/** * Copyright (C) 2015 Ganossa (mediehawk@gmail.com) * * 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 with restriction, including without limitation the rights to * use 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 the permission notices (this and below) shall * be included in all copies or substantial portions of the Software. * * Permission needs to be specifically granted by the author of the software 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 copy, modify, merge, publish, distribute, and/or * sublicense the Software, and subject to the following conditions: * * The above copyright notice and the permission notices (this and above) 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 "ReShadeUI.fxh" uniform bool alDebug < ui_tooltip = "Activates debug mode of AL, upper bar shows detected light, lower bar shows adaptation"; > = false; uniform float alInt < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 20.0; ui_tooltip = "Base intensity of AL"; > = 10.15; uniform float alThreshold < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 100.0; ui_tooltip = "Reduces intensity for not bright light"; > = 15.00; uniform bool AL_Dither < ui_tooltip = "Applies dither - may cause diagonal stripes"; > = true; uniform bool AL_Adaptation < ui_tooltip = "Activates adaptation algorithm"; > = true; uniform float alAdapt < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 4.0; ui_tooltip = "Intensity of AL correction for bright light"; > = 0.70; uniform float alAdaptBaseMult < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 4.0; ui_tooltip = "Multiplier for adaption applied to the original image"; > = 1.00; uniform int alAdaptBaseBlackLvL < __UNIFORM_SLIDER_INT1 ui_min = 0; ui_max = 4; ui_tooltip = "Distinction level of black and white (lower => less distinct)"; > = 2; uniform bool AL_Dirt < > = true; uniform bool AL_DirtTex < ui_tooltip = "Defines if dirt texture is used as overlay"; > = false; uniform bool AL_Vibrance < ui_tooltip = "Vibrance of dirt effect"; > = false; uniform int AL_Adaptive < ui_type = "combo"; ui_min = 0; ui_max = 2; ui_items = "Warm\0Cold\0Light Dependent\0"; > = 0; uniform float alDirtInt < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 2.0; ui_tooltip = "Intensity of dirt effect"; > = 1.0; uniform float alDirtOVInt < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 2.0; ui_tooltip = "Intensity of colored dirt effect"; > = 1.0; uniform bool AL_Lens < ui_tooltip = "Lens effect based on AL"; > = false; uniform float alLensThresh < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_tooltip = "Reduces intensity of lens effect for not bright light"; > = 0.5; uniform float alLensInt < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 10.0; ui_tooltip = "Intensity of lens effect"; > = 2.0; #include "ReShade.fxh" uniform float2 AL_t < source = "pingpong"; min = 0.0f; max = 6.28f; step = float2(0.1f, 0.2f); >; #define GEMFX_PIXEL_SIZE float2(1.0f / (BUFFER_WIDTH / 16.0f), 1.0f / (BUFFER_HEIGHT / 16.0f)) texture alInTex { Width = BUFFER_WIDTH / 16; Height = BUFFER_HEIGHT / 16; Format = RGBA32F; }; texture alOutTex { Width = BUFFER_WIDTH / 16; Height = BUFFER_HEIGHT / 16; Format = RGBA32F; }; texture