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MariENB/enbseries/enbdepthoffield.fx
2020-09-20 17:05:25 +02:00

1878 lines
49 KiB
HLSL

/*
enbdepthoffield.fx : MariENB3 prepass shaders.
(C)2016-2020 Marisa Kirisame, UnSX Team.
Part of MariENB3, the personal ENB of Marisa for Fallout 4.
Released under the GNU GPLv3 (or later).
*/
#include "menbglobaldefs.fx"
string str_misc = "Miscellaneous";
/* fixed resolution, keeps blur filters at a consistent internal resolution */
int2 fixed
<
string UIName = "Fixed Resolution";
string UIWidget = "Vector";
int2 UIMin = {0,0};
> = {1920,1080};
float cutoff
<
string UIName = "Depth Cutoff";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1000000.0;
> = {999949.0};
float zNear
<
string UIName = "Near Z";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
float zFar
<
string UIName = "Far Z";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {3098.0};
string str_dist = "Distortion Filters";
float distcha
<
string UIName = "Distortion Chromatic Aberration";
string UIWidget = "Spinner";
> = {10.0};
bool heatenable
<
string UIName = "Enable Hot Air Refraction";
string UIWidget = "Checkbox";
> = {false};
float heatsize
<
string UIName = "Heat Texture Size";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {3.5};
float heatspeed
<
string UIName = "Heat Speed";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.5};
float heatfadepow
<
string UIName = "Heat Fade Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {200.0};
float heatfademul
<
string UIName = "Heat Fade Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float heatfadebump
<
string UIName = "Heat Fade Offset";
string UIWidget = "Spinner";
> = {0.0};
float heatstrength
<
string UIName = "Heat Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float heatpow
<
string UIName = "Heat Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.2};
float heatfactor_dw
<
string UIName = "Heat Factor Dawn";
string UIWidget = "Spinner";
> = {0.2};
float heatfactor_sr
<
string UIName = "Heat Factor Sunrise";
string UIWidget = "Spinner";
> = {0.5};
float heatfactor_dy
<
string UIName = "Heat Factor Day";
string UIWidget = "Spinner";
> = {1.0};
float heatfactor_ss
<
string UIName = "Heat Factor Sunset";
string UIWidget = "Spinner";
> = {0.7};
float heatfactor_ds
<
string UIName = "Heat Factor Dusk";
string UIWidget = "Spinner";
> = {0.1};
float heatfactor_nt
<
string UIName = "Heat Factor Night";
string UIWidget = "Spinner";
> = {0.0};
float heatfactor_i
<
string UIName = "Heat Factor Interior";
string UIWidget = "Spinner";
> = {0.0};
string str_focus = "Focusing Parameters";
/*
focus modes:
-2 : mouse
-1 : manual
0 : center spot
1 : center + triangle
2 : 8x8 grid average
TODO
3 : 8x8 grid average of 8 closest points
4 : 8x8 grid average of 8 farthest points
*/
int focuscircle
<
string UIName = "Focus Mode";
string UIWidget = "Checkbox";
int UIMin = -2;
int UIMax = 2;
> = {1};
bool focusdisplay
<
string UIName = "Display Focus Points";
string UIWidget = "Checkbox";
> = {false};
bool focusmanual
<
string UIName = "Enable Manual Focus";
string UIWidget = "Checkbox";
> = {false};
float focusmanualvalue
<
string UIName = "Manual Focus Depth";
string UIWidget = "Checkbox";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
/* center point of focus */
float2 focuscenter
<
string UIName = "Focus Point Center";
string UIWidget = "Vector";
float2 UIMin = {0.0,0.0};
float2 UIMax = {1.0,1.0};
> = {0.5,0.5};
float focuscircleangle
<
string UIName = "Focus Triangle Angle";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* radius of the focus point triangle */
float focusradius_n
<
string UIName = "Focus Triangle Radius Night";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_d
<
string UIName = "Focus Triangle Radius Day";
string UIWidget = "Spinner";
> = {20.0};
float focusradius_i
<
string UIName = "Focus Triangle Radius Interior";
string UIWidget = "Spinner";
> = {20.0};
/* mix factor with sample at screen center */
float focusmix_n
<
string UIName = "Focus Triangle Blending Night";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_d
<
string UIName = "Focus Triangle Blending Day";
string UIWidget = "Spinner";
> = {0.5};
float focusmix_i
<
string UIName = "Focus Triangle Blending Interior";
string UIWidget = "Spinner";
> = {0.5};
/* maximum focus depth */
float focusmax_n
<
string UIName = "Focus Maximum Depth Night";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_d
<
string UIName = "Focus Maximum Depth Day";
string UIWidget = "Spinner";
> = {1000.0};
float focusmax_i
<
string UIName = "Focus Maximum Depth Interior";
string UIWidget = "Spinner";
> = {1000.0};
float focuscenterdiscard
<
string UIName = "Focus Circle Discard Center Depth";
string UIWidget = "Spinner";
> = {0.0};
/* dof filter */
string str_dof = "Depth Of Field";
/* dof multiplier (makes unfocused depths more blurry) */
float dofmult_n
<
string UIName = "DOF Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_d
<
string UIName = "DOF Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float dofmult_i
<
string UIName = "DOF Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
/* dof power (falloff, kinda) */
float dofpow_n
<
string UIName = "DOF Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_d
<
string UIName = "DOF Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float dofpow_i
<
string UIName = "DOF Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
