mirror of
https://github.com/RetroDECK/Duckstation.git
synced 2024-11-23 14:25:37 +00:00
d3dc3ec6d3
- Organize parameters in categories.
522 lines
16 KiB
HLSL
522 lines
16 KiB
HLSL
#include "ReShade.fxh"
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///////////////////////////// GPL LICENSE NOTICE /////////////////////////////
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// crt-royale: A full-featured CRT shader, with cheese.
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// Copyright (C) 2014 TroggleMonkey <trogglemonkey@gmx.com>
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//
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// This program is free software; you can redistribute it and/or modify it
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// under the terms of the GNU General Public License as published by the Free
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// Software Foundation; either version 2 of the License, or any later version.
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//
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// This program is distributed in the hope that it will be useful, but WITHOUT
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// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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// FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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// more details.
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//
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// You should have received a copy of the GNU General Public License along with
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// this program; if not, write to the Free Software Foundation, Inc., 59 Temple
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// Place, Suite 330, Boston, MA 02111-1307 USA
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// Ported to Duckstation (ReShade specs) by Hyllian (2024).
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// Set shader params for all passes here:
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uniform float crt_gamma <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 5.0;
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ui_step = 0.025;
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ui_label = "Simulated CRT Gamma";
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ui_category = "Display Settings";
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> = 2.5;
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uniform float lcd_gamma <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 5.0;
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ui_step = 0.025;
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ui_label = "Your Display Gamma";
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ui_category = "Display Settings";
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> = 2.2;
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uniform float levels_contrast <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 4.0;
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ui_step = 0.015625;
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ui_label = "Contrast";
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ui_category = "Display Settings";
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> = 1.0;
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uniform float halation_weight <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Halation Weight";
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ui_category = "Effects";
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> = 0.0;
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uniform float diffusion_weight <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Diffusion Weight";
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ui_category = "Effects";
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> = 0.075;
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uniform float bloom_underestimate_levels <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 5.0;
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ui_step = 0.01;
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ui_label = "Bloom - Underestimate Levels";
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ui_category = "Effects";
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> = 0.8;
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uniform float bloom_excess <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Bloom - Excess";
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ui_category = "Effects";
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> = 0.0;
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uniform float beam_min_sigma <
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ui_type = "drag";
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ui_min = 0.005;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Min Sigma";
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ui_category = "Beam Dynamics";
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> = 0.02;
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uniform float beam_max_sigma <
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ui_type = "drag";
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ui_min = 0.005;
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ui_max = 1.0;
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ui_step = 0.005;
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ui_label = "Max Sigma";
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ui_category = "Beam Dynamics";
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> = 0.3;
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uniform float beam_spot_power <
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ui_type = "drag";
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ui_min = 0.01;
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ui_max = 16.0;
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ui_step = 0.01;
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ui_label = "Spot Power";
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ui_category = "Beam Dynamics";
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> = 0.33;
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uniform float beam_min_shape <
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ui_type = "drag";
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ui_min = 2.0;
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ui_max = 32.0;
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ui_step = 0.1;
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ui_label = "Min Shape";
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ui_category = "Beam Dynamics";
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> = 2.0;
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uniform float beam_max_shape <
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ui_type = "drag";
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ui_min = 2.0;
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ui_max = 32.0;
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ui_step = 0.1;
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ui_label = "Max Shape";
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ui_category = "Beam Dynamics";
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> = 4.0;
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uniform float beam_shape_power <
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ui_type = "drag";
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ui_min = 0.01;
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ui_max = 16.0;
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ui_step = 0.01;
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ui_label = "Shape Power";
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ui_category = "Beam Dynamics";
