Duckstation/data/resources/shaders/reshade/Shaders/Macros.fxh
2023-08-30 00:44:01 +10:00

626 lines
21 KiB
HLSL

////////////////////////////////////////////////////////////
// BASIC MACROS FOR RESHADE 4 //
// AUTHOR: TREYM //
////////////////////////////////////////////////////////////
// Modified by dddfault //
// //
// Changelogs : //
// Added Sampler texture boundary resolver option //
// Added float2 parameters option //
////////////////////////////////////////////////////////////
// Macros Guide: //
////////////////////////////////////////////////////////////
/* //////////////////////////////////////////////////// *
* //////////////////////////////////////////////////// *
Usage of these macros is very simple once you understand
the syntax and variable names. Let's start with a Simple
integer slider. To begin, type:
UI_INT
Next we need to add _S to indicate that this is a
"slider" widget. Follow the syntax below:
UI_INT_S(INT_NAME, "Label", "Tooltip", 0, 100, 50)
Using just a single line of code, we have created a UI
tweakable integer named INT_NAME with a minimum value of
0, a maximum value of 100, and a default value of 50.
Next, let's create that same widget, but within a UI
category. This time, we'll type:
CAT_INT_S(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
As you can see, the syntax follows the same pattern but
with a new input for "Category"
Below you will find a useful list of examples to get you
started. I hope you find these useful and they help your
workflow. Happy coding!
- TreyM
* //////////////////////////////////////////////////// *
* //////////////////////////////////////////////////// *
Widget Types
Input = _I
Slider = _S
Drag = _D
* //////////////////////////////////////////////////// *
BOOLEAN Macro
UI_BOOL(BOOL_NAME, "Label", "Tooltip", true)
BOOLEAN Categorized Macro
CAT_BOOL(BOOL_NAME, "Category", "Label", "Tooltip", true)
* //////////////////////////////////////////////////// *
INTEGER Combo Widget
UI_COMBO(INT_NAME, "Label", "Tooltip", 0, 2, 0, "Item 1\0Item 2\0Item 3\0")
INTEGER Drag Widget
UI_INT_D(INT_NAME, "Label", "Tooltip", 0, 100, 50)
INTEGER Input Widget
UI_INT_I(INT_NAME, "Label", "Tooltip", 0, 100, 50)
INTEGER Radio Widget
UI_RADIO(INT_NAME, "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
INTEGER Slider Widget
UI_INT_S(INT_NAME, "Label", "Tooltip", 0, 100, 50)
INTEGER Categorized Combo Widget
CAT_COMBO(INT_NAME, "Category", "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
INTEGER Categorized Drag Widget
CAT_INT_D(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
INTEGER Categorized Input Widget
CAT_INT_I(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
INTEGER Categorized Radio Widget
CAT_RADIO(INT_NAME, "Category", "Label", "Tooltip", 0, 2, 0, " Item 1 \0 Item 2 \0 Item 3\0")
INTEGER Categorized Slider Widget
CAT_INT_S(INT_NAME, "Category", "Label", "Tooltip", 0, 100, 50)
* //////////////////////////////////////////////////// *
FLOAT Drag Widget
UI_FLOAT_D(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Input Widget
UI_FLOAT_I(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Slider Widget
UI_FLOAT_S(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Categorized Drag Widget
CAT_FLOAT_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Categorized Input Widget
CAT_FLOAT_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT Categorized Slider Widget
CAT_FLOAT_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5)
FLOAT macro with full control (value after "Tooltip" is ui_step)
UI_FLOAT_FULL(FLOAT_NAME, "ui_type", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5)
FLOAT Categorized macro with full control (value after "Tooltip" is ui_step)
CAT_FLOAT_FULL(FLOAT_NAME, "ui_type", "Category", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5)
* //////////////////////////////////////////////////// *
FLOAT2 Drag Widget
UI_FLOAT2_D(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Input Widget
UI_FLOAT2_I(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Slider Widget
UI_FLOAT2_S(FLOAT_NAME, "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized Drag Widget
CAT_FLOAT2_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized Input Widget
CAT_FLOAT2_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized Slider Widget
CAT_FLOAT2_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.0, 1.0, 0.5, 0.5)
FLOAT2 macro with full control (value after "Tooltip" is ui_step)
UI_FLOAT2_FULL(FLOAT_NAME, "ui_type", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5, 0.5)
FLOAT2 Categorized macro with full control (value after "Tooltip" is ui_step)
CAT_FLOAT2_FULL(FLOAT_NAME, "ui_type", "Category", "Label", "Tooltip", 0.1, 0.0, 1.0, 0.5, 0.5)
* //////////////////////////////////////////////////// *
FLOAT3 Drag Widget
UI_FLOAT3_D(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Input Widget
UI_FLOAT3_I(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Slider Widget
UI_FLOAT3_S(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Drag Widget
CAT_FLOAT3_D(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Input Widget
CAT_FLOAT3_I(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Slider Widget
CAT_FLOAT3_S(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
* //////////////////////////////////////////////////// *
FLOAT3 Color Widget
UI_COLOR(FLOAT_NAME, "Label", "Tooltip", 0.5, 0.5, 0.5)
FLOAT3 Categorized Color Widget
CAT_COLOR(FLOAT_NAME, "Category", "Label", "Tooltip", 0.5, 0.5, 0.5)
* //////////////////////////////////////////////////// *
SAMPLER Macro
SAMPLER(SamplerName, TextureName)
SAMPLER Macro with texture boundary resolver option
SAMPLER_UV(SamplerName, TextureName, ResolverType)
TEXTURE Macro
TEXTURE(TextureName, "TexturePath")
TEXTURE Full Macro
