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MariENB FROST 3.4.0

This commit is contained in:
Marisa the Magician 2019-04-07 17:53:14 +02:00
commit 857953bf9e
28 changed files with 2745 additions and 638 deletions

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@ -335,7 +335,7 @@ Texture2D RenderTarget256;
Texture2D RenderTarget128;
Texture2D RenderTarget64;
Texture2D RenderTarget32;
Texture2D RenderTargetRGBA64F;
Texture2D RenderTarget16;
SamplerState Sampler
{
@ -412,11 +412,7 @@ float4 PS_PrePass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
return res;
}
/*
progressive downsizing of textures, with interpolation.
First downsample is unnecessary because both textures are the same size.
*/
/* progressive downsizing of textures, with interpolation. */
float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
uniform Texture2D intex, uniform float insz ) : SV_Target
{
@ -445,7 +441,7 @@ float4 PS_Downsize( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float4 Anamorphic( float2 coord, Texture2D intex, float insz )
{
float4 res = float4(0.0,0.0,0.0,0.0),
base = RenderTargetRGBA64F.Sample(Sampler,coord);
base = RenderTarget1024.Sample(Sampler,coord);
int i;
float sum = 0.0;
float inc = flen/insz;
@ -498,7 +494,7 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float2 coord = IN.txcoord0.xy;
float4 res = float4(0.0,0.0,0.0,0.0),
base = RenderTargetRGBA64F.Sample(Sampler,coord);
base = RenderTarget1024.Sample(Sampler,coord);
int i;
float sum = 0.0;
float inc = bloomradiusy/insz;
@ -525,12 +521,12 @@ float4 PS_VerticalBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0,
float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = bloommix1*RenderTarget1024.Sample(Sampler2,coord);
res += bloommix2*RenderTarget512.Sample(Sampler2,coord);
res += bloommix3*RenderTarget256.Sample(Sampler2,coord);
res += bloommix4*RenderTarget128.Sample(Sampler2,coord);
res += bloommix5*RenderTarget64.Sample(Sampler2,coord);
res += bloommix6*RenderTarget32.Sample(Sampler2,coord);
float4 res = bloommix1*RenderTarget512.Sample(Sampler2,coord);
res += bloommix2*RenderTarget256.Sample(Sampler2,coord);
res += bloommix3*RenderTarget128.Sample(Sampler2,coord);
res += bloommix4*RenderTarget64.Sample(Sampler2,coord);
res += bloommix5*RenderTarget32.Sample(Sampler2,coord);
res += bloommix6*RenderTarget16.Sample(Sampler2,coord);
res.rgb /= 6.0;
res.rgb = clamp(res.rgb,0.0,32768.0);
res.a = 1.0;
@ -540,13 +536,13 @@ float4 PS_PostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
float4 PS_SPostPass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord0.xy;
float4 res = bloommixs*RenderTarget128.Sample(Sampler2,coord);
float4 res = bloommixs*RenderTarget64.Sample(Sampler2,coord);
res.rgb = clamp(res.rgb,0.0,32768.0);
res.a = 1.0;
return res;
}
technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTargetRGBA64F";>
technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string RenderTarget="RenderTarget1024";>
{
pass p0
{
@ -554,15 +550,7 @@ technique11 BloomSimplePass <string UIName="MariENB Simple Bloom"; string Render
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
}
}
technique11 BloomSimplePass1 <string RenderTarget="RenderTarget1024";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
}
}
technique11 BloomSimplePass2 <string RenderTarget="RenderTarget512";>
technique11 BloomSimplePass1 <string RenderTarget="RenderTarget512";>
{
pass p0
{
@ -570,7 +558,7 @@ technique11 BloomSimplePass2 <string RenderTarget="RenderTarget512";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
}
}
technique11 BloomSimplePass3 <string RenderTarget="RenderTarget256";>
technique11 BloomSimplePass2 <string RenderTarget="RenderTarget256";>
{
pass p0
{
@ -578,7 +566,7 @@ technique11 BloomSimplePass3 <string RenderTarget="RenderTarget256";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
}
}
technique11 BloomSimplePass4 <string RenderTarget="RenderTarget128";>
technique11 BloomSimplePass3 <string RenderTarget="RenderTarget128";>
{
pass p0
{
@ -586,20 +574,28 @@ technique11 BloomSimplePass4 <string RenderTarget="RenderTarget128";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
}
}
technique11 BloomSimplePass4 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
}
}
technique11 BloomSimplePass5
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
}
}
technique11 BloomSimplePass6 <string RenderTarget="RenderTarget128";>
technique11 BloomSimplePass6 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
}
}
technique11 BloomSimplePass7
@ -611,7 +607,7 @@ technique11 BloomSimplePass7
}
}
technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTargetRGBA64F";>
technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget="RenderTarget1024";>
{
pass p0
{
@ -619,15 +615,7 @@ technique11 BloomPass <string UIName="MariENB Multi Bloom"; string RenderTarget=
SetPixelShader(CompileShader(ps_5_0,PS_PrePass()));
}
}
technique11 BloomPass1 <string RenderTarget="RenderTarget1024";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTargetRGBA64F,0.0)));
}
}
technique11 BloomPass2 <string RenderTarget="RenderTarget512";>
technique11 BloomPass1 <string RenderTarget="RenderTarget512";>
{
pass p0
{
@ -635,7 +623,7 @@ technique11 BloomPass2 <string RenderTarget="RenderTarget512";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget1024,1024.0)));
}
}
technique11 BloomPass3 <string RenderTarget="RenderTarget256";>
technique11 BloomPass2 <string RenderTarget="RenderTarget256";>
{
pass p0
{
@ -643,7 +631,7 @@ technique11 BloomPass3 <string RenderTarget="RenderTarget256";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget512,512.0)));
}
}
technique11 BloomPass4 <string RenderTarget="RenderTarget128";>
technique11 BloomPass3 <string RenderTarget="RenderTarget128";>
{
pass p0
{
@ -651,7 +639,7 @@ technique11 BloomPass4 <string RenderTarget="RenderTarget128";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget256,256.0)));
}
}
technique11 BloomPass5 <string RenderTarget="RenderTarget64";>
technique11 BloomPass4 <string RenderTarget="RenderTarget64";>
{
pass p0
{
@ -659,7 +647,7 @@ technique11 BloomPass5 <string RenderTarget="RenderTarget64";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget128,128.0)));
}
}
technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
technique11 BloomPass5 <string RenderTarget="RenderTarget32";>
{
pass p0
{
@ -667,23 +655,15 @@ technique11 BloomPass6 <string RenderTarget="RenderTarget32";>
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget64,64.0)));
}
}
technique11 BloomPass6 <string RenderTarget="RenderTarget16";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Downsize(RenderTarget32,32.0)));
}
}
technique11 BloomPass7
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget1024,1024.0)));
}
}
technique11 BloomPass8 <string RenderTarget="RenderTarget1024";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,1024.0,0.0)));
}
}
technique11 BloomPass9
{
pass p0
{
@ -691,15 +671,15 @@ technique11 BloomPass9
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget512,512.0)));
}
}
technique11 BloomPass10 <string RenderTarget="RenderTarget512";>
technique11 BloomPass8 <string RenderTarget="RenderTarget512";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,1.0)));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,512.0,0.0)));
}
}
technique11 BloomPass11
technique11 BloomPass9
{
pass p0
{
@ -707,15 +687,15 @@ technique11 BloomPass11
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget256,256.0)));
}
}
technique11 BloomPass12 <string RenderTarget="RenderTarget256";>
technique11 BloomPass10 <string RenderTarget="RenderTarget256";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,2.0)));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,256.0,1.0)));
}
}
technique11 BloomPass13
technique11 BloomPass11
{
pass p0
{
@ -723,15 +703,15 @@ technique11 BloomPass13
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget128,128.0)));
}
}
technique11 BloomPass14 <string RenderTarget="RenderTarget128";>
technique11 BloomPass12 <string RenderTarget="RenderTarget128";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,3.0)));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,128.0,2.0)));
}
}
technique11 BloomPass15
technique11 BloomPass13
{
pass p0
{
@ -739,15 +719,15 @@ technique11 BloomPass15
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget64,64.0)));
}
}
technique11 BloomPass16 <string RenderTarget="RenderTarget64";>
technique11 BloomPass14 <string RenderTarget="RenderTarget64";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,4.0)));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,64.0,3.0)));
}
}
technique11 BloomPass17
technique11 BloomPass15
{
pass p0
{
@ -755,12 +735,28 @@ technique11 BloomPass17
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget32,32.0)));
}
}
technique11 BloomPass18 <string RenderTarget="RenderTarget32";>
technique11 BloomPass16 <string RenderTarget="RenderTarget32";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,5.0)));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,32.0,4.0)));
}
}
technique11 BloomPass17
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_HorizontalBlur(RenderTarget16,16.0)));
}
}
technique11 BloomPass18 <string RenderTarget="RenderTarget16";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_VerticalBlur(TextureColor,16.0,5.0)));
}
}
technique11 BloomPass19