detectIntTex { Width = 32; Height = 32; Format = RGBA8; }; sampler detectIntColor { Texture = detectIntTex; }; texture detectLowTex { Width = 1; Height = 1; Format = RGBA8; }; sampler detectLowColor { Texture = detectLowTex; }; texture dirtTex < source = "Dirt.png"; > { Width = 1920; Height = 1080; MipLevels = 1; Format = RGBA8; }; texture dirtOVRTex < source = "DirtOVR.png"; > { Width = 1920; Height = 1080; MipLevels = 1; Format = RGBA8; }; texture dirtOVBTex < source = "DirtOVB.png"; > { Width = 1920; Height = 1080; MipLevels = 1; Format = RGBA8; }; texture lensDBTex < source = "LensDB.png"; > { Width = 1920; Height = 1080; MipLevels = 1; Format = RGBA8; }; texture lensDB2Tex < source = "LensDB2.png"; > { Width = 1920; Height = 1080; MipLevels = 1; Format = RGBA8; }; texture lensDOVTex < source = "LensDOV.png"; > { Width = 1920; Height = 1080; MipLevels = 1; Format = RGBA8; }; texture lensDUVTex < source = "LensDUV.png"; > { Width = 1920; Height = 1080; MipLevels = 1; Format = RGBA8; }; sampler alInColor { Texture = alInTex; }; sampler alOutColor { Texture = alOutTex; }; sampler dirtSampler { Texture = dirtTex; }; sampler dirtOVRSampler { Texture = dirtOVRTex; }; sampler dirtOVBSampler { Texture = dirtOVBTex; }; sampler lensDBSampler { Texture = lensDBTex; }; sampler lensDB2Sampler { Texture = lensDB2Tex; }; sampler lensDOVSampler { Texture = lensDOVTex; }; sampler lensDUVSampler { Texture = lensDUVTex; }; void PS_AL_DetectInt(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 detectInt : SV_Target0) { detectInt = tex2D(ReShade::BackBuffer, texcoord); } void PS_AL_DetectLow(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 detectLow : SV_Target0) { detectLow = 0; if (texcoord.x != 0.5 && texcoord.y != 0.5) discard; [loop] for (float i = 0.0; i <= 1; i += 0.03125) { [unroll] for (float j = 0.0; j <= 1; j += 0.03125) { detectLow.xyz += tex2D(detectIntColor, float2(i, j)).xyz; } } detectLow.xyz /= 32 * 32; } void PS_AL_DetectHigh(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 x : SV_Target) { x = tex2D(ReShade::BackBuffer, texcoord); x = float4(x.rgb * pow(abs(max(x.r, max(x.g, x.b))), 2.0), 1.0f); float base = (x.r + x.g + x.b); base /= 3; float nR = (x.r * 2) - base; float nG = (x.g * 2) - base; float nB = (x.b * 2) - base; [flatten] if (nR < 0) { nG += nR / 2; nB += nR / 2; nR = 0; } [flatten] if (nG < 0) { nB += nG / 2; [flatten] if (nR > -nG / 2) nR += nG / 2; else nR = 0; nG = 0; } [flatten] if (nB < 0) { [flatten] if (nR > -nB / 2) nR += nB / 2; else nR = 0; [flatten] if (nG > -nB / 2) nG += nB / 2; else nG = 0; nB = 0; } [flatten] if (nR > 1) { nG += (nR - 1) / 2; nB += (nR - 1) / 2; nR = 1; } [flatten] if (nG > 1) { nB += (nG - 1) / 2; [flatten] if (nR + (nG - 1) < 1) nR += (nG - 1) / 2; else nR = 1; nG = 1; } [flatten] if (nB > 1) { [flatten] if (nR + (nB - 1) < 1) nR += (nB - 1) / 2; else nR = 1; [flatten] if (nG + (nB - 1) < 1) nG += (nB - 1) / 2; else nG = 1; nB = 1; } x.r = nR; x.g = nG; x.b = nB; } void PS_AL_HGB(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 hgb : SV_Target) { const float sampleOffsets[5] = { 0.0, 2.4347826, 4.3478260, 6.2608695, 8.1739130 }; const float sampleWeights[5] = { 0.16818994, 0.27276957, 