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9189588554
- Add crt-geom, super-xbr, geom, multi-LUT, deblur-luma, bicubic and lanczos3. All .fx shaders; - Added some LUTs.
76 lines
2.2 KiB
HLSL
76 lines
2.2 KiB
HLSL
#include "ReShade.fxh"
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// Multi-LUT Shader
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// A simple shader that can load 2 LUTs.
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// Can turn LUT off too.
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uniform int LUT_selector <
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ui_type = "combo";
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ui_items = "Off\0Grade-RGB\0Grade-Composite\0";
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ui_label = "LUT selector";
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ui_tooltip = "Off: nothing. Grade-RGB: rgb trinitron colors. Grade-Composite: composite trinitron colors.";
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> = 1;
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texture tLUT1<source="../Textures/multi-LUT/grade-rgb.png";>{Width=1024;Height=32;};
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sampler SamplerLUT1{Texture=tLUT1;};
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texture tLUT2<source="../Textures/multi-LUT/grade-composite.png";>{Width=1024;Height=32;};
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sampler SamplerLUT2{Texture=tLUT2;};
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// This shouldn't be necessary but it seems some undefined values can
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// creep in and each GPU vendor handles that differently. This keeps
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// all values within a safe range
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float4 mixfix(float4 a, float4 b, float c)
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{
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return (a.z < 1.0) ? lerp(a, b, c) : a;
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}
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float4 multiLUT(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
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{
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float4 imgColor = tex2D(ReShade::BackBuffer, vTexCoord.xy);
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if (LUT_selector > 0)
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{
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//float LUT_Size = lerp(textureSize(SamplerLUT1, 0).y, textureSize(SamplerLUT2, 0).y, LUT_selector_param - 1.0);
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float LUT_Size = 32.0;
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float4 color1, color2 = float4(0.,0.,0.,0.);
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float red, green, blue1, blue2, mixer = 0.0;
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red = ( imgColor.r * (LUT_Size - 1.0) + 0.4999 ) / (LUT_Size * LUT_Size);
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green = ( imgColor.g * (LUT_Size - 1.0) + 0.4999 ) / LUT_Size;
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blue1 = (floor( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
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blue2 = (ceil( imgColor.b * (LUT_Size - 1.0) ) / LUT_Size) + red;
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mixer = clamp(max((imgColor.b - blue1) / (blue2 - blue1), 0.0), 0.0, 32.0);
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if(LUT_selector == 1)
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{
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color1 = tex2D(SamplerLUT1, float2( blue1, green ));
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color2 = tex2D(SamplerLUT1, float2( blue2, green ));
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}
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else
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{
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color1 = tex2D(SamplerLUT2, float2( blue1, green ));
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color2 = tex2D(SamplerLUT2, float2( blue2, green ));
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}
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imgColor = mixfix(color1, color2, mixer);
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}
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return imgColor;
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}
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technique multiLUT
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{
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pass PS_multiLUT
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{
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VertexShader = PostProcessVS;
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PixelShader = multiLUT;
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}
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}
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