/* dof bump (negative values are useful for "widening" the focused area) */
float dofbump_n
<
string UIName = "DOF Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_d
<
string UIName = "DOF Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float dofbump_i
<
string UIName = "DOF Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
/* fixed focused depth factors */
float doffixedfocusmult_n
<
string UIName = "DOF Fixed Focus Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_d
<
string UIName = "DOF Fixed Focus Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusmult_i
<
string UIName = "DOF Fixed Focus Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_n
<
string UIName = "DOF Fixed Focus Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_d
<
string UIName = "DOF Fixed Focus Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocuspow_i
<
string UIName = "DOF Fixed Focus Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float doffixedfocusbump_n
<
string UIName = "DOF Fixed Focus Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_d
<
string UIName = "DOF Fixed Focus Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusbump_i
<
string UIName = "DOF Fixed Focus Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
float doffixedfocusblend_n
<
string UIName = "DOF Fixed Focus Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedfocusblend_d
<
string UIName = "DOF Fixed Focus Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedfocusblend_i
<
string UIName = "DOF Fixed Focus Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedfocusdepth
<
string UIName = "DOF Fixed Focus Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedfocuscap
<
string UIName = "DOF Fixed Focus Cap";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* fixed unfocused depth factors */
float doffixedunfocusmult_n
<
string UIName = "DOF Fixed Unfocus Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_d
<
string UIName = "DOF Fixed Unfocus Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocusmult_i
<
string UIName = "DOF Fixed Unfocus Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float doffixedunfocuspow_n
<
string UIName = "DOF Fixed Unfocus Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_d
<
string UIName = "DOF Fixed Unfocus Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocuspow_i
<
string UIName = "DOF Fixed Unfocus Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1000.0};
float doffixedunfocusbump_n
<
string UIName = "DOF Fixed Unfocus Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_d
<
string UIName = "DOF Fixed Unfocus Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusbump_i
<
string UIName = "DOF Fixed Unfocus Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
float doffixedunfocusblend_n
<
string UIName = "DOF Fixed Unfocus Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedunfocusblend_d
<
string UIName = "DOF Fixed Unfocus Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedunfocusblend_i
<
string UIName = "DOF Fixed Unfocus Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float doffixedunfocusdepth
<
string UIName = "DOF Fixed Unfocus Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
/* prevents fixed dof from blurring the skybox */
bool doffixedcut
<
string UIName = "DOF Fixed Use Cutoff";
string UIWidget = "Checkbox";
> = {true};
/* disable depth of field */
bool dofdisable
<
string UIName = "Disable DOF";
string UIWidget = "Checkbox";
> = {false};
bool doffixedonly
<
string UIName = "Use Only Fixed DOF";
string UIWidget = "Checkbox";
> = {false};
float dofpradius
<
string UIName = "DOF Gather Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {6.0};
bool dofpostblur
<
string UIName = "Enable DOF Post-Blur";
string UIWidget = "Checkbox";
> = {true};
float dofpbradius
<
string UIName = "DOF Post-Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofpcha
<
string UIName = "DOF Blur Chromatic Aberration";
string UIWidget = "Spinner";
> = {0.0};
bool dofhilite
<
string UIName = "Enable DOF Highlights";
string UIWidget = "Checkbox";
> = {false};
float dofbthreshold
<
string UIName = "DOF Highlight Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float dofbgain
<
string UIName = "DOF Highlight Gain";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float dofbradius
<
string UIName = "DOF Bokeh Blur Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dofbbias
<
string UIName = "DOF Bokeh Edge Bias";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.5};
float dofbnoise
<
string UIName = "DOF Bokeh Fuzz";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.01};
/* tilting */
float doftiltxcenter
<
string UIName = "Focus Plane Horizontal Tilt Center";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float doftiltycenter
<
string UIName = "Focus Plane Vertical Tilt Center";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.5};
float doftiltx
<
string UIName = "Focus Plane Horizontal Tilt";
string UIWidget = "Spinner";
> = {0.0};
float doftilty
<
string UIName = "Focus Plane Vertical Tilt";
string UIWidget = "Spinner";
> = {0.0};
/* cheap performance option */
float dofminblur
<
string UIName = "DOF Minimum Blur";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
bool dofdebug
<
string UIName = "Debug Depth";
string UIWidget = "Checkbox";
> = {false};
bool dfcdebug
<
string UIName = "Debug Focus";
string UIWidget = "Checkbox";
> = {false};
/* use "edge vision" filter */
