mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-26 23:55:40 +00:00
114 lines
3.8 KiB
HLSL
114 lines
3.8 KiB
HLSL
#pragma once
|
|
|
|
#if !defined(__RESHADE__) || __RESHADE__ < 30000
|
|
#error "ReShade 3.0+ is required to use this header file"
|
|
#endif
|
|
|
|
#ifndef RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
|
|
#define RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN 0
|
|
#endif
|
|
#ifndef RESHADE_DEPTH_INPUT_IS_REVERSED
|
|
#define RESHADE_DEPTH_INPUT_IS_REVERSED 1
|
|
#endif
|
|
#ifndef RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
|
|
#define RESHADE_DEPTH_INPUT_IS_LOGARITHMIC 0
|
|
#endif
|
|
|
|
#ifndef RESHADE_DEPTH_MULTIPLIER
|
|
#define RESHADE_DEPTH_MULTIPLIER 1
|
|
#endif
|
|
#ifndef RESHADE_DEPTH_LINEARIZATION_FAR_PLANE
|
|
#define RESHADE_DEPTH_LINEARIZATION_FAR_PLANE 1000.0
|
|
#endif
|
|
|
|
// Above 1 expands coordinates, below 1 contracts and 1 is equal to no scaling on any axis
|
|
#ifndef RESHADE_DEPTH_INPUT_Y_SCALE
|
|
#define RESHADE_DEPTH_INPUT_Y_SCALE 1
|
|
#endif
|
|
#ifndef RESHADE_DEPTH_INPUT_X_SCALE
|
|
#define RESHADE_DEPTH_INPUT_X_SCALE 1
|
|
#endif
|
|
// An offset to add to the Y coordinate, (+) = move up, (-) = move down
|
|
#ifndef RESHADE_DEPTH_INPUT_Y_OFFSET
|
|
#define RESHADE_DEPTH_INPUT_Y_OFFSET 0
|
|
#endif
|
|
#ifndef RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET
|
|
#define RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET 0
|
|
#endif
|
|
// An offset to add to the X coordinate, (+) = move right, (-) = move left
|
|
#ifndef RESHADE_DEPTH_INPUT_X_OFFSET
|
|
#define RESHADE_DEPTH_INPUT_X_OFFSET 0
|
|
#endif
|
|
#ifndef RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET
|
|
#define RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET 0
|
|
#endif
|
|
|
|
#define BUFFER_PIXEL_SIZE float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
|
|
#define BUFFER_SCREEN_SIZE float2(BUFFER_WIDTH, BUFFER_HEIGHT)
|
|
#define BUFFER_ASPECT_RATIO (BUFFER_WIDTH * BUFFER_RCP_HEIGHT)
|
|
|
|
namespace ReShade
|
|
{
|
|
#if defined(__RESHADE_FXC__)
|
|
float GetAspectRatio() { return BUFFER_WIDTH * BUFFER_RCP_HEIGHT; }
|
|
float2 GetPixelSize() { return float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); }
|
|
float2 GetScreenSize() { return float2(BUFFER_WIDTH, BUFFER_HEIGHT); }
|
|
#define AspectRatio GetAspectRatio()
|
|
#define PixelSize GetPixelSize()
|
|
#define ScreenSize GetScreenSize()
|
|
#else
|
|
// These are deprecated and will be removed eventually.
|
|
static const float AspectRatio = BUFFER_WIDTH * BUFFER_RCP_HEIGHT;
|
|
static const float2 PixelSize = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT);
|
|
static const float2 ScreenSize = float2(BUFFER_WIDTH, BUFFER_HEIGHT);
|
|
#endif
|
|
|
|
// Global textures and samplers
|
|
texture BackBufferTex : COLOR;
|
|
texture DepthBufferTex : DEPTH;
|
|
|
|
sampler BackBuffer { Texture = BackBufferTex; };
|
|
sampler DepthBuffer { Texture = DepthBufferTex; };
|
|
|
|
// Helper functions
|
|
float GetLinearizedDepth(float2 texcoord)
|
|
{
|
|
#if RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN
|
|
texcoord.y = 1.0 - texcoord.y;
|
|
#endif
|
|
texcoord.x /= RESHADE_DEPTH_INPUT_X_SCALE;
|
|
texcoord.y /= RESHADE_DEPTH_INPUT_Y_SCALE;
|
|
#if RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET
|
|
texcoord.x -= RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET * BUFFER_RCP_WIDTH;
|
|
#else // Do not check RESHADE_DEPTH_INPUT_X_OFFSET, since it may be a decimal number, which the preprocessor cannot handle
|
|
texcoord.x -= RESHADE_DEPTH_INPUT_X_OFFSET / 2.000000001;
|
|
#endif
|
|
#if RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET
|
|
texcoord.y += RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET * BUFFER_RCP_HEIGHT;
|
|
#else
|
|
texcoord.y += RESHADE_DEPTH_INPUT_Y_OFFSET / 2.000000001;
|
|
#endif
|
|
float depth = tex2Dlod(DepthBuffer, float4(texcoord, 0, 0)).x * RESHADE_DEPTH_MULTIPLIER;
|
|
|
|
#if RESHADE_DEPTH_INPUT_IS_LOGARITHMIC
|
|
const float C = 0.01;
|
|
depth = (exp(depth * log(C + 1.0)) - 1.0) / C;
|
|
#endif
|
|
#if RESHADE_DEPTH_INPUT_IS_REVERSED
|
|
depth = 1.0 - depth;
|
|
#endif
|
|
const float N = 1.0;
|
|
depth /= RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - depth * (RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - N);
|
|
|
|
return depth;
|
|
}
|
|
}
|
|
|
|
// Vertex shader generating a triangle covering the entire screen
|
|
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
|
|
{
|
|
texcoord.x = (id == 2) ? 2.0 : 0.0;
|
|
texcoord.y = (id == 1) ? 2.0 : 0.0;
|
|
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
|
|
}
|