 1) float3 anamflare = tex2D(SamplerBloom5, IN.txcoord.xy).w*2*fAnamFlareColor; anamflare.xyz = max(anamflare.xyz,0); color.xyz += pow(anamflare.xyz,1/fAnamFlareCurve); #endif #if(USE_LENSDIRT == 1) float lensdirtmult = dot(tex2D(SamplerBloom5, IN.txcoord.xy).xyz,0.333); float3 dirttex = tex2D(SamplerDirt, IN.txcoord.xy).xyz; float3 lensdirt = dirttex.xyz*lensdirtmult*fLensdirtIntensity; color.xyz += lensdirt.xyz; #endif float3 LensflareSample = tex2D(SamplerLens1, IN.txcoord.xy).xyz; float3 LensflareMask = tex2D(SamplerSprite, IN.txcoord.xy+float2(0.5,0.5)*PixelSize.xy).xyz; LensflareMask += tex2D(SamplerSprite, IN.txcoord.xy+float2(-0.5,0.5)*PixelSize.xy).xyz; LensflareMask += tex2D(SamplerSprite, IN.txcoord.xy+float2(0.5,-0.5)*PixelSize.xy).xyz; LensflareMask += tex2D(SamplerSprite, IN.txcoord.xy+float2(-0.5,-0.5)*PixelSize.xy).xyz; color.xyz += LensflareMask*0.25*LensflareSample; return color; } float4 PS_ME_Colors(VS_OUTPUT_POST IN) : COLOR { float4 color = tex2D(SamplerHDR1, IN.txcoord.xy); #if(USE_LUT == 1) color.x = tex2D(SamplerLUT, float2(saturate(color.x),0)).x; color.y = tex2D(SamplerLUT, float2(saturate(color.y),0)).y; color.z = tex2D(SamplerLUT, float2(saturate(color.z),0)).z; #endif #if (USE_CARTOON == 1) color.xyz = CartoonPass(color.xyz, IN.txcoord.xy, PixelSize.xy, SamplerHDR1); #endif #if (USE_LEVELS== 1) color.xyz = LevelsPass(color.xyz); #endif #if (USE_TECHNICOLOR == 1) color.xyz = TechniPass_prod80(color.xyz); #endif #if (USE_SWFX_TECHNICOLOR == 1) color.xyz = TechnicolorPass(color.xyz); #endif #if (USE_DPX == 1) color.xyz = DPXPass(color.xyz); #endif #if (USE_MONOCHROME == 1) color.xyz = dot(color.xyz, 0.333); #endif #if (USE_LIFTGAMMAGAIN == 1) color.xyz = LiftGammaGainPass(color.xyz); #endif #if (USE_TONEMAP == 1) color.xyz = TonemapPass(color.xyz); #endif #if (USE_VIBRANCE == 1) color.xyz = VibrancePass(color.xyz); #endif #if (USE_CURVES == 1) color.xyz = CurvesPass(color.xyz); #endif #if (USE_SEPIA == 1) color.xyz = SepiaPass(color.xyz); #endif #if (USE_SKYRIMTONEMAP == 1) color.xyz = SkyrimTonemapPass(color.xyz); #endif #if (USE_COLORMOOD == 1) color.xyz = MoodPass(color.xyz); #endif #if (USE_CROSSPROCESS == 1) color.xyz = CrossPass(color.xyz); #endif #if (USE_FILMICPASS == 1) color.xyz = FilmPass(color.xyz); #endif #if (USE_REINHARD == 1) color.xyz = ReinhardToneMapping(color.xyz); #endif #if (USE_REINHARDLINEAR == 1) color.xyz = ReinhardLinearToneMapping(color.xyz); #endif #if (USE_HPD == 1) color.xyz = HaarmPeterDuikerFilmicToneMapping(color.xyz); #endif #if (USE_FILMICCURVE == 1) color.xyz = CustomToneMapping(color.xyz); #endif #if(USE_WATCHDOG_TONEMAP == 1) color.xyz = ColorFilmicToneMapping(color.xyz); #endif #if (USE_COLORMOD == 1) color.xyz = ColormodPass(color.xyz); #endif #if (USE_SPHERICALTONEMAP == 1) color.xyz = SphericalPass(color.xyz); #endif #if (USE_SINCITY == 1) color.xyz = SincityPass(color.xyz); #endif #if (USE_COLORHUEFX == 1) color.xyz = colorhuefx_prod80(color.xyz); #endif return color; } float4 PS_ME_PostFX(VS_OUTPUT_POST IN) : COLOR { float4 color = tex2D(SamplerHDR2, IN.txcoord.xy); #if(USE_FISHEYE_CA == 1) float4 coord=0.0; coord.xy=IN.txcoord.xy; coord.w=0.0; float3 eta = float3(1.0+fFisheyeColorshift*0.9,1.0+fFisheyeColorshift*0.6,1.0+fFisheyeColorshift*0.3); float2 center; center.x = coord.x-0.5; center.y = coord.y-0.5; float LensZoom = 1.0/fFisheyeZoom; float