string str_view = "Edgevision";
bool edgevenable
<
string UIName = "Enable Edgevision";
string UIWidget = "Checkbox";
> = {false};
/* factors */
float edgevfadepow_n
<
string UIName = "Edgevision Fade Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_d
<
string UIName = "Edgevision Fade Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfadepow_i
<
string UIName = "Edgevision Fade Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float edgevfademult_n
<
string UIName = "Edgevision Fade Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_d
<
string UIName = "Edgevision Fade Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevfademult_i
<
string UIName = "Edgevision Fade Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float edgevpow
<
string UIName = "Edgevision Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.25};
float edgevmult
<
string UIName = "Edgevision Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {4.0};
float edgevradius
<
string UIName = "Edgevision Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
bool edgevinv
<
string UIName = "Invert Edgevision";
string UIWidget = "Checkbox";
> = {false};
bool edgevblend
<
string UIName = "Blend Edgevision";
string UIWidget = "Checkbox";
> = {false};
/* use luma edge detection filter */
string str_com = "Edge Detect";
bool comenable
<
string UIName = "Enable Edge Detect";
string UIWidget = "Checkbox";
> = {false};
float compow
<
string UIName = "Edge Detect Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float commult
<
string UIName = "Edge Detect Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float comradius
<
string UIName = "Edge Detect Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
bool cominv
<
string UIName = "Invert Edge Detect";
string UIWidget = "Checkbox";
> = {false};
bool comblend
<
string UIName = "Blend Edge Detect";
string UIWidget = "Checkbox";
> = {false};
/* use edge threshold filter aka "linevision" */
string str_cont = "Linevision";
bool contenable
<
string UIName = "Enable Linevision";
string UIWidget = "Checkbox";
> = {false};
/* factors */
float contfadepow_n
<
string UIName = "Linevision Fade Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float contfadepow_d
<
string UIName = "Linevision Fade Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float contfadepow_i
<
string UIName = "Linevision Fade Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float contfademult_n
<
string UIName = "Linevision Fade Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float contfademult_d
<
string UIName = "Linevision Fade Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float contfademult_i
<
string UIName = "Linevision Fade Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {500.0};
float contpow
<
string UIName = "Linevision Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float contmult
<
string UIName = "Linevision Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {2.0};
float contradius
<
string UIName = "Linevision Radius";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float contthreshold
<
string UIName = "Linevision Threshold";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {0.05};
bool continv
<
string UIName = "Invert Linevision";
string UIWidget = "Checkbox";
> = {false};
bool contblend
<
string UIName = "Blend Linevision";
string UIWidget = "Checkbox";
> = {false};
/* fog filter */
string str_fog = "Custom Fog Filter";
bool fogenable
<
string UIName = "Enable Custom Fog";
string UIWidget = "Checkbox";
> = {false};
float fogpow
<
string UIName = "Fog Contrast";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fogmult
<
string UIName = "Fog Intensity";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float fogbump
<
string UIName = "Fog Shift";
string UIWidget = "Spinner";
> = {0.0};
float3 fogcolor
<
string UIName = "Fog Color";
string UIWidget = "Spinner";
> = {1.0,1.0,1.0};
bool foglimbo
<
string UIName = "Limbo Mode";
string UIWidget = "Checkbox";
> = {false};
/* depth-based colour grading suite */
string str_grade = "Depth Color Grading Suite";
float dgradedfoc
<
string UIName = "Depth Grading Center Depth";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {0.0};
float dgradedpow_n
<
string UIName = "Depth Grading Contrast Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedpow_d
<
string UIName = "Depth Grading Contrast Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedpow_i
<
string UIName = "Depth Grading Contrast Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_n
<
string UIName = "Depth Grading Intensity Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_d
<
string UIName = "Depth Grading Intensity Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedmul_i
<
string UIName = "Depth Grading Intensity Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
> = {1.0};
float dgradedbump_n
<
string UIName = "Depth Grading Shift Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradedbump_d
<
string UIName = "Depth Grading Shift Day";
string UIWidget = "Spinner";
> = {0.0};
float dgradedbump_i
<
string UIName = "Depth Grading Shift Interior";
string UIWidget = "Spinner";
> = {0.0};
float dgradedblend_n
<
string UIName = "Depth Grading Blend Night";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float dgradedblend_d
<
string UIName = "Depth Grading Blend Day";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
float dgradedblend_i
<
string UIName = "Depth Grading Blend Interior";