0.111690125, 0.024067905, 0.0021112196 }; hgb = tex2D(alInColor, texcoord) * sampleWeights[0]; hgb = float4(max(hgb.rgb - alThreshold, 0.0), hgb.a); float stepMult = 1.08 + (AL_t.x / 100) * 0.02; [flatten] if ((texcoord.x + sampleOffsets[1] * GEMFX_PIXEL_SIZE.x) < 1.05) hgb += tex2D(alInColor, texcoord + float2(sampleOffsets[1] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[1] * stepMult; [flatten] if ((texcoord.x - sampleOffsets[1] * GEMFX_PIXEL_SIZE.x) > -0.05) hgb += tex2D(alInColor, texcoord - float2(sampleOffsets[1] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[1] * stepMult; [flatten] if ((texcoord.x + sampleOffsets[2] * GEMFX_PIXEL_SIZE.x) < 1.05) hgb += tex2D(alInColor, texcoord + float2(sampleOffsets[2] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[2] * stepMult; [flatten] if ((texcoord.x - sampleOffsets[2] * GEMFX_PIXEL_SIZE.x) > -0.05) hgb += tex2D(alInColor, texcoord - float2(sampleOffsets[2] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[2] * stepMult; [flatten] if ((texcoord.x + sampleOffsets[3] * GEMFX_PIXEL_SIZE.x) < 1.05) hgb += tex2D(alInColor, texcoord + float2(sampleOffsets[3] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[3] * stepMult; [flatten] if ((texcoord.x - sampleOffsets[3] * GEMFX_PIXEL_SIZE.x) > -0.05) hgb += tex2D(alInColor, texcoord - float2(sampleOffsets[3] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[3] * stepMult; [flatten] if ((texcoord.x + sampleOffsets[4] * GEMFX_PIXEL_SIZE.x) < 1.05) hgb += tex2D(alInColor, texcoord + float2(sampleOffsets[4] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[4] * stepMult; [flatten] if ((texcoord.x - sampleOffsets[4] * GEMFX_PIXEL_SIZE.x) > -0.05) hgb += tex2D(alInColor, texcoord - float2(sampleOffsets[4] * GEMFX_PIXEL_SIZE.x, 0.0)) * sampleWeights[4] * stepMult; } void PS_AL_VGB(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 vgb : SV_Target) { const float sampleOffsets[5] = { 0.0, 2.4347826, 4.3478260, 6.2608695, 8.1739130 }; const float sampleWeights[5] = { 0.16818994, 0.27276957, 0.111690125, 0.024067905, 0.0021112196 }; vgb = tex2D(alOutColor, texcoord) * sampleWeights[0]; vgb = float4(max(vgb.rgb - alThreshold, 0.0), vgb.a); float stepMult = 1.08 + (AL_t.x / 100) * 0.02; [flatten] if ((texcoord.y + sampleOffsets[1] * GEMFX_PIXEL_SIZE.y) < 1.05) vgb += tex2D(alOutColor, texcoord + float2(0.0, sampleOffsets[1] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[1] * stepMult; [flatten] if ((texcoord.y - sampleOffsets[1] * GEMFX_PIXEL_SIZE.y) > -0.05) vgb += tex2D(alOutColor, texcoord - float2(0.0, sampleOffsets[1] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[1] * stepMult; [flatten] if ((texcoord.y + sampleOffsets[2] * GEMFX_PIXEL_SIZE.y) < 1.05) vgb += tex2D(alOutColor, texcoord + float2(0.0, sampleOffsets[2] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[2] * stepMult; [flatten] if ((texcoord.y - sampleOffsets[2] * GEMFX_PIXEL_SIZE.y) > -0.05) vgb += tex2D(alOutColor, texcoord - float2(0.0, sampleOffsets[2] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[2] * stepMult; [flatten] if ((texcoord.y + sampleOffsets[3] * GEMFX_PIXEL_SIZE.y) < 1.05) vgb += tex2D(alOutColor, texcoord + float2(0.0, sampleOffsets[3] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[3] * stepMult; [flatten] if ((texcoord.y - sampleOffsets[3] * GEMFX_PIXEL_SIZE.y) > -0.05) vgb += tex2D(alOutColor, texcoord - float2(0.0, sampleOffsets[3] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[3] * stepMult; [flatten] if ((texcoord.y + sampleOffsets[4] * GEMFX_PIXEL_SIZE.y) < 1.05) vgb += tex2D(alOutColor, texcoord + float2(0.0, sampleOffsets[4] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[4] * stepMult; [flatten] if ((texcoord.y - sampleOffsets[4] * GEMFX_PIXEL_SIZE.y) > -0.05) vgb += tex2D(alOutColor, texcoord - float2(0.0, sampleOffsets[4] * GEMFX_PIXEL_SIZE.y)) * sampleWeights[4] * stepMult; } float4 PS_AL_Magic(float4 vpos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float4 base = tex2D(ReShade::BackBuffer, texcoord); float4 high = tex2D(alInColor, texcoord); float adapt = 0; #if __RENDERER__ < 0xa000 && !__RESHADE_PERFORMANCE_MODE__ [flatten] #endif if (AL_Adaptation) { //DetectLow float4 detectLow = tex2D(detectLowColor, 0.5) / 4.215; float low = sqrt(0.241 * detectLow.r * detectLow.r + 0.691 * detectLow.g * detectLow.g + 0.068 * detectLow.b * detectLow.b); //.DetectLow low = pow(low * 1.25f, 2); adapt = low * (low + 1.0f) * alAdapt * alInt * 5.0f; if (alDebug) { float mod = (texcoord.x * 1000.0f) % 1.001f; //mod = abs(mod - texcoord.x / 4.0f); if (texcoord.y < 0.01f && (texcoord.x < low * 10f && mod < 0.3f)) return float4(1f, 0.5f, 0.3f, 0f); if (texcoord.y > 0.01f && texcoord.y < 0.02f && (texcoord.x < adapt / (alInt * 1.5) && mod < 0.3f)) return float4(0.2f, 1f, 0.5f, 0f); } } high = min(0.0325f, high) * 1.15f; float4 highOrig = high; float2 flipcoord = 1.0f - texcoord; float4 highFlipOrig = tex2D(alInColor, flipcoord); highFlipOrig = min(0.03f, highFlipOrig) * 1.15f; float4 highFlip = highFlipOrig; float4 highLensSrc = high; #if __RENDERER__ < 0xa000 && !__RESHADE_PERFORMANCE_MODE__ [flatten] #endif if (AL_Dirt) { float4 dirt = tex2D(dirtSampler, texcoord); float4 dirtOVR = tex2D(dirtOVRSampler, texcoord); float4 dirtOVB = tex2D(dirtOVBSampler, texcoord); float maxhigh = max(high.r, max(high.g, high.b)); float threshDiff = maxhigh - 3.2f; [flatten] if (threshDiff > 0) { high.r = (high.r / maxhigh) * 3.2f; high.g = (high.g / maxhigh) * 3.2f; high.b = (high.b / maxhigh) * 3.2f; } float4 highDirt = AL_DirtTex ? highOrig * dirt * alDirtInt : highOrig * high * alDirtInt; if (AL_Vibrance) { highDirt *= 1.0f + 0.5f * sin(AL_t.x); } float highMix = highOrig.r + highOrig.g + highOrig.b; float red = highOrig.r / highMix; float green = highOrig.g / highMix; float blue = highOrig.b / highMix; highOrig = highOrig + highDirt; if (AL_Adaptive == 2) { high = high + high * dirtOVR * alDirtOVInt * green; high = high + highDirt; high = high + highOrig * dirtOVB * alDirtOVInt * blue; high = high + highOrig * dirtOVR * alDirtOVInt* red; } else if (AL_Adaptive == 1) { high = high + highDirt; high = high + highOrig * dirtOVB * alDirtOVInt; } else { high = high + highDirt; high = high + highOrig * dirtOVR * alDirtOVInt; } highLensSrc = high * 85f * pow(1.25f - (abs(texcoord.x - 0.5f) + abs(texcoord.y - 0.5f)), 2); } float origBright = max(highLensSrc.r, max(highLensSrc.g, highLensSrc.b)); float maxOrig = max((1.8f * alLensThresh) - pow(origBright * (0.5f - abs(texcoord.x - 0.5f)), 4), 0.0f); float smartWeight = maxOrig * max(abs(flipcoord.x - 0.5f), 0.3f * abs(flipcoord.y - 0.5f)) * (2.2 - 1.2 * (abs(flipcoord.x - 0.5f))) * alLensInt; smartWeight = min(0.85f, max(0, AL_Adaptation ? smartWeight - adapt : smartWeight)); #if __RENDERER__ < 0xa000 && !