Duckstation/data/resources/shaders/reshade/Shaders/LUT.fx
2023-08-30 00:44:01 +10:00

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;
}
}