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//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

++++++++++++++
//Shaders effects by Shad
//Effects:
//FXAA Anti-Aliasing by TIMOTHY LOTTES ported to ENB by MysTer92(Utra setting by
Fonia5),
//Sharpen shader.
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++++
//------------------------------------------------------------------------------------// Defines
//------------------------------------------------------------------------------------#define ESHARPENING //enable sharpening
#define ESHARPENINGCOLOR //if defined, color sharpen, otherwise sharp by gray
#define ENOISE //enable noise in dark areas
//------------------------------------------------------------------------------------// Vectors, floats and etc.
//------------------------------------------------------------------------------------float
float
float
float
float
float

ShiftSamplingRange=0.1;
SamplingRange=0.5; //sharpening or blurring range
SharpeningAmount=1.5;
ScanLineAmount=0;
ScanLineRepeat=0; //0.5, 0.3333, 0.25, 0.125, so on
NoiseAmount=0.0;

//keyboard controled variables


float tempF1;
float tempF2;
float tempF3;
float tempF4;
float tempF5;
float tempF6;
float tempF7;
float tempF8;
float tempF9;
float tempF0;
//global variables, already set before executing this code
float ScreenSize;
//width of the display resolution (2048 f.e.)
float ScreenScaleY; //screen proportions (2.555 for 2560/1600)
float ScreenBrightnessAdaptation;//(-10..10) for bloom it controls how much to
dark in the night or when scene is dark (user defined constant factor)
float bloomPower;//(2..10) actually used for bloom, but may be useful here (us
er defined constant factor)
float useBloom;//(1 or 1) if bloom enabled by user
//------------------------------------------------------------------------------------// Textures
//------------------------------------------------------------------------------

-------texture2D texColor;
texture2D texNoise;
//------------------------------------------------------------------------------------// Functions
//------------------------------------------------------------------------------------float Luminance( float3 c )
{
return dot( c, float3(0.22, 0.707, 0.071) );
}
//------------------------------------------------------------------------------------// Sampler Inputs
//------------------------------------------------------------------------------------sampler2D SamplerColor = sampler_state
{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
sampler2D SamplerNoise = sampler_state
{
Texture = <texNoise>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;//NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};
struct VS_OUTPUT_POST {
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_INPUT_POST {
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
//------------------------------------------------------------------------------------// Functions

//------------------------------------------------------------------------------------//------------------------------------------------------------------------------------// Vertex Shader Input


//------------------------------------------------------------------------------------VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;
float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;
return OUT;
}

//------------------------------------------------------------------------------------// Pixel Shader Effects


//------------------------------------------------------------------------------------float4 PS_PostProcess(VS_OUTPUT_POST In) : COLOR
{
/*
float tempF1=1.0;
float tempF2=1.0;
float tempF3=1.0;
float tempF4=1.0;
float tempF5=1.3;
float tempF6=4.35;
float tempF7=1.12;
float tempF8=1.2;
float tempF9=3.17;
float tempF0=1.4;
*/
//START TO MAKE YOUR CHANGES FROM HERE
float4 res;
float4 uvsrc=0;
uvsrc.xy=In.txcoord;
res=0.0;
float4 coord=0.0;
coord.xy=In.txcoord.xy;
float4 origcolor=tex2D(SamplerColor, coord.xy);
float origgray=max(origcolor.r, max(origcolor.g, origcolor.b));
float2 dir=0.0;
float4 color;

