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