#ifndef _HELPER_FUNCTIONS_AND_MACROS_H #define _HELPER_FUNCTIONS_AND_MACROS_H ///////////////////////////////// MIT LICENSE //////////////////////////////// // Copyright (C) 2020 Alex Gunter // // 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. float4 tex2D_nograd(sampler2D tex, float2 tex_coords) { return tex2Dlod(tex, float4(tex_coords, 0, 0), 0.0); } // ReShade 4 does not permit the use of functions or the ternary operator // outside of a function definition. This is a problem for this port // because the original crt-royale shader makes heavy use of these // constructs at the root level. // These preprocessor definitions are a workaround for this limitation. // Note that they are strictly intended for defining complex global // constants. I doubt they're more performant than the built-in // equivalents, so I recommend using the built-ins whenever you can. #define macro_sign(c) -((int) ((c) != 0)) * -((int) ((c) > 0)) #define macro_abs(c) (c) * macro_sign(c) #define macro_min(c, d) (c) * ((int) ((c) <= (d))) + (d) * ((int) ((c) > (d))) #define macro_max(c, d) (c) * ((int) ((c) >= (d))) + (d) * ((int) ((c) < (d))) #define macro_clamp(c, l, u) macro_min(macro_max(c, l), u) #define macro_ceil(c) (float) ((int) (c) + (int) (((int) (c)) < (c))) #define macro_cond(c, a, b) float(c) * (a) + float(!(c)) * (b) //////////////////////// COMMON MATHEMATICAL CONSTANTS /////////////////////// static const float pi = 3.141592653589; // We often want to find the location of the previous texel, e.g.: // const float2 curr_texel = uv * texture_size; // const float2 prev_texel = floor(curr_texel - float2(0.5)) + float2(0.5); // const float2 prev_texel_uv = prev_texel / texture_size; // However, many GPU drivers round incorrectly around exact texel locations. // We need to subtract a little less than 0.5 before flooring, and some GPU's // require this value to be farther from 0.5 than others; define it here. // const float2 prev_texel = // floor(curr_texel - float2(under_half)) + float2(0.5); static const float under_half = 0.4995; // Avoid dividing by zero; using a macro overloads for float, float2, etc.: #define FIX_ZERO(c) (macro_max(macro_abs(c), 0.0000152587890625)) // 2^-16 // #define fmod(x, y) ((x) - (y) * floor((x)/(y) + FIX_ZERO(0.0))) #define fmod(x, y) (frac((x) / (y)) * (y)) #endif // _HELPER_FUNCTIONS_AND_MACROS_H