dir.xy=2.0*pow(origgray,0.3)/ScreenSize;//tempF9*
//dir.xy=2.0*pow(origgray,0.5) * float2(tempF9, tempF9)/ScreenSize;
coord.xy=In.txcoord+dir.xy*1.5;
color.r=tex2D(SamplerColor, coord.xy).r;
coord.xy=In.txcoord+dir.xy*0.5;
color.g=tex2D(SamplerColor, coord.xy).g;
coord.xy=In.txcoord+dir.xy*0.5;
color.b=tex2D(SamplerColor, coord.xy).b;
res.xyz=color.xyz;
/*
dir.xy=tempF9*1.0*pow(origgray,0.5)/ScreenSize;
//dir.xy=2.0*pow(origgray,0.5) * float2(tempF9, tempF9)/ScreenSize;
coord.xy=In.txcoord-dir.xy*1.0;
color.r=tex2D(SamplerColor, coord.xy).r;
coord.xy=In.txcoord;//+dir.xy*0.5;
color.g=tex2D(SamplerColor, coord.xy).g;
coord.xy=In.txcoord+dir.xy*1.0;
color.b=tex2D(SamplerColor, coord.xy).b;
res.xyz=max(color.xyz, origcolor.xyz);
*/
res.a=1.0;
return res;
}
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//--------------------Fast Approximate Anti-Aliasing -------------------------//
FXAA v2 CONSOLE by TIMOTHY LOTTES @ NVIDIA
//
Ported to ENBSeries by MysTer92 (Svyatoslav Gampel)
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
float4 PS_PostProcess2(VS_OUTPUT_POST i) : COLOR
{
#define FXAA_SUBPIX_SHIFT (1.0/64.0)
#define FXAA_REDUCE_MIN (1.0/64.0)
#define FXAA_REDUCE_MUL (1.0/64.0)
#define FXAA_SPAN_MAX
64.0
half2 rcpFrame = half2(1/ScreenSize, 1/(ScreenSize/ScreenScaleY));
half4 posPos;
posPos.xy = i.txcoord.xy;
posPos.zw = posPos.xy - (rcpFrame.xy * (0.5 + FXAA_SUBPIX_SHIFT));
half3 rgbNW = tex2D(SamplerColor, posPos.zw ).xyz;
half3 rgbNE = tex2D(SamplerColor, posPos.zw + half2(rcpFrame.x, 0.0) ).x
yz;
half3 rgbSW = tex2D(SamplerColor, posPos.zw + half2(0.0, rcpFrame.y) ).x
yz;
half3 rgbSE = tex2D(SamplerColor, posPos.zw +rcpFrame.xy ).xyz;

half3 rgbM = tex2D(SamplerColor, posPos.xy).xyz;


half3 luma = half3(0.299, 0.587, 0.114);
half lumaNW = dot(rgbNW, luma);
half lumaNE = dot(rgbNE, luma);
half lumaSW = dot(rgbSW, luma);
half lumaSE = dot(rgbSE, luma);
half lumaM = dot(rgbM, luma);
half lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)))
;
half lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)))
;
half2 dir;
half lumaNWNE = lumaNW + lumaNE;
half lumaSWSE = lumaSW + lumaSE;
dir.x = -((lumaNWNE) - (lumaSWSE));
dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
half dirReduce = max( (lumaSWSE + lumaNWNE) * (0.25 * FXAA_REDUCE_MUL),
FXAA_RED
UCE_MIN);
half rcpDirMin = 1.0/(min(abs(dir.x), abs(dir.y)) + dirReduce);
dir = min(half2( FXAA_SPAN_MAX, FXAA_SPAN_MAX),
max(half2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
dir * rcpDirMin)) * rcpFrame.xy;
half3 rgbA = (1.0/2.0) * (
tex2D(SamplerColor, posPos.xy + dir
tex2D(SamplerColor, posPos.xy + dir
half3 rgbB = rgbA * (1.0/2.0) + (1.0/4.0) *
tex2D(SamplerColor, posPos.xy + dir
tex2D(SamplerColor, posPos.xy + dir
half lumaB = dot(rgbB, luma);

*
*
(
*
*

(1.0/3.0 - 0.5) ).xyz +


(2.0/3.0 - 0.5) ).xyz);
(0.0/3.0 - 0.5) ).xyz +
(3.0/3.0 - 0.5) ).xyz);

if((lumaB < lumaMin) || (lumaB > lumaMax))


return half4(rgbA, 1.0);
return float4(rgbB, 1.0);
}
float4 PS_PostProcess3(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float4 coord=0.0;
coord.xy=IN.txcoord.xy;
float4 origcolor;
coord.w=0.0;
origcolor=tex2Dlod(SamplerColor, coord);
// coord.x=IN.txcoord.x-(1.5/ScreenSize);
// float4 lshift=tex2Dlod(SamplerColor, coord);
// coord.x=IN.txcoord.x+(1.5/ScreenSize);