string UIWidget = "Spinner";
float UIMin = 0.0;
float UIMax = 1.0;
> = {1.0};
bool dgradeenable1
<
string UIName = "Enable RGB Grading";
string UIWidget = "Checkbox";
> = {false};
/* color component multipliers */
float3 dgrademul_n
<
string UIName = "Grading Intensity Night";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 dgrademul_d
<
string UIName = "Grading Intensity Day";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 dgrademul_i
<
string UIName = "Grading Intensity Interior";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
/* color component contrasts */
float3 dgradepow_n
<
string UIName = "Grading Contrast Night";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 dgradepow_d
<
string UIName = "Grading Contrast Day";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 dgradepow_i
<
string UIName = "Grading Contrast Interior";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
/* colorization factors */
bool dgradeenable2
<
string UIName = "Enable Vibrance Grading";
string UIWidget = "Checkbox";
> = {false};
float3 dgradecol_n
<
string UIName = "Grading Color Night";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 dgradecol_d
<
string UIName = "Grading Color Day";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
float3 dgradecol_i
<
string UIName = "Grading Color Interior";
string UIWidget = "Vector";
> = {1.0,1.0,1.0};
/* blend factor for colorization (negative values are quite fancy) */
float dgradecolfact_n
<
string UIName = "Grading Color Factor Night";
string UIWidget = "Spinner";
> = {0.0};
float dgradecolfact_d
<
string UIName = "Grading Color Factor Day";
string UIWidget = "Spinner";
> = {0.0};
float dgradecolfact_i
<
string UIName = "Grading Color Factor Interior";
string UIWidget = "Spinner";
> = {0.0};
/* HSV grading */
bool dgradeenable3
<
string UIName = "Enable HSV Grading";
string UIWidget = "Checkbox";
> = {false};
/* saturation multiplier */
float dgradesatmul_n
<
string UIName = "Grading Saturation Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatmul_d
<
string UIName = "Grading Saturation Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatmul_i
<
string UIName = "Grading Saturation Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* saturation power */
float dgradesatpow_n
<
string UIName = "Grading Saturation Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatpow_d
<
string UIName = "Grading Saturation Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradesatpow_i
<
string UIName = "Grading Saturation Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value multiplier */
float dgradevalmul_n
<
string UIName = "Grading Value Intensity Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalmul_d
<
string UIName = "Grading Value Intensity Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalmul_i
<
string UIName = "Grading Value Intensity Interior";
string UIWidget = "Spinner";
> = {1.0};
/* value power */
float dgradevalpow_n
<
string UIName = "Grading Value Contrast Night";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalpow_d
<
string UIName = "Grading Value Contrast Day";
string UIWidget = "Spinner";
> = {1.0};
float dgradevalpow_i
<
string UIName = "Grading Value Contrast Interior";
string UIWidget = "Spinner";
> = {1.0};
bool dcolorizeafterhsv
<
string UIName = "Colorize After HSV";
string UIWidget = "Checkbox";
> = {true};
/* mathematical constants */
static const float pi = 3.1415926535898;
/* edge detect factors */
static const float3x3 GX =
{
-1, 0, 1,
-2, 0, 2,
-1, 0, 1
};
static const float3x3 GY =
{
1, 2, 1,
0, 0, 0,
-1,-2,-1
};
/* radius: 8, std dev: 3 */
static const float gauss8[8] =
{
0.134598, 0.127325, 0.107778, 0.081638,
0.055335, 0.033562, 0.018216, 0.008847
};
/* radius: 16, std dev: 13 */
static const float gauss16[16] =
{
0.040012, 0.039893, 0.039541, 0.038960,
0.038162, 0.037159, 0.035969, 0.034612,
0.033109, 0.031485, 0.029764, 0.027971,
0.026131, 0.024268, 0.022405, 0.020563
};
/* For low quality DOF */
static const float2 poisson32[32] =
{
float2( 0.7284430,-0.1927130),float2( 0.4051600,-0.2312710),
float2( 0.9535280, 0.0669683),float2( 0.6544140,-0.4439470),
float2( 0.6029910, 0.1058970),float2( 0.2637500,-0.7163810),
float2( 0.9105380,-0.3889810),float2( 0.5942730,-0.7400740),
float2( 0.8215680, 0.3162520),float2( 0.3577550, 0.4884250),
float2( 0.6935990, 0.7070140),float2( 0.0470570, 0.1961800),
float2(-0.0977021, 0.6241300),float2( 0.2110300, 0.8778350),
float2(-0.3743440, 0.2494580),float2( 0.0144776,-0.0766484),
float2(-0.3377660,-0.1255100),float2( 0.3136420, 0.1077710),
float2(-0.5204340, 0.8369860),float2(-0.1182680, 0.9801750),
float2(-0.6969480,-0.3869330),float2(-0.6156080, 0.0307209),
float2(-0.3806790,-0.6055360),float2(-0.1909570,-0.3861330),
float2(-0.2449080,-0.8655030),float2( 0.0822108,-0.4975580),
float2(-0.5649250, 0.5756740),float2(-0.8741830,-0.1685750),
float2( 0.0761715,-0.9631760),float2(-0.9218270, 0.2121210),
float2(-0.6378530, 0.3053550),float2(-0.8425180, 0.4753000)
};
float4 Timer;
float4 ScreenSize;
float4 Weather;
float ENightDayFactor;
float EInteriorFactor;
float4 TimeOfDay1;
float4 TimeOfDay2;
float4 DofParameters;
float4 tempInfo2;
Texture2D TextureCurrent;
Texture2D TexturePrevious;
Texture2D TextureOriginal;
Texture2D TextureColor;
Texture2D TextureDepth;
Texture2D TextureFocus;
Texture2D RenderTargetR16F; /* for SSAO */
Texture2D RenderTargetR32F; /* for DOF */
Texture2D TextureNoise3
