MariENB FROST 3.2.6b
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a7b7d1f31f
9 changed files with 143 additions and 84 deletions
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@ -557,9 +557,23 @@ float lutblend_i
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string UIWidget = "Spinner";
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> = {1.0};
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#ifdef LUTMODE_LEGACY
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int clut
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int clut_n
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<
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string UIName = "LUT Preset";
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string UIName = "LUT Preset Night";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 63;
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> = {1};
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int clut_d
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<
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string UIName = "LUT Preset Day";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 63;
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> = {1};
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int clut_i
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<
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string UIName = "LUT Preset Interior";
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string UIWidget = "Spinner";
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int UIMin = 0;
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int UIMax = 63;
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@ -668,18 +682,40 @@ Texture2D TextureNoise3
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<
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string ResourceName = "menbnoise2.png";
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>;
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#ifdef LUTMODE_LEGACY
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Texture2D TextureLUT
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<
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#ifdef LUTMODE_LEGACY
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string ResourceName = "menblutpreset.png";
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#endif
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>;
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#else
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Texture2D TextureLUTN
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<
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#ifdef LUTMODE_16
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string ResourceName = "menblut16.png";
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string ResourceName = "menblut16_night.png";
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#endif
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#ifdef LUTMODE_64
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string ResourceName = "menblut64.png";
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string ResourceName = "menblut64_night.png";
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#endif
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>;
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Texture2D TextureLUTD
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<
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#ifdef LUTMODE_16
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string ResourceName = "menblut16_day.png";
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#endif
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#ifdef LUTMODE_64
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string ResourceName = "menblut64_day.png";
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#endif
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>;
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Texture2D TextureLUTI
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<
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#ifdef LUTMODE_16
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string ResourceName = "menblut16_interior.png";
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#endif
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#ifdef LUTMODE_64
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string ResourceName = "menblut64_interior.png";
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#endif
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>;
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#endif
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Texture2D TextureTonemap
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<
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string ResourceName = "menbfilmlut.png";
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@ -919,12 +955,25 @@ float3 GradingLUT( float3 res )
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float3 tcol = clamp(res,0.0001,0.9999);
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tcol.rg = tcol.rg*0.5+0.25;
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#ifdef LUTMODE_LEGACY
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float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0
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+clut/64.0);
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float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0
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+clut/64.0);
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float2 lc1 = float2(tcol.r/16.0+floor(tcol.b*16.0)/16.0,tcol.g/64.0);
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float2 lc2 = float2(tcol.r/16.0+ceil(tcol.b*16.0)/16.0,tcol.g/64.0);
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float dec = (ceil(tcol.b*16.0)==16.0)?(0.0):frac(tcol.b*16.0);
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#endif
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/* night samples */
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float3 tcl1_n = TextureLUT.Sample(SamplerLUT,lc1
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+float2(0,clut_n/64.0)).rgb;
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float3 tcl2_n = TextureLUT.Sample(SamplerLUT,lc2
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+float2(0,clut_n/64.0)).rgb;
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/* day samples */
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float3 tcl1_d = TextureLUT.Sample(SamplerLUT,lc1
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+float2(0,clut_d/64.0)).rgb;
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float3 tcl2_d = TextureLUT.Sample(SamplerLUT,lc2
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+float2(0,clut_d/64.0)).rgb;
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/* interior samples */
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float3 tcl1_i = TextureLUT.Sample(SamplerLUT,lc1
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+float2(0,clut_i/64.0)).rgb;
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float3 tcl2_i = TextureLUT.Sample(SamplerLUT,lc2
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+float2(0,clut_i/64.0)).rgb;
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#else
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#ifdef LUTMODE_16
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float2 lc1 = float2(tcol.r,tcol.g/16.0+floor(tcol.b*16.0)/16.0);
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float2 lc2 = float2(tcol.r,tcol.g/16.0+ceil(tcol.b*16.0)/16.0);
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@ -935,8 +984,18 @@ float3 GradingLUT( float3 res )
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float2 lc2 = float2(tcol.r,tcol.g/64.0+ceil(tcol.b*64.0)/64.0);
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float dec = (ceil(tcol.b*64.0)==64.0)?(0.0):frac(tcol.b*64.0);
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#endif
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float3 tcl1 = TextureLUT.Sample(SamplerLUT,lc1).rgb;
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float3 tcl2 = TextureLUT.Sample(SamplerLUT,lc2).rgb;
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/* night samples */
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float3 tcl1_n = TextureLUTN.Sample(SamplerLUT,lc1).rgb;
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float3 tcl2_n = TextureLUTN.Sample(SamplerLUT,lc2).rgb;
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/* day samples */
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float3 tcl1_d = TextureLUTD.Sample(SamplerLUT,lc1).rgb;
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float3 tcl2_d = TextureLUTD.Sample(SamplerLUT,lc2).rgb;
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/* interior samples */
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float3 tcl1_i = TextureLUTI.Sample(SamplerLUT,lc1).rgb;
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float3 tcl2_i = TextureLUTI.Sample(SamplerLUT,lc2).rgb;
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#endif
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float3 tcl1 = tod_ind(tcl1);
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float3 tcl2 = tod_ind(tcl2);
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tcol = lerp(tcl1,tcl2,dec);
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float lutblend = tod_ind(lutblend);
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return lerp(res,tcol,lutblend);
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