__RESHADE_PERFORMANCE_MODE__ [flatten] #endif if (AL_Lens) { float4 lensDB = tex2D(lensDBSampler, texcoord); float4 lensDB2 = tex2D(lensDB2Sampler, texcoord); float4 lensDOV = tex2D(lensDOVSampler, texcoord); float4 lensDUV = tex2D(lensDUVSampler, texcoord); float4 highLens = highFlip * lensDB * 0.7f * smartWeight; high += highLens; highLens = highFlipOrig * lensDUV * 1.15f * smartWeight; highFlipOrig += highLens; high += highLens; highLens = highFlipOrig * lensDB2 * 0.7f * smartWeight; highFlipOrig += highLens; high += highLens; highLens = highFlipOrig * lensDOV * 1.15f * smartWeight / 2f + highFlipOrig * smartWeight / 2f; highFlipOrig += highLens; high += highLens; } float dither = 0.0; if (AL_Dither) { dither = 0.15 * (1.0 / (pow(2, 10.0) - 1.0)); dither = lerp(2.0 * dither, -2.0 * dither, frac(dot(texcoord, BUFFER_SCREEN_SIZE * float2(1.0 / 16.0, 10.0 / 36.0)) + 0.25)); } if (all(base.xyz == 1.0)) { return 1.0; } #if __RENDERER__ < 0xa000 && !__RESHADE_PERFORMANCE_MODE__ [flatten] #endif if (AL_Adaptation) { base.xyz *= max(0.0f, (1.0f - adapt * 0.75f * alAdaptBaseMult * pow(abs(1.0f - (base.x + base.y + base.z) / 3), alAdaptBaseBlackLvL))); float4 highSampleMix = (1.0 - ((1.0 - base) * (1.0 - high * 1.0))) + dither; float4 baseSample = lerp(base, highSampleMix, max(0.0f, alInt - adapt)); float baseSampleMix = baseSample.r + baseSample.g + baseSample.b; return baseSampleMix > 0.008 ? baseSample : lerp(base, highSampleMix, max(0.0f, (alInt - adapt) * 0.85f) * baseSampleMix); } else { float4 highSampleMix = (1.0 - ((1.0 - base) * (1.0 - high * 1.0))) + dither + adapt; float4 baseSample = lerp(base, highSampleMix, alInt); float baseSampleMix = baseSample.r + baseSample.g + baseSample.b; return baseSampleMix > 0.008 ? baseSample : lerp(base, highSampleMix, max(0.0f, alInt * 0.85f) * baseSampleMix); } } technique AmbientLight { pass AL_DetectInt { VertexShader = PostProcessVS; PixelShader = PS_AL_DetectInt; RenderTarget = detectIntTex; } pass AL_DetectLow { VertexShader = PostProcessVS; PixelShader = PS_AL_DetectLow; RenderTarget = detectLowTex; } pass AL_DetectHigh { VertexShader = PostProcessVS; PixelShader = PS_AL_DetectHigh; RenderTarget = alInTex; } #define PASS_AL_H(i) \ pass AL_H##i \ { \ VertexShader = PostProcessVS; \ PixelShader = PS_AL_HGB; \ RenderTarget = alOutTex; \ } #define PASS_AL_V(i) \ pass AL_V##i \ { \ VertexShader = PostProcessVS; \ PixelShader = PS_AL_VGB; \ RenderTarget = alInTex; \ } PASS_AL_H(1) PASS_AL_V(1) PASS_AL_H(2) PASS_AL_V(2) PASS_AL_H(3) PASS_AL_V(3) PASS_AL_H(4) PASS_AL_V(4) PASS_AL_H(5) PASS_AL_V(5) PASS_AL_H(6) PASS_AL_V(6) PASS_AL_H(7) PASS_AL_V(7) PASS_AL_H(8) PASS_AL_V(8) PASS_AL_H(9) PASS_AL_V(9) PASS_AL_H(10) PASS_AL_V(10) PASS_AL_H(11) PASS_AL_V(11) PASS_AL_H(12) PASS_AL_V(12) pass AL_Magic { VertexShader = PostProcessVS; PixelShader = PS_AL_Magic; } }