// float4 rshift=tex2Dlod(SamplerColor, coord);


float2 offset[8]=
{
float2(1.0, 1.0),
float2(-1.0, -1.0),
float2(-1.0, 1.0),
float2(1.0, -1.0),
float2(1.41, 0.0),
float2(-1.41, 0.0),
float2(0.0, 1.41),
float2(0.0, -1.41)
};
int i=0;
float4 tcol=origcolor;
float invscreensize=1.0/ScreenSize;
//for (i=0; i<8; i++) //higher quality
for (i=0; i<8; i++)
{
float2 tdir=offset[i].xy;
coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
float4 ct=tex2Dlod(SamplerColor, coord);
tcol+=ct;
}
tcol*=0.111; // 8.0/(4+1)
//tcol*=0.111; // 8.0/(8+1) //higher quality
/*
//not interesting
#ifdef EBLURRING
//blur
res=tcol;
#endif
*/
//sharp
#ifdef ESHARPENING
#ifdef ESHARPENINGCOLOR
//color
res=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));
#else
//non color
float difffact=dot((origcolor.xyz-tcol.xyz), 0.333);
res=origcolor*(1.0+difffact*SharpeningAmount);
#endif
//less sharpening for bright pixels
float rgray=origcolor.z; //blue fit well
//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));
rgray=pow(rgray, 3.0);
res=lerp(res, origcolor, saturate(rgray));
#endif

//grain noise
#ifdef ENOISE
float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
origgray=max(origgray, res.z);
coord.xy=IN.txcoord.xy*16.0 + origgray;
float4 cnoi=tex2Dlod(SamplerNoise, coord);
res=lerp(res, (cnoi.x+1)*res, NoiseAmount*saturate(1.0-origgray*1.0));
#endif
res.w=1.0;
return res;
}
float4 PS_Process4(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float4 res;
float4 coord=0.0;
coord.xy=IN.txcoord.xy;
float4 origcolor;
coord.w=0.0;
origcolor=tex2Dlod(SamplerColor, coord);
//
//
//
//

coord.x=IN.txcoord.x-(1.5/ScreenSize);
float4 lshift=tex2Dlod(SamplerColor, coord);
coord.x=IN.txcoord.x+(1.5/ScreenSize);
float4 rshift=tex2Dlod(SamplerColor, coord);

float2 offset[8]=
{
float2(1.0, 1.0),
float2(-1.0, -1.0),
float2(-1.0, 1.0),
float2(1.0, -1.0),
float2(1.41, 0.0),
float2(-1.41, 0.0),
float2(0.0, 1.41),
float2(0.0, -1.41)
};
int i=0;
float4 tcol=origcolor;
float2 invscreensize=1.0/ScreenSize;
invscreensize.y=invscreensize.y/ScreenScaleY;
//for (i=0; i<8; i++) //higher quality
/*
for (i=0; i<4; i++)
{
float2 tdir=offset[i].xy;
coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
float4 ct=tex2Dlod(SamplerColor, coord);

tcol+=ct;
}
tcol*=0.2; // 1.0/(4+1)
//tcol*=0.111; // 1.0/(8+1) //higher quality
*/
coord.xy=IN.txcoord.xy;
origcolor=tex2Dlod(SamplerColor, coord);
res.y=origcolor.y;
coord.xy=IN.txcoord.xy;
coord.y-=invscreensize*ShiftSamplingRange;
origcolor=tex2Dlod(SamplerColor, coord);
res.x=origcolor.x;
coord.xy=IN.txcoord.xy;
coord.y+=invscreensize*ShiftSamplingRange;
origcolor=tex2Dlod(SamplerColor, coord);
res.z=origcolor.z;
res.w=1.0;
return res;
}
//------------------------------------------------------------------------------------// Compiler
//------------------------------------------------------------------------------------technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess();
FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess2
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess2();
FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;

SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess2
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess2();
FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess3
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_PostProcess3();
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess4
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 PS_Process4();
DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

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