mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-22 22:05:38 +00:00
81 lines
2.6 KiB
HLSL
81 lines
2.6 KiB
HLSL
//+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
|
|
// 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;
|
|
}
|
|
}
|