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> = 0.25;
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uniform int beam_horiz_filter <
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ui_type = "combo";
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ui_items = "Quilez\0Gaussian\0Lanczos\0";
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ui_label = "Horizontal Filter";
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ui_category = "Beam Dynamics";
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> = 0;
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uniform float beam_horiz_sigma <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 0.67;
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ui_step = 0.005;
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ui_label = "Horizontal Sigma";
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ui_category = "Beam Dynamics";
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> = 0.35;
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uniform float beam_horiz_linear_rgb_weight <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 0.01;
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ui_label = "Horiz Linear RGB Weight";
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ui_category = "Beam Dynamics";
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> = 1.0;
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uniform float convergence_offset_x_r <
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ui_type = "drag";
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ui_min = -4.0;
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ui_max = 4.0;
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ui_step = 0.05;
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ui_label = "Offset X Red";
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ui_category = "Convergence";
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> = 0.0;
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uniform float convergence_offset_x_g <
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ui_type = "drag";
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ui_min = -4.0;
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ui_max = 4.0;
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ui_step = 0.05;
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ui_label = "Offset X Green";
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ui_category = "Convergence";
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> = 0.0;
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uniform float convergence_offset_x_b <
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ui_type = "drag";
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ui_min = -4.0;
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ui_max = 4.0;
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ui_step = 0.05;
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ui_label = "Offset X Blue";
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ui_category = "Convergence";
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> = 0.0;
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uniform float convergence_offset_y_r <
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ui_type = "drag";
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ui_min = -2.0;
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ui_max = 2.0;
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ui_step = 0.05;
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ui_label = "Offset Y Red";
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ui_category = "Convergence";
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> = 0.0;
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uniform float convergence_offset_y_g <
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ui_type = "drag";
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ui_min = -2.0;
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ui_max = 2.0;
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ui_step = 0.05;
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ui_label = "Offset Y Green";
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ui_category = "Convergence";
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> = 0.0;
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uniform float convergence_offset_y_b <
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ui_type = "drag";
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ui_min = -2.0;
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ui_max = 2.0;
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ui_step = 0.05;
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ui_label = "Offset Y Blue";
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ui_category = "Convergence";
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> = 0.0;
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uniform int mask_type <
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ui_type = "combo";
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ui_items = "Aperture Grille\0Slot Mask\0Shadow Mask\0";
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ui_label = "Type";
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ui_category = "Mask";
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> = 0;
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uniform float mask_sample_mode_desired <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 2.0;
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ui_step = 1.;
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ui_label = "Sample Mode";
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ui_category = "Mask";
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> = 0.0;
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uniform float mask_specify_num_triads <
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ui_type = "drag";
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ui_min = 0.0;
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ui_max = 1.0;
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ui_step = 1.0;
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ui_label = "Specify Number of Triads";
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ui_category = "Mask";
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> = 0.0;
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uniform float mask_triad_size_desired <
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ui_type = "drag";
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ui_min = 1.0;
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ui_max = 18.0;
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ui_step = 0.125;
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ui_label = "Triad Size Desired";
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ui_category = "Mask";
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> = 3.0;
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uniform float mask_num_triads_desired <
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ui_type = "drag";
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ui_min = 342.0;
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ui_max = 1920.0;
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ui_step = 1.0;
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ui_label = "Number of Triads Desired";
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ui_category = "Mask";
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> = 480.0;
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uniform bool interlace_detect <
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ui_type = "radio";
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ui_label = "Enable Interlacing Detection";
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ui_category = "Interlacing";
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> = true;
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uniform bool interlace_bff <
