/*===============================================================================*\ |######################## [Dolphin FX Suite 2.20] #######################| |########################## By Asmodean ##########################| || || || This program is free software; you can redistribute it and/or || || modify it under the terms of the GNU General Public License || || as published by the Free Software Foundation; either version 2 || || of the License, or (at your option) any later version. || || || || This program is distributed in the hope that it will be useful, || || but WITHOUT ANY WARRANTY; without even the implied warranty of || || MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the || || GNU General Public License for more details. (C)2015 || || || |#################################################################################| \*===============================================================================*/ // Sourced from https://raw.githubusercontent.com/Asmodean-/dolphin/89d640cd557189bb5f921fc219150c74c39bdc55/Data/Sys/Shaders/DolphinFX.glsl with modifications. /* [configuration] [OptionRangeInteger] GUIName = BloomType OptionName = A_BLOOM_TYPE MinValue = 0 MaxValue = 5 StepAmount = 1 DefaultValue = 0 [OptionRangeFloat] GUIName = BloomStrength OptionName = B_BLOOM_STRENGTH MinValue = 0.000 MaxValue = 1.000 StepAmount = 0.001 DefaultValue = 0.220 [OptionRangeFloat] GUIName = BlendStrength OptionName = C_BLEND_STRENGTH MinValue = 0.000 MaxValue = 1.200 StepAmount = 0.010 DefaultValue = 1.000 [OptionRangeFloat] GUIName = BloomDefocus OptionName = D_B_DEFOCUS MinValue = 1.000 MaxValue = 4.000 StepAmount = 0.100 DefaultValue = 2.000 [OptionRangeFloat] GUIName = BloomWidth OptionName = D_BLOOM_WIDTH MinValue = 1.000 MaxValue = 8.000 StepAmount = 0.100 DefaultValue = 3.200 [OptionRangeFloat] GUIName = BloomReds OptionName = E_BLOOM_REDS MinValue = 0.000 MaxValue = 0.500 StepAmount = 0.001 DefaultValue = 0.020 [OptionRangeFloat] GUIName = BloomGreens OptionName = F_BLOOM_GREENS MinValue = 0.000 MaxValue = 0.500 StepAmount = 0.001 DefaultValue = 0.010 [OptionRangeFloat] GUIName = BloomBlues OptionName = G_BLOOM_BLUES MinValue = 0.000 MaxValue = 0.500 StepAmount = 0.001 DefaultValue = 0.010 [/configuration] */ //Average relative luminance CONSTANT float3 lumCoeff = float3(0.2126729, 0.7151522, 0.0721750); float AvgLuminance(float3 color) { return sqrt( (color.x * color.x * lumCoeff.x) + (color.y * color.y * lumCoeff.y) + (color.z * color.z * lumCoeff.z)); } float smootherstep(float a, float b, float x) { x = saturate((x - a) / (b - a)); return x*x*x*(x*(x * 6.0 - 15.0) + 10.0); } float3 BlendAddLight(float3 bloom, float3 blend) { return saturate(bloom + blend); } float3 BlendScreen(float3 bloom, float3 blend) { return (bloom + blend) - (bloom * blend); } float3 BlendAddGlow(float3 bloom, float3 blend) { float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom)); return lerp(saturate(bloom + blend), (blend + blend) - (blend * blend), glow); } float3 BlendGlow(float3 bloom, float3 blend) { float glow = smootherstep(0.0, 1.0, AvgLuminance(bloom)); return lerp((bloom + blend) - (bloom * blend), (blend + blend) - (blend * blend), glow); } float3 BlendLuma(float3 bloom, float3 blend) { float lumavg = smootherstep(0.0, 1.0, AvgLuminance(bloom + blend)); return lerp((bloom * blend), (1.0 - ((1.0 - bloom) * (1.0 - blend))), lumavg); } float3 BlendOverlay(float3 bloom, float3 blend) { float3 overlay = step(0.5, bloom); return lerp((bloom * blend * 2.0), (1.0 - (2.0 * (1.0 - bloom) * (1.0 - blend))), overlay); } float3 BloomCorrection(float3 color) { float3 bloom = color; bloom.r = 2.0 / 3.0 * (1.0 - (bloom.r * bloom.r)); bloom.g = 2.0 / 3.0 * (1.0 - (bloom.g * bloom.g)); bloom.b = 2.0 / 3.0 * (1.0 - (bloom.b * bloom.b)); bloom.r = saturate(color.r + GetOption(E_BLOOM_REDS) * bloom.r); bloom.g = saturate(color.g + GetOption(F_BLOOM_GREENS) * bloom.g); bloom.b = saturate(color.b + GetOption(G_BLOOM_BLUES) * bloom.b); color = saturate(bloom); return color; } float4 PyramidFilter(float2 texcoord, float2 width) { float4 X = SampleLocation(texcoord + float2(0.5, 0.5) * width); float4 Y = SampleLocation(texcoord + float2(-0.5, 0.5) * width); float4 Z = SampleLocation(texcoord + float2(0.5, -0.5) * width); float4 W = SampleLocation(texcoord + float2(-0.5, -0.5) * width); return (X + Y + Z + W) / 4.0; } float3 Blend(float3 bloom, float3 blend) { if (GetOption(A_BLOOM_TYPE) == 0) { return BlendGlow(bloom, blend); } else if (GetOption(A_BLOOM_TYPE) == 1) { return BlendAddGlow(bloom, blend); } else if (GetOption(A_BLOOM_TYPE) == 2) { return BlendAddLight(bloom, blend); } else if (GetOption(A_BLOOM_TYPE) == 3) { return BlendScreen(bloom, blend); } else if (GetOption(A_BLOOM_TYPE) == 4) { return BlendLuma(bloom, blend); } else /*if (GetOption(A_BLOOM_TYPE) == 5) */ { return BlendOverlay(bloom, blend); } } void main() { float4 color = Sample(); float2 texcoord = GetCoordinates(); float2 pixelSize = GetInvResolution(); float anflare = 4.0; float2 defocus = float2(GetOption(D_B_DEFOCUS), GetOption(D_B_DEFOCUS)); float4 bloom = PyramidFilter(texcoord, pixelSize * defocus); float2 dx = float2(pixelSize.x * GetOption(D_BLOOM_WIDTH), 0.0); float2 dy = float2(0.0, pixelSize.y * GetOption(D_BLOOM_WIDTH)); float2 mdx = mul(dx, 2.0); float2 mdy = mul(dy, 2.0); float4 blend = bloom * 0.22520613262190495; blend += 0.002589001911021066 * SampleLocation(texcoord - mdx + mdy); blend += 0.010778807494659370 * SampleLocation(texcoord - dx + mdy); blend += 0.024146616900339800 * SampleLocation(texcoord + mdy); blend += 0.010778807494659370 * SampleLocation(texcoord + dx + mdy); blend += 0.002589001911021066 * SampleLocation(texcoord + mdx + mdy); blend += 0.010778807494659370 * SampleLocation(texcoord - mdx + dy); blend += 0.044875475183061630 * SampleLocation(texcoord - dx + dy); blend += 0.100529757860782610 * SampleLocation(texcoord + dy); blend += 0.044875475183061630 * SampleLocation(texcoord + dx + dy); blend += 0.010778807494659370 * SampleLocation(texcoord + mdx + dy); blend += 0.024146616900339800 * SampleLocation(texcoord - mdx); blend += 0.100529757860782610 * SampleLocation(texcoord - dx); blend += 0.100529757860782610 * SampleLocation(texcoord + dx); blend += 0.024146616900339800 * SampleLocation(texcoord + mdx); blend += 0.010778807494659370 * SampleLocation(texcoord - mdx - dy); blend += 0.044875475183061630 * SampleLocation(texcoord - dx - dy); blend += 0.100529757860782610 * SampleLocation(texcoord - dy); blend += 0.044875475183061630 * SampleLocation(texcoord + dx - dy); blend += 0.010778807494659370 * SampleLocation(texcoord + mdx - dy); blend += 0.002589001911021066 * SampleLocation(texcoord - mdx - mdy); blend += 0.010778807494659370 * SampleLocation(texcoord - dx - mdy); blend += 0.024146616900339800 * SampleLocation(texcoord - mdy); blend += 0.010778807494659370 * SampleLocation(texcoord + dx - mdy); blend += 0.002589001911021066 * SampleLocation(texcoord + mdx - mdy); blend = lerp(color, blend, GetOption(C_BLEND_STRENGTH)); bloom.xyz = Blend(bloom.xyz, blend.xyz); bloom.xyz = BloomCorrection(bloom.xyz); color.a = AvgLuminance(color.xyz); bloom.a = AvgLuminance(bloom.xyz); bloom.a *= anflare; SetOutput(lerp(color, bloom, GetOption(B_BLOOM_STRENGTH))); }