/*------------------. | :: Description :: | '-------------------/ DropShadow Authors: CeeJay.dk, seri14, Marot Satil, Uchu Suzume, prod80, originalnicodr License: MIT Based off of Layer.fx, this shader uses depth to create a simple, solid-color adjustable drop shadow. The MIT License (MIT) Copyright (c) 2014 CeeJayDK Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "ReShade.fxh" #include "DropShadow.fxh" uniform int DropShadowQuantity < ui_type = "combo"; ui_label = "Number of Drop Shadows"; ui_tooltip = "The number of DropShadow techniques to generate. Please note that you will need to enable any added techniques manually.\n\nIn order to use this setting as shown, please install the \"UIBind\" addon created by cot6.\n\nAlternatively, you may specify the number of StageDepth techniques you would like to use in the Preprocessor Definitions below by adjusting DROPSHADOW_QUANTITY\n\nEnabling too many of these in a DirectX 9 game or on lower end hardware is a very, very bad idea."; ui_items = "1\0" "2\0" "3\0" "4\0" "5\0"; ui_bind = "DROPSHADOW_QUANTITY"; > = 0; #ifndef DROPSHADOW_QUANTITY #define DROPSHADOW_QUANTITY 0 #endif DROPSHADOW_SUMMONING(DropShadow_Texture, DropShadow_Sampler, "DropShadow", fTargetDepth, fColor, fPosX, fPosY, fPosXY, fScaleX, fScaleY, fCutoffMaxX, fCutoffMinX, fCutoffMaxY, fCutoffMinY, iSnapRotate, iRotate, PS_DropShadowBack, PS_DropShadow, DropShadow) #if DROPSHADOW_QUANTITY > 0 DROPSHADOW_SUMMONING(DropShadow2_Texture, DropShadow2_Sampler, "DropShadow2", fTargetDepth2, fColor2, fPosX2, fPosY2, fPosXY2, fScaleX2, fScaleY2, fCutoffMaxX2, fCutoffMinX2, fCutoffMaxY2, fCutoffMinY2, iSnapRotate2, iRotate2, PS_DropShadowBack2, PS_DropShadow2, DropShadow2) #endif #if DROPSHADOW_QUANTITY > 1 DROPSHADOW_SUMMONING(DropShadow3_Texture, DropShadow3_Sampler, "DropShadow3", fTargetDepth3, fColor3, fPosX3, fPosY3, fPosXY3, fScaleX3, fScaleY3, fCutoffMaxX3, fCutoffMinX3, fCutoffMaxY3, fCutoffMinY3, iSnapRotate3, iRotate3, PS_DropShadowBack3, PS_DropShadow3, DropShadow3) #endif #if DROPSHADOW_QUANTITY > 2 DROPSHADOW_SUMMONING(DropShadow4_Texture, DropShadow4_Sampler, "DropShadow4", fTargetDepth4, fColor4, fPosX4, fPosY4, fPosXY4, fScaleX4, fScaleY4, fCutoffMaxX4, fCutoffMinX4, fCutoffMaxY4, fCutoffMinY4, iSnapRotate4, iRotate4, PS_DropShadowBack4, PS_DropShadow4, DropShadow4) #endif #if DROPSHADOW_QUANTITY > 3 DROPSHADOW_SUMMONING(DropShadow5_Texture, DropShadow5_Sampler, "DropShadow5", fTargetDepth5, fColor5, fPosX5, fPosY5, fPosXY5, fScaleX5, fScaleY5, fCutoffMaxX5, fCutoffMinX5, fCutoffMaxY5, fCutoffMinY5, iSnapRotate5, iRotate5, PS_DropShadowBack5, PS_DropShadow5, DropShadow5) #endif