//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // ReShade effect file // visit facebook.com/MartyMcModding for news/updates //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // Marty's LUT shader 1.0 for ReShade 3.0 // Copyright © 2008-2016 Marty McFly //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #ifndef fLUT_TextureName #define fLUT_TextureName "lut.png" #endif #ifndef fLUT_TileSizeXY #define fLUT_TileSizeXY 32 #endif #ifndef fLUT_TileAmount #define fLUT_TileAmount 32 #endif //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #include "ReShadeUI.fxh" uniform float fLUT_AmountChroma < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.00; ui_max = 1.00; ui_label = "LUT chroma amount"; ui_tooltip = "Intensity of color/chroma change of the LUT."; > = 1.00; uniform float fLUT_AmountLuma < __UNIFORM_SLIDER_FLOAT1 ui_min = 0.00; ui_max = 1.00; ui_label = "LUT luma amount"; ui_tooltip = "Intensity of luma change of the LUT."; > = 1.00; //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #include "ReShade.fxh" texture texLUT < source = fLUT_TextureName; > { Width = fLUT_TileSizeXY*fLUT_TileAmount; Height = fLUT_TileSizeXY; Format = RGBA8; }; sampler SamplerLUT { Texture = texLUT; }; //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ void PS_LUT_Apply(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0) { float4 color = tex2D(ReShade::BackBuffer, texcoord.xy); float2 texelsize = 1.0 / fLUT_TileSizeXY; texelsize.x /= fLUT_TileAmount; float3 lutcoord = float3((color.xy*fLUT_TileSizeXY-color.xy+0.5)*texelsize.xy,color.z*fLUT_TileSizeXY-color.z); float lerpfact = frac(lutcoord.z); lutcoord.x += (lutcoord.z-lerpfact)*texelsize.y; float3 lutcolor = lerp(tex2D(SamplerLUT, lutcoord.xy).xyz, tex2D(SamplerLUT, float2(lutcoord.x+texelsize.y,lutcoord.y)).xyz,lerpfact); color.xyz = lerp(normalize(color.xyz), normalize(lutcolor.xyz), fLUT_AmountChroma) * lerp(length(color.xyz), length(lutcolor.xyz), fLUT_AmountLuma); res.xyz = color.xyz; res.w = 1.0; } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ technique LUT { pass LUT_Apply { VertexShader = PostProcessVS; PixelShader = PS_LUT_Apply; } }