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MariENB 2.0.2

This commit is contained in:
Marisa the Magician 2019-04-07 17:31:58 +02:00
commit ab0714c476
13 changed files with 951 additions and 88 deletions

View file

@ -58,9 +58,9 @@
#define LUTMODE_64
/* some textures can be provided as DDS rather than PNG to save space */
//#define HEAT_DDS
#define LENSDIRT_DDS
//#define LENSDIRT_DDS
//#define FROST_DDS
//#define FROSTBUMP_DDS
/* experimental features (TODO) */
//#define USE_BOKEH
#define USE_BOKEH
//#define MULTIPASS_RMAO

View file

@ -400,6 +400,99 @@ float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float2 vPos : VPOS ) : COLOR
This method skips blurring areas that are perfectly in focus. The
performance gain is negligible in most cases, though.
*/
#ifdef USE_BOKEH
/* gather blur pass */
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
float4 res = tex2D(SamplerColor,coord);
float4 ccol = res;
if ( dfc > 0.0 )
{
res *= 0;
float dep = tex2D(SamplerDepth,coord).x;
float sd, ds, sw, tw = 0;
float2 bsz = bof*dofpradius*dfc;
float4 sc;
[unroll] for ( int i=0; i<16; i++ )
{
sc = tex2Dlod(SamplerColor,float4(coord.x
+poisson16[i].x*bsz.x,coord.y+poisson16[i].y
*bsz.y,0.0,dfc));
ds = tex2D(SamplerDepth,coord+poisson16[i]*bsz).x;
sd = tex2D(SamplerColor,coord+poisson16[i]*bsz).a;
sw = (ds>dep)?1.0:sd;
tw += sw;
res += sc*sw;
}
res /= tw;
}
/* check if bokeh point */
const float2 pts[9] =
{
float2(-1.5,-1.5),float2( 0.5,-1.5),float2( 1.5,-1.5),
float2(-1.5, 0.5),float2( 0.5, 0.5),float2( 1.5, 1.5),
float2(-1.5, 1.5),float2( 0.5, 1.5),float2( 1.5, 1.5)
};
float4 col = float4(0,0,0,0);
[unroll] for ( int i=0; i<9; i++ )
col += tex2D(SamplerColor,coord+pts[i]*bof);
col /= 9.0;
float lum = luminance(col), clum = luminance(ccol);
if ( (max(clum-lum,0.0) > bokthr) && (dfc > bokbthr) )
col.a = min(clum*dfc,1.0);
else col.a = 0.0;
res.a = col.a;
return res;
}
/* bokeh pass */
float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return tex2D(SamplerColor,coord);
float dfc = tex2D(SamplerColor,coord).a;
if ( dofdebug ) return tex2D(SamplerDepth,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixedx > 0) && (fixedy > 0) ) bresl = float2(fixedx,fixedy);
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl);
float4 res = tex2D(SamplerColor,coord);
// It's bokeh time
float2 rcoord;
int rsmp;
float rstep, bsmp, bft, tw = 0;
float4 bcol = float4(0,0,0,0);
[unroll] for ( int r=1; r<=5; r++ )
{
rsmp = r*3;
[loop] for ( int s=0; s<rsmp; s++ )
{
rstep = pi*2.0/float(rsmp);
rcoord.x = (cos(float(s)*rstep)*float(r));
rcoord.y = (sin(float(s)*rstep)*float(r));
bsmp = tex2D(SamplerBokeh,0.5+rcoord/10.0).x;
bft = tex2D(SamplerColor,coord+(rcoord/5.0)*bof
*boksiz).a;
bcol += tex2D(SamplerColor,coord+(rcoord/5.0)*bof
*boksiz)*bft*bsmp;
tw += bsmp;
}
}
bcol /= tw;
res = res+bcol;
res.a = 1.0;
return res;
}
#else
float4 PS_DoFBlurH( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
float2 coord = IN.txcoord.xy;
@ -464,6 +557,7 @@ float4 PS_DoFBlurV( VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
res.a = 1.0;
return res;
}
#endif
/* Screen frost shader. Not very realistic either, but looks fine too. */
float2 ScreenFrost( float2 coord )
{

View file

@ -81,6 +81,20 @@ static const float3 ssao_samples_hq[64] =
float3(-0.7190, 0.1767, 0.4489),float3(-0.5617, 0.5845,-0.4116),
float3(-0.8919,-0.0384, 0.3360),float3(-0.0144, 0.9775,-0.2105)
};
/* For high quality DOF */
#ifdef USE_BOKEH
static const float2 poisson16[16] =
{
float2( 0.20698410, 0.22452690),float2( 0.52580800,-0.23108170),
float2( 0.13839430, 0.90561220),float2( 0.66330090, 0.51298430),
float2(-0.40027920, 0.37270580),float2( 0.07912822,-0.65129210),
float2(-0.77260670,-0.51512170),float2(-0.38431930,-0.14941320),
float2(-0.91077820, 0.25006330),float2( 0.69401530,-0.70989270),
float2(-0.19646690,-0.37938900),float2(-0.47692860, 0.18408630),
float2(-0.24732800,-0.87984590),float2( 0.42065410,-0.71477200),
float2( 0.58293480,-0.09794202),float2( 0.36918380, 0.41406420)
};
#endif
/* standard stuff */
float4 ScreenSize;
float ENightDayFactor;
@ -122,6 +136,12 @@ texture2D texFrostBump
string ResourceName = "menbfrostbump.png";
#endif
>;
#ifdef USE_BOKEH
texture2D texBokeh
<
string ResourceName = "menbbokeh.png";
>;
#endif
texture2D texFocus;
texture2D texCurr;
texture2D texPrev;
@ -197,6 +217,20 @@ sampler2D SamplerFrostBump = sampler_state
MaxMipLevel = 0;
MipMapLodBias = 0;
};
#ifdef USE_BOKEH
sampler2D SamplerBokeh = sampler_state
{
Texture = <texBokeh>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;
AddressU = Border;
AddressV = Border;
SRGBTexture = FALSE;
MaxMipLevel = 0;
MipMapLodBias = 0;
};
#endif
sampler2D SamplerFocus = sampler_state
{
Texture = <texFocus>;

View file

@ -619,6 +619,7 @@ bool dofdisable
string UIName = "Disable DOF";
string UIWidget = "Checkbox";
> = {false};
#ifndef USE_BOKEH
float dofbfact
<
string UIName = "DOF Bilateral Factor";
@ -630,6 +631,14 @@ float dofbradius
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
#else
float dofpradius
<
string UIName = "DOF Gather Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
#endif
#ifndef FALLOUT
bool dofrelfov
<
@ -664,6 +673,26 @@ float relfovfactor_id
string UIWidget = "Spinner";
> = {2.0};
#endif
#ifdef USE_BOKEH
float bokthr
<
string UIName = "Bokeh Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float bokbthr
<
string UIName = "Bokeh Blur Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float boksiz
<
string UIName = "Bokeh Size";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {8.0};
#endif
bool dofdebug
<
string UIName = "Debug Depth";