/* Denoising by NVIDIA Corporation http://developer.download.nvidia.com/SDK/10/direct3d/Source/Denoising/doc/Denoising.pdf Copyright 2008 NVIDIA Corporation BY DOWNLOADING THE SOFTWARE AND OTHER AVAILABLE MATERIALS, YOU ("DEVELOPER") AGREE TO BE BOUND BY THE FOLLOWING TERMS AND CONDITIONS The materials available for download to Developers may include software in both sample source ("Source Code") and object code ("Object Code") versions, documentation ("Documentation"), certain art work ("Art Assets") and other materials (collectively, these materials referred to herein as "Materials"). Except as expressly indicated herein, all terms and conditions of this Agreement apply to all of the Materials. Except as expressly set forth herein, NVIDIA owns all of the Materials and makes them available to Developer only under the terms and conditions set forth in this Agreement. 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LIMITATION OF LIABILITY: NVIDIA SHALL NOT BE LIABLE TO DEVELOPER, DEVELOPER�S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY LIMITED REMEDY. IN NO EVENT SHALL NVIDIA�S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS Modified and optimized for ReShade by JPulowski Do not distribute without giving credit to the original author(s). 1.0 - Initial release */ #include "ReShadeUI.fxh" uniform float NoiseLevel < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.01; ui_max = 1.00; ui_label = "Noise Level"; ui_tooltip = "Approximate level of noise in the image."; > = 0.15; uniform float LerpCoefficeint < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.00; ui_label = "Lerp Coefficient"; ui_tooltip = "Amount of blending between the original and the processed image."; > = 0.8; uniform float WeightThreshold < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Weight Threshold"; > = 0.03; uniform float CounterThreshold < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Counter Threshold"; > = 0.05; uniform float GaussianSigma < __UNIFORM_SLIDER_FLOAT1 ui_min = 1.0; ui_max = 100.0; ui_label = "Gaussian Sigma"; ui_tooltip = "Controls the additional amount of gaussian blur on the image."; > = 50.0; // Preprocessor definitions // Currently it is not possible to directly integrate preprocessor variables into user interface. // Add "WindowRadius=3" and "BlockRadius=2" to "PreprocessorDefinitions=" under "[GENERAL]" in your .ini file // to modify window and block radius from the in-game interface. Don't forget to reload settings after modifying them. #ifndef WindowRadius #define WindowRadius 3 //[1 to 10] Higher values require more performance but might increase the image quality. #endif #ifndef BlockRadius #define BlockRadius 2 //[1 to 10] (NLM only) For tweaking the amount of noise on edges, higher values require more performance. #endif #include "ReShade.fxh" float3 PS_Denoise_KNN(float4 vpos : SV_POSITION, float2 texcoord : TEXCOORD) : SV_TARGET { float3 orig = tex2D(ReShade::BackBuffer, texcoord).rgb; float3 texIJ; float weight; float3 result = 0.0; float counter = 0.0; float sum = 0.0; float iWindowArea = 2.0 * WindowRadius + 1.0; iWindowArea *= iWindowArea; for (int i = -WindowRadius; i <= WindowRadius; i++) { for (int j = -WindowRadius; j <= WindowRadius; j++) { texIJ = tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2(i, j)).rgb; weight = dot(orig - texIJ, orig - texIJ); weight = exp(-(weight * rcp(NoiseLevel) + (i * i + j * j) * rcp(GaussianSigma))); counter += weight > WeightThreshold; sum += weight; result.rgb += texIJ * weight; } } result /= sum; float lerpQ = (counter > (CounterThreshold * iWindowArea)) ? 1.0 - LerpCoefficeint : LerpCoefficeint; result = lerp(result, orig, lerpQ); return result; } float3 PS_Denoise_NLM(float4 vpos : SV_POSITION, float2 texcoord : TEXCOORD) : SV_TARGET { float3 result = 0.0; float3 texIJb; float3 texIJc; float counter = 0.0; float weight; float sum = 0.0; float invBlockArea = 2.0 * BlockRadius + 1.0; invBlockArea = rcp(invBlockArea * invBlockArea); for (int i = -WindowRadius; i <= WindowRadius; i++) { for (int j = -WindowRadius; j <= WindowRadius; j++) { weight = 0.0; for (int n = -BlockRadius; n <= BlockRadius; n++) { for (int m = -BlockRadius; m <= BlockRadius; m++) { texIJb = tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2(i + n, j + m)).rgb; texIJc = tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2( n, m)).rgb; weight = dot(texIJb - texIJc, texIJb - texIJc) + weight; } } texIJc = tex2D(ReShade::BackBuffer, texcoord + BUFFER_PIXEL_SIZE * float2(i, j)).rgb; weight *= invBlockArea; weight = exp(-(weight * rcp(NoiseLevel) + (i * i + j * j) * rcp(GaussianSigma))); counter += weight > WeightThreshold; sum += weight; result += texIJc * weight; } } float iWindowArea = 2.0 * WindowRadius + 1.0; iWindowArea *= iWindowArea; float3 orig = tex2D(ReShade::BackBuffer, texcoord).rgb; result /= sum; float lerpQ = (counter > (CounterThreshold * iWindowArea)) ? 1.0 - LerpCoefficeint : LerpCoefficeint; result = lerp(result, orig, lerpQ); return result; } technique KNearestNeighbors { pass { VertexShader = PostProcessVS; PixelShader = PS_Denoise_KNN; } } technique NonLocalMeans { pass { VertexShader = PostProcessVS; PixelShader = PS_Denoise_NLM; } }