<
string ResourceName = "menbnoise3.png";
>;
Texture2D TextureHeat
<
#ifdef HEAT_DDS
string ResourceName = "menbheat.dds";
#else
string ResourceName = "menbheat.png";
#endif
>;
SamplerState Sampler0
{
Filter = MIN_MAG_MIP_POINT;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
SamplerState Sampler1
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
MaxLOD = 0;
};
SamplerState Sampler2
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;
AddressV = Wrap;
MaxLOD = 0;
};
struct VS_INPUT_POST
{
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};
struct VS_OUTPUT_POST
{
float4 pos : SV_POSITION;
float2 txcoord : TEXCOORD0;
};
VS_OUTPUT_POST VS_Quad( VS_INPUT_POST IN )
{
VS_OUTPUT_POST OUT;
OUT.pos = float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
OUT.txcoord.xy = IN.txcoord.xy;
return OUT;
}
/* helper functions */
/* photometric */
#define luminance(x) dot(x,float3(0.2126,0.7152,0.0722))
/* CCIR601 */
//#define luminance(x) dot(x,float3(0.299,0.587,0.114))
float3 rgb2hsv( float3 c )
{
float4 K = float4(0.0,-1.0/3.0,2.0/3.0,-1.0);
float4 p = (c.g<c.b)?float4(c.bg,K.wz):float4(c.gb,K.xy);
float4 q = (c.r<p.x)?float4(p.xyw,c.r):float4(c.r,p.yzx);
float d = q.x-min(q.w,q.y);
float e = 1.0e-10;
return float3(abs(q.z+(q.w-q.y)/(6.0*d+e)),d/(q.x+e),q.x);
}
float3 hsv2rgb( float3 c )
{
float4 K = float4(1.0,2.0/3.0,1.0/3.0,3.0);
float3 p = abs(frac(c.x+K.xyz)*6.0-K.w);
return c.z*lerp(K.x,saturate(p-K.x),c.y);
}
float depthlinear( float2 coord )
{
float z = TextureDepth.SampleLevel(Sampler1,coord,0).x;
return (2*zNear)/(zFar+zNear-z*(zFar-zNear));
}
/* precalculate DOF factors */
float4 PS_DoFPrepass( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return 0.0;
float dofpow = tod_ind(dofpow);
float dofmult = tod_ind(dofmult);
float dofbump = tod_ind(dofbump);
float doffixedfocuspow = tod_ind(doffixedfocuspow);
float doffixedfocusmult = tod_ind(doffixedfocusmult);
float doffixedfocusbump = tod_ind(doffixedfocusbump);
float doffixedfocusblend = tod_ind(doffixedfocusblend);
float doffixedunfocuspow = tod_ind(doffixedunfocuspow);
float doffixedunfocusmult = tod_ind(doffixedunfocusmult);
float doffixedunfocusbump = tod_ind(doffixedunfocusbump);
float doffixedunfocusblend = tod_ind(doffixedunfocusblend);
float dep = TextureDepth.Sample(Sampler1,coord).x;
float foc = TextureFocus.Sample(Sampler1,coord).x;
/* cheap tilt */
foc = foc+0.01*doftiltx*(doftiltxcenter-coord.x)
+0.01*doftilty*(doftiltycenter-coord.y);
float dff = abs((dep-doffixedfocusdepth)*1.0/doffixedfocuscap);
dff = clamp(pow(dff,doffixedfocuspow)*doffixedfocusmult
+doffixedfocusbump,0.0,1.0);
if ( dep > doffixedfocuscap ) dff = 1.0;
float dfu = abs(dep-doffixedunfocusdepth);
dfu = clamp(pow(dfu,doffixedunfocuspow)*doffixedunfocusmult
+doffixedunfocusbump,0.0,1.0);
if ( doffixedcut && (dep >= cutoff*0.000001) ) dfu *= 0;
float dfc = abs(dep-foc);
dfc = clamp(pow(dfc,dofpow)*dofmult+dofbump,0.0,1.0);
if ( doffixedonly ) dfc *= 0;
dfc += lerp(0.0,dfu,doffixedunfocusblend);
dfc *= lerp(1.0,dff,doffixedfocusblend);
return clamp(dfc,0.0,1.0);
}
/* old Edgevision mode */
float3 EdgeView( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixed.x>0 && fixed.y>0 ) bresl = fixed;
float edgevfadepow = tod_ind(edgevfadepow);
float edgevfademult = tod_ind(edgevfademult);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*edgevradius;
float mdx = 0, mdy = 0, mud = 0;
/* this reduces texture fetches by half, big difference */
float3x3 depths;
depths[0][0] = depthlinear(coord+float2(-1,-1)*bof);
depths[0][1] = depthlinear(coord+float2( 0,-1)*bof);
depths[0][2] = depthlinear(coord+float2( 1,-1)*bof);
depths[1][0] = depthlinear(coord+float2(-1, 0)*bof);
depths[1][1] = depthlinear(coord+float2( 0, 0)*bof);
depths[1][2] = depthlinear(coord+float2( 1, 0)*bof);
depths[2][0] = depthlinear(coord+float2(-1, 1)*bof);
depths[2][1] = depthlinear(coord+float2( 0, 1)*bof);
depths[2][2] = depthlinear(coord+float2( 1, 1)*bof);
mdx += GX[0][0]*depths[0][0];
mdx += GX[0][1]*depths[0][1];
mdx += GX[0][2]*depths[0][2];
mdx += GX[1][0]*depths[1][0];
mdx += GX[1][1]*depths[1][1];
mdx += GX[1][2]*depths[1][2];
mdx += GX[2][0]*depths[2][0];
mdx += GX[2][1]*depths[2][1];
mdx += GX[2][2]*depths[2][2];
mdy += GY[0][0]*depths[0][0];
mdy += GY[0][1]*depths[0][1];
mdy += GY[0][2]*depths[0][2];
mdy += GY[1][0]*depths[1][0];
mdy += GY[1][1]*depths[1][1];
mdy += GY[1][2]*depths[1][2];
mdy += GY[2][0]*depths[2][0];
mdy += GY[2][1]*depths[2][1];
mdy += GY[2][2]*depths[2][2];
mud = pow(mdx*mdx+mdy*mdy,0.5);
float fade = 1.0-TextureDepth.Sample(Sampler1,coord).x;
mud *= clamp(pow(max(0,fade),edgevfadepow)*edgevfademult,0.0,1.0);
mud = clamp(pow(max(0,mud),edgevpow)*edgevmult,0.0,1.0);
if ( edgevblend ) return res-(edgevinv?1.0-mud:mud);
return edgevinv?1.0-mud:mud;
}
/* luminance edge detection */
float3 EdgeDetect( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixed.x>0 && fixed.y>0 ) bresl = fixed;
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*comradius;
float mdx = 0, mdy = 0, mud = 0;
float3x3 lums;
float3 col;
col = TextureOriginal.Sample(Sampler1,coord+float2(-1,-1)*bof).rgb;
lums[0][0] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(0,-1)*bof).rgb;
lums[0][1] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(1,-1)*bof).rgb;
lums[0][2] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(-1,0)*bof).rgb;
lums[1][0] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(0,0)*bof).rgb;