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ui_type = "radio";
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ui_label = "Bottom Field First";
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ui_category = "Interlacing";
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> = false;
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uniform bool interlace_1080i <
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ui_type = "radio";
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ui_label = "Detect 1080i";
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ui_category = "Interlacing";
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> = false;
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uniform float FrameCount < source = "framecount"; >;
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uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
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uniform float2 InternalPixelSize < source = "internal_pixel_size"; >;
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uniform float2 NativePixelSize < source = "native_pixel_size"; >;
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uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
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uniform float UpscaleMultiplier < source = "upscale_multiplier"; >;
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uniform float2 ViewportSize < source = "viewportsize"; >;
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uniform float ViewportWidth < source = "viewportwidth"; >;
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uniform float ViewportHeight < source = "viewportheight"; >;
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#include "../misc/include/geom.fxh"
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#define VIEWPORT_SIZE (ViewportSize*BufferToViewportRatio)
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#define TEXTURE_SIZE (1.0/NormalizedNativePixelSize)
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#define ORIG_LINEARIZED_texture_size TEXTURE_SIZE
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#define VERTICAL_SCANLINES_texture_size TEXTURE_SIZE
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#define BLOOM_APPROX_texture_size TEXTURE_SIZE
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#define BLUR9FAST_VERTICAL_texture_size TEXTURE_SIZE
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#define HALATION_BLUR_texture_size TEXTURE_SIZE
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#define MASK_RESIZE_VERT_texture_size TEXTURE_SIZE
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#define MASK_RESIZE_texture_size float2(64.0,0.0625*((VIEWPORT_SIZE).y))
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#define MASKED_SCANLINES_texture_size (0.0625*VIEWPORT_SIZE)
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#define BRIGHTPASS_texture_size VIEWPORT_SIZE
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#define BLOOM_VERTICAL_texture_size VIEWPORT_SIZE
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#define BLOOM_HORIZONTAL_texture_size VIEWPORT_SIZE
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#define ORIG_LINEARIZED_video_size ORIG_LINEARIZED_texture_size
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#define VERTICAL_SCANLINES_video_size VERTICAL_SCANLINES_texture_size
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#define BLOOM_APPROX_video_size BLOOM_APPROX_texture_size
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#define BLUR9FAST_VERTICAL_video_size BLUR9FAST_VERTICAL_texture_size
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#define HALATION_BLUR_video_size HALATION_BLUR_texture_size
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#define MASK_RESIZE_VERT_video_size MASK_RESIZE_VERT_texture_size
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#define MASK_RESIZE_video_size MASK_RESIZE_texture_size
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#define MASKED_SCANLINES_video_size MASKED_SCANLINES_texture_size
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#define BRIGHTPASS_video_size BRIGHTPASS_texture_size
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#define BLOOM_VERTICAL_video_size BLOOM_VERTICAL_texture_size
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#define BLOOM_HORIZONTAL_video_size BLOOM_HORIZONTAL_texture_size
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#define video_size texture_size
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texture2D tmask_grille_texture_small < source = "crt-royale/TileableLinearApertureGrille15Wide8And5d5SpacingResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;};
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texture2D tmask_slot_texture_small < source = "crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacingResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;};
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texture2D tmask_shadow_texture_small < source = "crt-royale/TileableLinearShadowMaskEDPResizeTo64.png"; > {Width=64.0;Height=64.0;MipLevels=0;};
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texture2D tmask_grille_texture_large < source = "crt-royale/TileableLinearApertureGrille15Wide8And5d5Spacing.png"; > {Width=512.0;Height=512.0;MipLevels=4;};
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texture2D tmask_slot_texture_large < source = "crt-royale/TileableLinearSlotMaskTall15Wide9And4d5Horizontal9d14VerticalSpacing.png"; > {Width=512.0;Height=512.0;MipLevels=4;};
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texture2D tmask_shadow_texture_large < source = "crt-royale/TileableLinearShadowMaskEDP.png"; > {Width=512.0;Height=512.0;MipLevels=4;};
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sampler2D mask_grille_texture_small { Texture = tmask_grille_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
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sampler2D mask_slot_texture_small { Texture = tmask_slot_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
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sampler2D mask_shadow_texture_small { Texture = tmask_shadow_texture_small; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
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sampler2D mask_grille_texture_large { Texture = tmask_grille_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
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sampler2D mask_slot_texture_large { Texture = tmask_slot_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
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sampler2D mask_shadow_texture_large { Texture = tmask_shadow_texture_large; AddressU = REPEAT; AddressV = REPEAT; MinFilter = POINT; MagFilter = POINT;};
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#ifndef DEBUG_PASSES
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#define DEBUG_PASSES 11
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#endif
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texture2D tORIG_LINEARIZED{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D ORIG_LINEARIZED{Texture=tORIG_LINEARIZED;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#if (DEBUG_PASSES > 1)
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texture2D tVERTICAL_SCANLINES{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D VERTICAL_SCANLINES{Texture=tVERTICAL_SCANLINES;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#endif
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#if (DEBUG_PASSES > 2)
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texture2D tBLOOM_APPROX{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D BLOOM_APPROX{Texture=tBLOOM_APPROX;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#endif
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#if (DEBUG_PASSES > 3)
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// Need checking if it's really necessary to rendertarget.