r2 = (IN.txcoord.x-0.5) * (IN.txcoord.x-0.5) + (IN.txcoord.y-0.5) * (IN.txcoord.y-0.5); float f = 0; if( fFisheyeDistortionCubic == 0.0){ f = 1 + r2 * fFisheyeDistortion; }else{ f = 1 + r2 * (fFisheyeDistortion + fFisheyeDistortionCubic * sqrt(r2)); }; float x = f*LensZoom*(coord.x-0.5)+0.5; float y = f*LensZoom*(coord.y-0.5)+0.5; float2 rCoords = (f*eta.r)*LensZoom*(center.xy*0.5)+0.5; float2 gCoords = (f*eta.g)*LensZoom*(center.xy*0.5)+0.5; float2 bCoords = (f*eta.b)*LensZoom*(center.xy*0.5)+0.5; color.x = tex2D(SamplerHDR2,rCoords).r; color.y = tex2D(SamplerHDR2,gCoords).g; color.z = tex2D(SamplerHDR2,bCoords).b; #endif return color; } float4 PS_ME_Overlay(VS_OUTPUT_POST IN) : COLOR { #if (USE_SMAA == 1) #define SamplerCurrent SamplerHDR2 #else #define SamplerCurrent SamplerHDR1 #endif float4 color = tex2D(SamplerCurrent, IN.txcoord.xy); #if(USE_SHARPENING == 1) color.xyz = SharpPass(color.xyz, IN.txcoord.xy, SamplerCurrent); #endif #if (USE_EXPLOSION == 1) color.xyz = ExplosionPass(color.xyz, IN.txcoord.xy, SamplerCurrent); #endif #if(USE_GRAIN == 1) float3 noisesample = tex2D(SamplerNoise, IN.txcoord.xy).xyz; float noisegray = dot(noisesample, 0.333); noisesample.xyz = lerp(noisegray.xxx, noisesample.xyz, fGrainSaturation); float colorgray = dot(color.xyz, 0.333); float fGrainAmount = fGrainIntensityMid; if(colorgray > 0.5) fGrainAmount = lerp(fGrainIntensityMid, fGrainIntensityBright, saturate(colorgray-0.5)*2); if(colorgray < 0.5) fGrainAmount = lerp(fGrainIntensityDark, fGrainIntensityMid, colorgray*2); noisesample.xyz = (noisesample.xyz-0.5)*fGrainAmount; color.xyz = max(0, color.xyz + noisesample.xyz); #endif #if (USE_COLORVIGNETTE==1) float2 uv=(IN.txcoord-0.5)*fVignetteRadius; float vignetteold=saturate(dot(uv.xy, uv.xy)); vignetteold=pow(vignetteold, fVignetteCurve); float3 EVignetteColor=fVignetteColor; color.xyz=lerp(color.xyz, EVignetteColor, vignetteold*fVignetteAmount); #endif #if (USE_HD6_VIGNETTE==1) float rovigpwr = fHD6VignetteRoundness; //for a circular vignette float2 sqvigpwr = float2( fHD6VignetteTop, fHD6VignetteBottom ); // for the top and bottom of the screen float vsatstrength = fHD6VignetteColorDistort; // color distortion float vignettepow = fHD6VignetteContrast; // increases the contrast and sharpness float vstrengthatnight = fHD6VignetteBorder; float2 inTex = IN.txcoord; float vhnd = 0.5; float4 voriginal = color; float4 vcolor = voriginal; vcolor.xyz=1; inTex -= 0.5; // center inTex.y += 0.01; // offset from the center float vignette = saturate(1.0 - dot( inTex, inTex )); vcolor *= pow( vignette, vignettepow ); float4 rvigtex = vcolor; rvigtex.xyz = pow( vcolor.xyz, 1 ); rvigtex.xyz = lerp(float3(0.5, 0.5, 0.5), rvigtex.xyz, 2.25); // contrast rvigtex.xyz = lerp(float3(1,1,1),rvigtex.xyz,rovigpwr); // strength of the circular vinetty //darken the top and bottom float4 vigtex = vcolor; vcolor.xyz = float3(1,1,1); #if (fHD6VignetteMode==1) float3 topv = min((inTex.x+0.5)*2,1.5) * 2; // top float3 botv = min(((0-inTex.x)+0.5)*2,1.5) * 2; // botton topv= lerp(float3(1,1,1), topv, sqvigpwr.x); botv= lerp(float3(1,1,1), botv, sqvigpwr.y); vigtex.xyz = (topv)*(botv); #endif #if (fHD6VignetteMode==2) float3 topv = min((inTex.y+0.5)*2,1.5) * 2; // top float3 botv = min(((0-inTex.y)+0.5)*2,1.5) * 2; // botton topv= lerp(float3(1,1,1), topv, sqvigpwr.x); botv= lerp(float3(1,1,1), botv, sqvigpwr.y); vigtex.xyz = (topv)*(botv); #endif #if (fHD6VignetteMode==3) float3 rightv = min((inTex.x+0.5)*2,1.5) * 2; float3 leftv = min(((0-inTex.x)+0.5)*2,1.5) * 2; float3 topv = min((inTex.y+0.5)*2,1.5) * 2; float3 botv = min(((0-inTex.y)+0.5)*2,1.5) * 2; rightv= lerp(float3(1,1,1), rightv, sqvigpwr.y); leftv= lerp(float3(1,1,1), leftv, sqvigpwr.x); topv= lerp(float3(1,1,1), topv, sqvigpwr.x); botv= lerp(float3(1,1,1), botv, sqvigpwr.y); vigtex.xyz = (topv)*(botv)*(rightv)*(leftv); #endif // mix the two types of vignettes vigtex.xyz*=rvigtex.xyz; vigtex.xyz = lerp(vigtex.xyz,float3(1,1,1),(vhnd-vstrengthatnight*vhnd)); //for a dark screen vigtex.xyz = min(vigtex.xyz,1); vigtex.xyz = max(vigtex.xyz,0); float3 vtintensity = dot(voriginal.xyz, float3(0.2125, 0.7154, 0.0721)); color.xyz = lerp(vtintensity, voriginal.xyz, ((((1-(vigtex.xyz*2))+2)-1)*vsatstrength)+1 ); color.xyz *= (vigtex.xyz); #endif #if (USE_BORDER==1) color.xyz = BorderPass(color, IN.txcoord.xy).xyz; #endif #if (USE_MOVIEBARS == 1) color.xyz = IN.txcoord.y > 0.12 && IN.txcoord.y < 0.88 ? color.xyz : 0.0; #endif #if(USE_DEPTHBUFFER_OUTPUT == 1) color.xyz = GetLinearDepth(tex2D(SamplerDepth, IN.txcoord.xy).x); #endif #if(USE_SPLITSCREEN == 1) if(IN.txcoord.x > 0.5) color.xyz = tex2D(SamplerLDR, IN.txcoord.xy).xyz; #endif #if(USE_HUD_MASKING == 1) float HUDMaskSample = tex2D(SamplerMask, IN.txcoord.xy).x; float3 origcolor = tex2D(SamplerLDR, IN.txcoord.xy).xyz; color.xyz = lerp(origcolor.xyz, color.xyz, saturate(HUDMaskSample)); #endif return color; } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ technique MasterEffect < bool enabled = 1; toggle = 0x2D; > { pass ME_Init { VertexShader = VS_MasterEffect; PixelShader = PS_ME_Init; RenderTarget = texHDR1; } //so both HDR1 and HDR2 textures are filled with input color pass ME_Init //later, numerous DOF shaders have different passnumber but later passes depend { //on fixed HDR1 HDR2 HDR1 HDR2... sequence so a 2 pass DOF outputs HDR1 in pass 1 and VertexShader = VS_MasterEffect; //HDR2 in second pass, a 3 pass DOF outputs HDR2, HDR1, HDR2 so last pass outputs always HDR2 PixelShader = PS_ME_Init; RenderTarget = texHDR2; } #if(USE_AMBIENTOCCLUSION == 1) #if(AO_METHOD==1) pass ME_SSAO { VertexShader = VS_MasterEffect; PixelShader = PS_ME_SSAO; RenderTarget = texOcclusion1; } #endif #if(AO_METHOD==2) pass ME_RayAO { VertexShader = VS_MasterEffect; PixelShader = PS_ME_RayAO; RenderTarget = texOcclusion1; } #endif pass ME_AOBlurV { VertexShader = VS_MasterEffect; PixelShader = PS_ME_AOBlurV; RenderTarget = texOcclusion2; } pass ME_AOBlurH { VertexShader = VS_MasterEffect; PixelShader = PS_ME_AOBlurH; RenderTarget = texOcclusion1; } pass ME_AOCombine { VertexShader = VS_MasterEffect; PixelShader = PS_ME_AOCombine; RenderTarget = texHDR2; } #endif #if (USE_BLOOM == 1 || USE_GAUSSIAN_ANAMFLARE == 1 || USE_LENSDIRT == 1) pass BloomPrePass { VertexShader = VS_MasterEffect; PixelShader = PS_ME_BloomPrePass; RenderTarget = texBloom1; } pass BloomPass1 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_BloomPass1; RenderTarget = texBloom2; } pass BloomPass2 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_BloomPass2; RenderTarget = texBloom3; } pass BloomPass3 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_BloomPass3; RenderTarget = texBloom4; } pass BloomPass4 