lums[1][1] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(1,0)*bof).rgb;
lums[1][2] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(-1,1)*bof).rgb;
lums[2][0] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(0,1)*bof).rgb;
lums[2][1] = luminance(col);
col = TextureOriginal.Sample(Sampler1,coord+float2(1,1)*bof).rgb;
lums[2][2] = luminance(col);
mdx += GX[0][0]*lums[0][0];
mdx += GX[0][1]*lums[0][1];
mdx += GX[0][2]*lums[0][2];
mdx += GX[1][0]*lums[1][0];
mdx += GX[1][1]*lums[1][1];
mdx += GX[1][2]*lums[1][2];
mdx += GX[2][0]*lums[2][0];
mdx += GX[2][1]*lums[2][1];
mdx += GX[2][2]*lums[2][2];
mdy += GY[0][0]*lums[0][0];
mdy += GY[0][1]*lums[0][1];
mdy += GY[0][2]*lums[0][2];
mdy += GY[1][0]*lums[1][0];
mdy += GY[1][1]*lums[1][1];
mdy += GY[1][2]*lums[1][2];
mdy += GY[2][0]*lums[2][0];
mdy += GY[2][1]*lums[2][1];
mdy += GY[2][2]*lums[2][2];
mud = pow(max(mdx*mdx+mdy*mdy,0.0),0.5);
mud = clamp(pow(max(mud,0.0),compow)*commult,0.0,1.0);
if ( comblend ) return res-(cominv?1.0-mud:mud);
return cominv?1.0-mud:mud;
}
/* linevision filter */
float3 LineView( float3 res, float2 coord )
{
float2 bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
if ( fixed.x>0 && fixed.y>0 ) bresl = fixed;
float contfadepow = tod_ind(contfadepow);
float contfademult = tod_ind(contfademult);
float2 bof = float2(1.0/bresl.x,1.0/bresl.y)*contradius;
float dep = depthlinear(coord);
float cont = depthlinear(coord+float2(-1,-1)*bof);
cont += depthlinear(coord+float2(0,-1)*bof);
cont += depthlinear(coord+float2(1,-1)*bof);
cont += depthlinear(coord+float2(-1,0)*bof);
cont += depthlinear(coord+float2(1,0)*bof);
cont += depthlinear(coord+float2(-1,1)*bof);
cont += depthlinear(coord+float2(0,1)*bof);
cont += depthlinear(coord+float2(1,1)*bof);
cont /= 8.0;
float mud = 0.0;
if ( abs(cont-dep) > (contthreshold*0.00001) ) mud = 1.0;
float fade = 1.0-TextureDepth.Sample(Sampler1,coord).x;
mud *= clamp(pow(max(0.0,fade),contfadepow)*contfademult,0.0,1.0);
mud = clamp(pow(max(0.0,mud),contpow)*contmult,0.0,1.0);
if ( contblend ) return res-(continv?1.0-mud:mud);
return continv?1.0-mud:mud;
}
/* fog filter */
float3 Limbo( float3 res, float2 coord )
{
float mud = clamp(pow(max(0.0,depthlinear(coord)),fogpow)*fogmult
+fogbump,0.0,1.0);
if ( foglimbo ) return fogcolor*mud;
return lerp(res,fogcolor,mud);
}
/* Colour grading based on depth */
float3 DepthGradeRGB( float3 res, float dfc )
{
float3 dgrademul = tod_ind(dgrademul);
float3 dgradepow = tod_ind(dgradepow);
return lerp(res,pow(max(0,res),dgradepow)*dgrademul,dfc);
}
float3 DepthGradeColor( float3 res, float dfc )
{
float dgradecolfact = tod_ind(dgradecolfact);
float3 dgradecol = tod_ind(dgradecol);
float tonev = luminance(res);
float3 tonecolor = dgradecol*tonev;
return lerp(res,res*(1.0-dgradecolfact)+tonecolor*dgradecolfact,dfc);
}
float3 DepthGradeHSV( float3 res, float dfc )
{
float dgradesatmul = tod_ind(dgradesatmul);
float dgradesatpow = tod_ind(dgradesatpow);
float dgradevalmul = tod_ind(dgradevalmul);
float dgradevalpow = tod_ind(dgradevalpow);
float3 hsv = rgb2hsv(res);
hsv.y = clamp(pow(max(0,hsv.y),dgradesatpow)*dgradesatmul,0.0,1.0);
hsv.z = pow(max(0,hsv.z),dgradevalpow)*dgradevalmul;
return lerp(res,hsv2rgb(hsv),dfc);
}
float3 DepthGrade( float3 res, float2 coord )
{
float dep = TextureDepth.Sample(Sampler1,coord).x;
float dfc = abs(dep-dgradedfoc);
float dgradedpow = tod_ind(dgradedpow);
float dgradedmul = tod_ind(dgradedmul);
float dgradedbump = tod_ind(dgradedbump);
float dgradedblend = tod_ind(dgradedblend);
dfc = clamp(pow(dfc,dgradedpow)*dgradedmul+dgradedbump,0.0,1.0)
*dgradedblend;
if ( dgradeenable1 ) res = DepthGradeRGB(res,dfc);
if ( dcolorizeafterhsv )
{
if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc);
if ( dgradeenable2 ) res = DepthGradeColor(res,dfc);
}
else
{
if ( dgradeenable2 ) res = DepthGradeColor(res,dfc);
if ( dgradeenable3 ) res = DepthGradeHSV(res,dfc);
}
return res;
}
float4 PS_DepthGrade( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler1,coord);
res.rgb = DepthGrade(res.rgb,coord);
res.rgb = max(res.rgb,0.0);
return res;
}
float4 PS_PreFilters( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler1,coord);
if ( edgevenable ) res.rgb = EdgeView(res.rgb,coord);
if ( comenable ) res.rgb = EdgeDetect(res.rgb,coord);
if ( contenable ) res.rgb = LineView(res.rgb,coord);
if ( fogenable ) res.rgb = Limbo(res.rgb,coord);
res.rgb = max(res.rgb,0.0);
return res;
}
/* Distant hot air refraction. Not very realistic, but does the job. */
float2 DistantHeat( float2 coord )
{
float2 bresl;
float dep, odep;
dep = TextureDepth.Sample(Sampler1,coord).x;
float distfade = clamp(pow(max(0,dep),heatfadepow)*heatfademul
+heatfadebump,0.0,1.0);
if ( distfade <= 0.0 ) return coord;
float todpow = max(0.0,todx_ind(heatfactor));
if ( todpow <= 0.0 ) return coord;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 nc = coord*(bresl/HEATSIZE)*heatsize;
float2 ts = float2(0.01,1.0)*Timer.x*10000.0*heatspeed;
float2 ofs = TextureHeat.SampleLevel(Sampler2,nc+ts,0).xy;
ofs = (ofs-0.5)*2.0;
ofs *= pow(length(ofs),heatpow);
ofs *= todpow;
/*ofs *= max(0.0,warmfactor-coldfactor);*/
odep = TextureDepth.SampleLevel(Sampler1,coord+ofs*heatstrength
*distfade*0.01,0).x;
float odistfade = clamp(pow(max(0,odep),heatfadepow)*heatfademul
+heatfadebump,0.0,1.0);
if ( odistfade <= 0.0 ) return coord;
return coord+ofs*heatstrength*distfade*0.01;
}
/* Screen distortion filters */