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texture2D tBLUR9FAST_VERTICAL{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D BLUR9FAST_VERTICAL{Texture=tBLUR9FAST_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#endif
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#if (DEBUG_PASSES > 4)
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texture2D tHALATION_BLUR{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D HALATION_BLUR{Texture=tHALATION_BLUR;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#endif
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#if (DEBUG_PASSES > 5)
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texture2D tMASK_RESIZE_VERTICAL{Width=64.0;Height=BUFFER_HEIGHT*0.0625;Format=RGBA8;};
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sampler2D MASK_RESIZE_VERTICAL{Texture=tMASK_RESIZE_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;};
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#endif
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#if (DEBUG_PASSES > 6)
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texture2D tMASK_RESIZE{Width=BUFFER_WIDTH*0.0625;Height=BUFFER_HEIGHT*0.0625;Format=RGBA8;};
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sampler2D MASK_RESIZE{Texture=tMASK_RESIZE;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=POINT;MinFilter=POINT;};
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#endif
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#if (DEBUG_PASSES > 7)
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texture2D tMASKED_SCANLINES{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D MASKED_SCANLINES{Texture=tMASKED_SCANLINES;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#endif
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#if (DEBUG_PASSES > 8)
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texture2D tBRIGHTPASS{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D BRIGHTPASS{Texture=tBRIGHTPASS;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#endif
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#if (DEBUG_PASSES > 9)
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texture2D tBLOOM_VERTICAL{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA16f;};
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sampler2D BLOOM_VERTICAL{Texture=tBLOOM_VERTICAL;AddressU=BORDER;AddressV=BORDER;AddressW=BORDER;MagFilter=LINEAR;MinFilter=LINEAR;};
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#endif
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#include "crt-royale/src/crt-royale-first-pass-linearize-crt-gamma-bob-fields.fxh"
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#if (DEBUG_PASSES > 1)
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#include "crt-royale/src/crt-royale-scanlines-vertical-interlacing.fxh"
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#endif
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#if (DEBUG_PASSES > 2)
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#include "crt-royale/src/crt-royale-bloom-approx.fxh"
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#endif
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#if (DEBUG_PASSES > 3)
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#include "crt-royale/src/blur9fast-vertical.fxh"
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#endif
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#if (DEBUG_PASSES > 4)
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#include "crt-royale/src/blur9fast-horizontal.fxh"
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#endif
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#if (DEBUG_PASSES > 5)
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#include "crt-royale/src/crt-royale-mask-resize-vertical.fxh"
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#endif
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#if (DEBUG_PASSES > 6)
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#include "crt-royale/src/crt-royale-mask-resize-horizontal.fxh"
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#endif
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#if (DEBUG_PASSES > 7)
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#include "crt-royale/src/crt-royale-scanlines-horizontal-apply-mask.fxh"
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#endif
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#if (DEBUG_PASSES > 8)
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#include "crt-royale/src/crt-royale-brightpass.fxh"
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#endif
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#if (DEBUG_PASSES > 9)
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#include "crt-royale/src/crt-royale-bloom-vertical.fxh"
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#endif
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#if (DEBUG_PASSES > 10)
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#include "crt-royale/src/crt-royale-bloom-horizontal-reconstitute.fxh"
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#endif
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technique CRT_Royale
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{
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pass
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{
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VertexShader = VS_Linearize;
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PixelShader = PS_Linearize;
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RenderTarget = tORIG_LINEARIZED;
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}
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#if (DEBUG_PASSES > 1)
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pass
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{
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VertexShader = VS_Scanlines_Vertical_Interlacing;
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PixelShader = PS_Scanlines_Vertical_Interlacing;
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RenderTarget = tVERTICAL_SCANLINES;
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}
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#endif
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#if (DEBUG_PASSES > 2)
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pass
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{
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VertexShader = VS_Bloom_Approx;
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PixelShader = PS_Bloom_Approx;
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RenderTarget = tBLOOM_APPROX;
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}
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#endif
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#if (DEBUG_PASSES > 3)
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pass
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{
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VertexShader = VS_Blur9Fast_Vertical;
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PixelShader = PS_Blur9Fast_Vertical;
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RenderTarget = tBLUR9FAST_VERTICAL;
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}
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#endif
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#if (DEBUG_PASSES > 4)
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pass
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{
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VertexShader = VS_Blur9Fast_Horizontal;
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PixelShader = PS_Blur9Fast_Horizontal;
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RenderTarget = tHALATION_BLUR;
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}
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#endif
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#if (DEBUG_PASSES > 5)
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pass
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{
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VertexShader = VS_Mask_Resize_Vertical;
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PixelShader = PS_Mask_Resize_Vertical;
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RenderTarget = tMASK_RESIZE_VERTICAL;
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}
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#endif
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#if (DEBUG_PASSES > 6)
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pass
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{
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VertexShader = VS_Mask_Resize_Horizontal;
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PixelShader = PS_Mask_Resize_Horizontal;
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RenderTarget = tMASK_RESIZE;
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}
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#endif
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#if (DEBUG_PASSES > 7)
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pass
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{
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VertexShader = VS_Scanlines_Horizontal_Apply_Mask;
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PixelShader = PS_Scanlines_Horizontal_Apply_Mask;
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RenderTarget = tMASKED_SCANLINES;
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}
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#endif
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#if (DEBUG_PASSES > 8)
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pass
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{
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VertexShader = VS_Brightpass;
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PixelShader = PS_Brightpass;
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RenderTarget = tBRIGHTPASS;
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}
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#endif
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#if (DEBUG_PASSES > 9)
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pass
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{
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VertexShader = VS_Bloom_Vertical;
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PixelShader = PS_Bloom_Vertical;
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RenderTarget = tBLOOM_VERTICAL;
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}
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#endif
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#if (DEBUG_PASSES > 10)
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pass
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{
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VertexShader = VS_Bloom_Horizontal;
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PixelShader = PS_Bloom_Horizontal;
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}
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#endif
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}
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