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a22eef63b9
And add additional builtin shaders.
150 lines
5.2 KiB
HLSL
150 lines
5.2 KiB
HLSL
/**
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* Film Grain post-process shader v1.1
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* Martins Upitis (martinsh) devlog-martinsh.blogspot.com 2013
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*
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* This work is licensed under a Creative Commons Attribution 3.0 Unported License.
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* So you are free to share, modify and adapt it for your needs, and even use it for commercial use.
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*
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* Uses perlin noise shader by toneburst from http://machinesdontcare.wordpress.com/2009/06/25/3d-perlin-noise-sphere-vertex-shader-sourcecode/
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*/
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#include "ReShadeUI.fxh"
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uniform float grainamount < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 0.2;
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ui_label = "Amount";
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> = 0.05;
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uniform float coloramount < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 1.0;
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ui_label = "Color Amount";
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> = 0.6;
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uniform float lumamount < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 1.0;
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ui_label = "Luminance Amount";
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> = 1.0;
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uniform float grainsize < __UNIFORM_SLIDER_FLOAT1
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ui_min = 1.5; ui_max = 2.5;
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ui_label = "Grain Particle Size";
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> = 1.6;
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#include "ReShade.fxh"
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uniform float timer < source = "timer"; >;
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float4 rnm(in float2 tc)
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{
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// A random texture generator, but you can also use a pre-computed perturbation texture
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float noise = sin(dot(tc, float2(12.9898, 78.233))) * 43758.5453;
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float noiseR = frac(noise) * 2.0 - 1.0;
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float noiseG = frac(noise * 1.2154) * 2.0 - 1.0;
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float noiseB = frac(noise * 1.3453) * 2.0 - 1.0;
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float noiseA = frac(noise * 1.3647) * 2.0 - 1.0;
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return float4(noiseR, noiseG, noiseB, noiseA);
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}
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float pnoise3D(in float3 p)
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{
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// Perm texture texel-size
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static const float permTexUnit = 1.0 / 256.0;
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// Half perm texture texel-size
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static const float permTexUnitHalf = 0.5 / 256.0;
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// Integer part
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// Scaled so +1 moves permTexUnit texel and offset 1/2 texel to sample texel centers
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float3 pi = permTexUnit * floor(p) + permTexUnitHalf;
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// Fractional part for interpolation
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float3 pf = frac(p);
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// Noise contributions from (x=0, y=0), z=0 and z=1
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float perm00 = rnm(pi.xy).a;
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float3 grad000 = rnm(float2(perm00, pi.z)).rgb * 4.0 - 1.0;
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float n000 = dot(grad000, pf);
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float3 grad001 = rnm(float2(perm00, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n001 = dot(grad001, pf - float3(0.0, 0.0, 1.0));
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// Noise contributions from (x=0, y=1), z=0 and z=1
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float perm01 = rnm(pi.xy + float2(0.0, permTexUnit)).a;
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float3 grad010 = rnm(float2(perm01, pi.z)).rgb * 4.0 - 1.0;
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float n010 = dot(grad010, pf - float3(0.0, 1.0, 0.0));
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float3 grad011 = rnm(float2(perm01, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n011 = dot(grad011, pf - float3(0.0, 1.0, 1.0));
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// Noise contributions from (x=1, y=0), z=0 and z=1
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float perm10 = rnm(pi.xy + float2(permTexUnit, 0.0)).a;
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float3 grad100 = rnm(float2(perm10, pi.z)).rgb * 4.0 - 1.0;
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float n100 = dot(grad100, pf - float3(1.0, 0.0, 0.0));
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float3 grad101 = rnm(float2(perm10, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n101 = dot(grad101, pf - float3(1.0, 0.0, 1.0));
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// Noise contributions from (x=1, y=1), z=0 and z=1
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float perm11 = rnm(pi.xy + float2(permTexUnit, permTexUnit)).a;
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float3 grad110 = rnm(float2(perm11, pi.z)).rgb * 4.0 - 1.0;
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float n110 = dot(grad110, pf - float3(1.0, 1.0, 0.0));
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float3 grad111 = rnm(float2(perm11, pi.z + permTexUnit)).rgb * 4.0 - 1.0;
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float n111 = dot(grad111, pf - float3(1.0, 1.0, 1.0));
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// Blend contributions along x
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float fade_x = pf.x * pf.x * pf.x * (pf.x * (pf.x * 6.0 - 15.0) + 10.0);
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float4 n_x = lerp(float4(n000, n001, n010, n011), float4(n100, n101, n110, n111), fade_x);
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// Blend contributions along y
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float fade_y = pf.y * pf.y * pf.y * (pf.y * (pf.y * 6.0 - 15.0) + 10.0);
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float2 n_xy = lerp(n_x.xy, n_x.zw, fade_y);
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// Blend contributions along z
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float fade_z = pf.z * pf.z * pf.z * (pf.z * (pf.z * 6.0 - 15.0) + 10.0);
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float n_xyz = lerp(n_xy.x, n_xy.y, fade_z);
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// We're done, return the final noise value.
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return n_xyz;
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}
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float2 coordRot(in float2 tc, in float angle)
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{
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float rotX = ((tc.x * 2.0 - 1.0) * BUFFER_ASPECT_RATIO * cos(angle)) - ((tc.y * 2.0 - 1.0) * sin(angle));
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float rotY = ((tc.y * 2.0 - 1.0) * cos(angle)) + ((tc.x * 2.0 - 1.0) * BUFFER_ASPECT_RATIO * sin(angle));
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rotX = ((rotX / BUFFER_ASPECT_RATIO) * 0.5 + 0.5);
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rotY = rotY * 0.5 + 0.5;
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return float2(rotX, rotY);
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}
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float4 main(float4 vpos : SV_Position, float2 texCoord : TexCoord) : SV_Target
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{
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float3 rotOffset = float3(1.425, 3.892, 5.835); // Rotation offset values
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float2 rotCoordsR = coordRot(texCoord, timer + rotOffset.x);
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float3 noise = pnoise3D(float3(rotCoordsR * BUFFER_SCREEN_SIZE / grainsize, 0.0)).xxx;
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if (coloramount > 0)
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{
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float2 rotCoordsG = coordRot(texCoord, timer + rotOffset.y);
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float2 rotCoordsB = coordRot(texCoord, timer + rotOffset.z);
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noise.g = lerp(noise.r, pnoise3D(float3(rotCoordsG * BUFFER_SCREEN_SIZE / grainsize, 1.0)), coloramount);
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noise.b = lerp(noise.r, pnoise3D(float3(rotCoordsB * BUFFER_SCREEN_SIZE / grainsize, 2.0)), coloramount);
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}
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float3 col = tex2D(ReShade::BackBuffer, texCoord).rgb;
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const float3 lumcoeff = float3(0.299, 0.587, 0.114);
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float luminance = lerp(0.0, dot(col, lumcoeff), lumamount);
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float lum = smoothstep(0.2, 0.0, luminance);
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lum += luminance;
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noise = lerp(noise, 0.0, pow(lum, 4.0));
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col = col + noise * grainamount;
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return float4(col, 1.0);
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}
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technique FilmGrain2
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = main;
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}
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}
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