float4 PS_Distortion( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float2 bresl;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 ofs = coord;
if ( heatenable ) ofs = DistantHeat(ofs);
ofs -= coord;
float4 res;
if ( (distcha == 0.0) || (length(ofs) == 0.0) )
return TextureColor.Sample(Sampler1,coord+ofs);
float2 ofr, ofg, ofb;
ofr = ofs*(1.0-distcha*0.01);
ofg = ofs;
ofb = ofs*(1.0+distcha*0.01);
res = float4(TextureColor.Sample(Sampler1,coord+ofr).r,
TextureColor.Sample(Sampler1,coord+ofg).g,
TextureColor.Sample(Sampler1,coord+ofb).b,
TextureColor.Sample(Sampler1,coord+ofs).a);
return res;
}
/* This will do absolutely nothing */
float4 PS_Aperture( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
return float4(0,0,0,1);
}
/* Focus */
float4 PS_ReadFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
if ( dofdisable ) return 0.0;
if ( focuscircle == -2 )
return TextureDepth.Sample(Sampler1,tempInfo2.zw).x;
if ( focuscircle < 0 ) return focusmanualvalue;
float focusmax = tod_ind(focusmax);
float cfocus = min(TextureDepth.Sample(Sampler1,focuscenter).x,
focusmax*0.001);
if ( focuscircle == 0 ) return cfocus;
if ( focuscircle == 2 )
{
int i, j;
float mfocus = 0.0;
float2 px;
[unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
{
px = float2((i+0.5)/8.0,(j+0.5)/8.0);
mfocus += min(TextureDepth.Sample(Sampler1,px).x,
focusmax*0.001);
}
return mfocus/64.0;
}
/* using polygons inscribed into a circle, in this case a triangle */
float focusradius = tod_ind(focusradius);
float focusmix = tod_ind(focusmix);
float cstep = (1.0/3.0);
float sfocus, mfocus[4];
float2 coord;
float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
float fan = focuscircleangle*2.0*pi;
coord.x = focuscenter.x+sin(fan)*bof.x;
coord.y = focuscenter.y+cos(fan)*bof.y;
mfocus[0] = min(TextureDepth.Sample(Sampler1,coord).x,
focusmax*0.001);
coord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x;
coord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y;
mfocus[1] = min(TextureDepth.Sample(Sampler1,coord).x,
focusmax*0.001);
coord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x;
coord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y;
mfocus[2] = min(TextureDepth.Sample(Sampler1,coord).x,
focusmax*0.001);
if ( (mfocus[0] <= focuscenterdiscard)
&& (mfocus[1] <= focuscenterdiscard)
&& (mfocus[2] <= focuscenterdiscard) )
mfocus[3] = focuscenterdiscard;
else if ( mfocus[0] <= focuscenterdiscard )
{
if ( mfocus[1] <= focuscenterdiscard ) mfocus[3] = mfocus[2];
else mfocus[3] = 0.5*(mfocus[1]+mfocus[2]);
}
else if ( mfocus[1] <= focuscenterdiscard )
{
if ( mfocus[2] <= focuscenterdiscard ) mfocus[3] = mfocus[0];
else mfocus[3] = 0.5*(mfocus[0]+mfocus[2]);
}
else if ( mfocus[2] <= focuscenterdiscard )
mfocus[3] = 0.5*(mfocus[0]+mfocus[1]);
else mfocus[3] = cstep*(mfocus[0]+mfocus[1]+mfocus[2]);
if ( cfocus <= focuscenterdiscard ) cfocus = mfocus[3];
else if ( (mfocus[3] > focuscenterdiscard) )
cfocus = (1.0-focusmix)*cfocus+focusmix*mfocus[3];
return cfocus;
}
float4 PS_Focus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
if ( dofdisable ) return 0.0;
return max(lerp(TexturePrevious.Sample(Sampler0,0.5).x,
TextureCurrent.Sample(Sampler0,0.5).x,
saturate(DofParameters.w)),0.0);
}
/* helper code for simplifying these */
#define gcircle(x) float2(cos(x),sin(x))
float4 dofsample( float2 coord, float2 bsz, float blur, bool bDoHighlight,
out float4 deps, out float4 dfcs )
{
float4 res;
float cstep = 2.0*pi*(1.0/3.0);
float ang = 0.5*pi;
res.r = TextureColor.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).r;
deps.r = TextureDepth.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
dfcs.r = RenderTargetR32F.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
ang += cstep;
res.g = TextureColor.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).g;
deps.g = TextureDepth.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
dfcs.g = RenderTargetR32F.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
ang += cstep;
res.b = TextureColor.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).b;
deps.b = TextureDepth.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
dfcs.b = RenderTargetR32F.SampleLevel(Sampler1,coord
+gcircle(ang)*bsz*dofpcha*0.1,0).x;
if ( bDoHighlight )
{
float l = luminance(res.rgb);
float threshold = max((l-dofbthreshold)*dofbgain,0.0);
res += lerp(0,res,threshold*blur);
}
res.a = TextureColor.SampleLevel(Sampler1,coord,0).a;
deps.a = TextureDepth.SampleLevel(Sampler1,coord,0).x;
dfcs.a = RenderTargetR32F.SampleLevel(Sampler1,coord,0).x;
return res;
}
/* gather blur pass */
float4 PS_DoFBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
if ( dfc <= dofminblur ) return TextureColor.Sample(Sampler1,coord);
float4 res = float4(0,0,0,0);
float dep = TextureDepth.Sample(Sampler1,coord).x;
float2 bsz = bof*dofpradius*dfc;
float4 sc, ds, sd, sw, tw = float4(0,0,0,0);
float cstep = 2.0*pi*(1.0/3.0);
float ang = 0.5*pi;
[unroll] for ( int i=0; i<32; i++ )
{
sc = dofsample(coord+poisson32[i]*bsz,bsz,dfc,dofhilite,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
sw.a = (ds.a>dep)?1.0:sd.a;
tw += sw;
res += sc*sw;
}
res /= tw;
return res;
}
/* "bokeh" blur pass */
float4 PS_DoFBorkeh( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = 1.0/bresl;
float4 res = TextureColor.Sample(Sampler1,coord);
/*
Skip blurring areas that are perfectly in focus. The performance
gain is negligible in most cases, though.
