// hq4x filter from https://www.shadertoy.com/view/MslGRS #include "ReShadeUI.fxh" uniform float s < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.1; ui_max = 10.0; ui_label = "Strength"; ui_tooltip = "Strength of the effect"; > = 1.5; uniform float mx < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Smoothing"; > = 1.0; uniform float k < __UNIFORM_SLIDER_FLOAT1 ui_min = -2.0; ui_max = 0.0; ui_label = "Weight Decrease Factor"; > = -1.10; uniform float max_w < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Max Filter Weight"; > = 0.75; uniform float min_w < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Min Filter Weight"; > = 0.03; uniform float lum_add < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.0; ui_max = 1.0; ui_label = "Effects Smoothing"; > = 0.33; #include "ReShade.fxh" float3 PS_HQ4X(float4 pos : SV_Position, float2 uv : TexCoord) : SV_Target { float x = s * BUFFER_RCP_WIDTH; float y = s * BUFFER_RCP_HEIGHT; const float3 dt = 1.0 * float3(1.0, 1.0, 1.0); float2 dg1 = float2( x, y); float2 dg2 = float2(-x, y); float2 sd1 = dg1 * 0.5; float2 sd2 = dg2 * 0.5; float2 ddx = float2(x, 0.0); float2 ddy = float2(0.0, y); float4 t1 = float4(uv - sd1, uv - ddy); float4 t2 = float4(uv - sd2, uv + ddx); float4 t3 = float4(uv + sd1, uv + ddy); float4 t4 = float4(uv + sd2, uv - ddx); float4 t5 = float4(uv - dg1, uv - dg2); float4 t6 = float4(uv + dg1, uv + dg2); float3 c = tex2D(ReShade::BackBuffer, uv).rgb; float3 i1 = tex2D(ReShade::BackBuffer, t1.xy).rgb; float3 i2 = tex2D(ReShade::BackBuffer, t2.xy).rgb; float3 i3 = tex2D(ReShade::BackBuffer, t3.xy).rgb; float3 i4 = tex2D(ReShade::BackBuffer, t4.xy).rgb; float3 o1 = tex2D(ReShade::BackBuffer, t5.xy).rgb; float3 o3 = tex2D(ReShade::BackBuffer, t6.xy).rgb; float3 o2 = tex2D(ReShade::BackBuffer, t5.zw).rgb; float3 o4 = tex2D(ReShade::BackBuffer, t6.zw).rgb; float3 s1 = tex2D(ReShade::BackBuffer, t1.zw).rgb; float3 s2 = tex2D(ReShade::BackBuffer, t2.zw).rgb; float3 s3 = tex2D(ReShade::BackBuffer, t3.zw).rgb; float3 s4 = tex2D(ReShade::BackBuffer, t4.zw).rgb; float ko1 = dot(abs(o1 - c), dt); float ko2 = dot(abs(o2 - c), dt); float ko3 = dot(abs(o3 - c), dt); float ko4 = dot(abs(o4 - c), dt); float k1=min(dot(abs(i1 - i3), dt), max(ko1, ko3)); float k2=min(dot(abs(i2 - i4), dt), max(ko2, ko4)); float w1 = k2; if (ko3 < ko1) w1 *= ko3 / ko1; float w2 = k1; if (ko4 < ko2) w2 *= ko4 / ko2; float w3 = k2; if (ko1 < ko3) w3 *= ko1 / ko3; float w4 = k1; if (ko2 < ko4) w4 *= ko2 / ko4; c = (w1 * o1 + w2 * o2 + w3 * o3 + w4 * o4 + 0.001 * c) / (w1 + w2 + w3 + w4 + 0.001); w1 = k * dot(abs(i1 - c) + abs(i3 - c), dt) / (0.125 * dot(i1 + i3, dt) + lum_add); w2 = k * dot(abs(i2 - c) + abs(i4 - c), dt) / (0.125 * dot(i2 + i4, dt) + lum_add); w3 = k * dot(abs(s1 - c) + abs(s3 - c), dt) / (0.125 * dot(s1 + s3, dt) + lum_add); w4 = k * dot(abs(s2 - c) + abs(s4 - c), dt) / (0.125 * dot(s2 + s4, dt) + lum_add); w1 = clamp(w1 + mx, min_w, max_w); w2 = clamp(w2 + mx, min_w, max_w); w3 = clamp(w3 + mx, min_w, max_w); w4 = clamp(w4 + mx, min_w, max_w); return ( w1 * (i1 + i3) + w2 * (i2 + i4) + w3 * (s1 + s3) + w4 * (s2 + s4) + c) / (2.0 * (w1 + w2 + w3 + w4) + 1.0); } technique HQ4X { pass { VertexShader = PostProcessVS; PixelShader = PS_HQ4X; } }