mirror of
				https://github.com/RetroDECK/Duckstation.git
				synced 2025-04-10 19:15:14 +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;
 | |
| 	}
 | |
| }
 | 