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_BloomPass4; RenderTarget = texBloom5; } #endif #if (USE_LENZFLARE == 1 || USE_CHAPMAN_LENS == 1 || USE_GODRAYS == 1 || USE_ANAMFLARE == 1) pass ME_LensPrepass { VertexShader = VS_MasterEffect; PixelShader = PS_ME_LensPrepass; RenderTarget = texLens1; } pass ME_LensPass1 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_LensPass1; RenderTarget = texLens2; } pass ME_LensPass2 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_LensPass2; RenderTarget = texLens1; } #endif #if(USE_DEPTHOFFIELD==1) pass ME_CoC { VertexShader = VS_MasterEffect; PixelShader = PS_ME_CoC; RenderTarget = texCoC; } #if(DOF_METHOD==1) pass ME_RingDOF1 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_RingDOF1; RenderTarget = texHDR1; } pass ME_RingDOF2 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_RingDOF2; RenderTarget = texHDR2; } #endif #if(DOF_METHOD==2) pass ME_MagicDOF1 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_MagicDOF1; RenderTarget = texHDR1; } pass ME_MagicDOF2 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_MagicDOF2; RenderTarget = texHDR2; } #endif #if(DOF_METHOD==3) pass ME_GPDOF1 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_GPDOF1; RenderTarget = texHDR1; } pass ME_GPDOF2 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_GPDOF2; RenderTarget = texHDR2; } #endif #if(DOF_METHOD==4) pass ME_MatsoDOF1 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_MatsoDOF1; RenderTarget = texHDR1; } pass ME_MatsoDOF2 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_MatsoDOF2; RenderTarget = texHDR2; } pass ME_MatsoDOF3 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_MatsoDOF3; RenderTarget = texHDR1; } pass ME_MatsoDOF4 { VertexShader = VS_MasterEffect; PixelShader = PS_ME_MatsoDOF4; RenderTarget = texHDR2; } #endif #endif pass ME_LightingCombine { VertexShader = VS_MasterEffect; PixelShader = PS_ME_LightingCombine; RenderTarget = texHDR1; } pass ME_Colors { VertexShader = VS_MasterEffect; PixelShader = PS_ME_Colors; RenderTarget = texHDR2; } pass ME_PostFX { VertexShader = VS_MasterEffect; PixelShader = PS_ME_PostFX; RenderTarget = texHDR1; } #if (USE_SMAA == 1) pass SMAA_EdgeDetection //First SMAA Pass { VertexShader = SMAAEdgeDetectionVSWrap; #if (iSMAAEdgeDetectionMode == 1) PixelShader = SMAALumaEdgeDetectionPSWrap; #elif (iSMAAEdgeDetectionMode == 3) PixelShader = SMAADepthEdgeDetectionPSWrap; #else PixelShader = SMAAColorEdgeDetectionPSWrap; //Probably the best in most cases so I default to this. #endif StencilEnable = true; StencilPass = REPLACE; StencilRef = 1; RenderTarget = texEdges; } pass SMAA_BlendWeightCalculation //Second SMAA Pass { VertexShader = SMAABlendingWeightCalculationVSWrap; PixelShader = SMAABlendingWeightCalculationPSWrap; StencilEnable = true; StencilPass = KEEP; StencilFunc = EQUAL; StencilRef = 1; RenderTarget = texBlend; } pass SMAA_NeighborhoodBlending //Third SMAA Pass { VertexShader = SMAANeighborhoodBlendingVSWrap; PixelShader = SMAANeighborhoodBlendingPSWrap; #if (iSMAADebugOutput == 5) // Use the stencil so we can show it. StencilEnable = true; StencilPass = KEEP; StencilFunc = EQUAL; StencilRef = 1; #else // Process all the pixels. StencilEnable = false; #endif RenderTarget = texHDR2; } #endif pass ME_Overlay { VertexShader = VS_MasterEffect; PixelShader = PS_ME_Overlay; } }

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