TEXTURE_FULL(TextureName, "TexturePath", Width, Height, Format)
* //////////////////////////////////////////////////// *
TECHNIQUE Macro
TECHNIQUE(TechniqueName, PassMacro)
PASS Macro
PASS(PassID, VertexShader, PixelShader)
PASS Macro with RenderTarget
PASS_RT(PassID, VertexShader, PixelShader, RenderTarget)
////////////////////////////////////////////////////
* //////////////////////////////////////////////////// */
// INTEGER MACROS ////////////////////////////////
#define UI_COMBO(var, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "combo"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_COMBO(var, category, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "combo"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_INT_I(var, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_INT_I(var, category, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_INT_S(var, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_INT_S(var, category, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_INT_D(var, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_INT_D(var, category, label, tooltip, minval, maxval, defval) \
uniform int var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_RADIO(var, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "radio"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_RADIO(var, category, label, tooltip, minval, maxval, defval, items) \
uniform int var \
< \
ui_type = "radio"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_items = items; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
// BOOL MACROS ///////////////////////////////////
#define UI_BOOL(var, label, tooltip, def) \
uniform bool var \
< \
ui_label = label; \
ui_tooltip = tooltip; \
> = def;
#define CAT_BOOL(var, category, label, tooltip, def) \
uniform bool var \
< \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = def;
// FLOAT MACROS //////////////////////////////////
#define UI_FLOAT_D(var, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_D(var, category, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT_FULL(var, uitype, label, tooltip, uistep, minval, maxval, defval) \
uniform float var \
< \
ui_type = uitype; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_FULL(var, uitype, category, label, tooltip, uistep, minval, maxval, defval) \
uniform float var \
< \
ui_type = uitype; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT_I(var, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_I(var, category, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT_S(var, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define CAT_FLOAT_S(var, category, label, tooltip, minval, maxval, defval) \
uniform float var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = defval;
#define UI_FLOAT2_D(var, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_D(var, category, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT2_FULL(var, uitype, label, tooltip, uistep, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = uitype; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_FULL(var, uitype, category, label, tooltip, uistep, minval, defval1, defval2) \
uniform float2 var \
< \
ui_type = uitype; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_step = uistep; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT2_I(var, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_I(var, category, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT2_S(var, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define CAT_FLOAT2_S(var, category, label, tooltip, minval, maxval, defval1, defval2) \
uniform float2 var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
ui_min = minval; \
ui_max = maxval; \
> = float2(defval1, defval2);
#define UI_FLOAT3_D(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "drag"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_FLOAT3_D(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "drag"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define UI_FLOAT3_I(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "input"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_FLOAT3_I(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "input"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define UI_FLOAT3_S(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "slider"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_FLOAT3_S(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "slider"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
// COLOR WIDGET MACROS ///////////////////////////
#define UI_COLOR(var, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "color"; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
#define CAT_COLOR(var, category, label, tooltip, defval1, defval2, defval3) \
uniform float3 var \
< \
ui_type = "color"; \
ui_category = category; \
ui_label = label; \
ui_tooltip = tooltip; \
> = float3(defval1, defval2, defval3);
// SAMPLER MACRO /////////////////////////////////
#define SAMPLER(sname, tname) \
sampler sname \
{ \
Texture = tname; \
};
#define SAMPLER_UV(sname, tname, addUVW) \
sampler sname \
{ \
Texture = tname; \
AddressU = addUVW; \
AddressV = addUVW; \
AddressW = addUVW; \
};
// TEXTURE MACROs ////////////////////////////////
#define TEXTURE(tname, src) \
texture tname <source=src;> \
{ \
Width = BUFFER_WIDTH; \
Height = BUFFER_HEIGHT; \
Format = RGBA8; \
};
#define TEXTURE_FULL(tname, src, width, height, fomat) \
texture tname <source=src;> \
{ \
Width = width; \
Height = height; \
Format = fomat; \
};
// TECHNIQUE MACROS //////////////////////////////
#define TECHNIQUE(tname, pass) \
technique tname \
{ \
pass \
}
#define PASS(ID, vs, ps) pass \
{ \
VertexShader = vs; \
PixelShader = ps; \
}
#define PASS_RT(ID, vs, ps, rt) pass \
{ \
VertexShader = vs; \
PixelShader = ps; \
RenderTarget = rt; \
}