*/
if ( dfc <= dofminblur ) return res;
float dep = TextureDepth.Sample(Sampler1,coord).x;
float2 sf = bof+(TextureNoise3.SampleLevel(Sampler2,coord
*(bresl/256.0),0).xy*2.0-1.0)*dofbnoise*0.001;
float2 sr = sf*dofbradius*dfc;
int rsamples;
float bstep, bw;
float4 sc, ds, sd, sw, tw = float4(1,1,1,1);
float2 rcoord;
#define dofbrings 7
#define dofbsamples 3
[unroll] for ( int i=1; i<=dofbrings; i++ )
{
rsamples = i*dofbsamples;
[unroll] for ( int j=0; j<rsamples; j++ )
{
bstep = pi*2.0/(float)rsamples;
rcoord = gcircle(j*bstep)*i;
bw = lerp(1.0,(float)i/(float)dofbrings,dofbbias);
sc = dofsample(coord+rcoord*sr,sr*i,dfc,dofhilite,ds,sd);
sw.r = (ds.r>dep)?1.0:sd.r;
sw.g = (ds.g>dep)?1.0:sd.g;
sw.b = (ds.b>dep)?1.0:sd.b;
sw.a = (ds.a>dep)?1.0:sd.a;
res += sc*sw*bw;
tw += sw*bw;
}
}
res /= tw;
return res;
}
float4 PS_DoFPostBlur( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
if ( dofdisable ) return TextureColor.Sample(Sampler1,coord);
float dfc = RenderTargetR32F.Sample(Sampler1,coord).x;
if ( dofdebug ) return TextureDepth.Sample(Sampler1,coord).x;
if ( dfcdebug ) return dfc;
float2 bresl;
if ( (fixed.x > 0) && (fixed.y > 0) ) bresl = fixed;
else bresl = float2(ScreenSize.x,ScreenSize.x*ScreenSize.w);
float2 bof = (1.0/bresl)*dofpbradius;
float2 ofs[16] =
{
float2(1.0,1.0), float2(-1.0,-1.0),
float2(-1.0,1.0), float2(1.0,-1.0),
float2(1.0,0.0), float2(-1.0,0.0),
float2(0.0,1.0), float2(0.0,-1.0),
float2(1.41,0.0), float2(-1.41,0.0),
float2(0.0,1.41), float2(0.0,-1.41),
float2(1.41,1.41), float2(-1.41,-1.41),
float2(-1.41,1.41), float2(1.41,-1.41)
};
float4 res = TextureColor.Sample(Sampler1,coord);
if ( !dofpostblur ) return res;
int i;
[unroll] for ( i=0; i<16; i++ )
res += TextureColor.Sample(Sampler1,coord+ofs[i]*bof*dfc);
res /= 17.0;
return res;
}
/* screen frost overlay */
float4 PS_DebugFocus( VS_OUTPUT_POST IN, float4 v0 : SV_Position0 ) : SV_Target
{
float2 coord = IN.txcoord.xy;
float4 res = TextureColor.Sample(Sampler1,coord);
if ( !focusdisplay || (focuscircle == -1) ) return res;
if ( focuscircle == -2 )
{
if ( distance(coord,tempInfo2.zw) < 0.01 )
res.rgb = float3(1,0,0);
return res;
}
if ( focuscircle == 2 )
{
int i, j;
float2 px;
[unroll] for( j=0; j<8; j++ ) [unroll] for( i=0; i<8; i++ )
{
px = float2((i+0.5)/8.0,(j+0.5)/8.0);
if ( distance(coord,px) < 0.005 )
res.rgb = float3(1,0,0);
}
return res;
}
if ( distance(coord,focuscenter) < 0.01 ) res.rgb = float3(1,0,0);
if ( focuscircle == 0 ) return res;
float cstep = (1.0/3.0);
float2 tcoord;
float focusradius = tod_ind(focusradius);
float2 bof = float2(1.0,1.0/ScreenSize.w)*focusradius*0.01;
float fan = focuscircleangle*2.0*pi;
tcoord.x = focuscenter.x+sin(fan)*bof.x;
tcoord.y = focuscenter.y+cos(fan)*bof.y;
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
tcoord.x = focuscenter.x+sin(fan+2.0*pi*cstep)*bof.x;
tcoord.y = focuscenter.y+cos(fan+2.0*pi*cstep)*bof.y;
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
tcoord.x = focuscenter.x+sin(fan+4.0*pi*cstep)*bof.x;
tcoord.y = focuscenter.y+cos(fan+4.0*pi*cstep)*bof.y;
if ( distance(coord,tcoord) < 0.01 ) res.rgb = float3(1,0,0);
return res;
}
technique11 Aperture
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Aperture()));
}
}
technique11 ReadFocus
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_ReadFocus()));
}
}
technique11 Focus
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Focus()));
}
}
technique11 Prepass <string UIName="MariENB";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PreFilters()));
}
}
technique11 Prepass1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DepthGrade()));
}
}
technique11 Prepass2
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
}
}
technique11 Prepass3 <string RenderTarget="RenderTargetR32F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
}
}
technique11 Prepass4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBlur()));
}
}
technique11 Prepass5
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFPostBlur()));
}
}
technique11 Prepass6
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DebugFocus()));
}
}
technique11 PrepassB <string UIName="MariENB (HQ Bokeh)";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_PreFilters()));
}
}
technique11 PrepassB1
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DepthGrade()));
}
}
technique11 PrepassB2
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_Distortion()));
}
}
technique11 PrepassB3 <string RenderTarget="RenderTargetR32F";>
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFPrepass()));
}
}
technique11 PrepassB4
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFBorkeh()));
}
}
technique11 PrepassB5
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DoFPostBlur()));
}
}
technique11 PrepassB6
{
pass p0
{
SetVertexShader(CompileShader(vs_5_0,VS_Quad()));
SetPixelShader(CompileShader(ps_5_0,PS_DebugFocus()));
}
}