Remove simplified grain filter, it's too gpu-specific.

This commit is contained in:
Marisa the Magician 2023-11-03 10:54:32 +01:00
commit 921d347f26
6 changed files with 19 additions and 105 deletions

View file

@ -6,7 +6,6 @@ nosave float mfx_lsharpclamp = .05;
nosave float mfx_lsharpblend = 6.;
nosave bool mfx_ne = false;
nosave bool mfx_nc = true;
nosave float mfx_ni = .05;
nosave float mfx_ns = 0.;
nosave float mfx_nf = .05;

View file

@ -23,18 +23,6 @@ HardwareShader postprocess scene
Uniform int nb
Texture NoiseTexture "textures/mfxnoise.png"
}
HardwareShader postprocess scene
{
Name "mfx_grain_simple"
Shader "shaders/glsl/mfx_grain_simple.fp" 330
Uniform float Timer
Uniform float nf
Uniform float ni
Uniform float ns
Uniform float np
Uniform float bnp
Uniform int nb
}
HardwareShader postprocess scene
{

View file

@ -124,7 +124,6 @@ MFX_LSHARPRADIUS="Sharpen Radius";
MFX_LSHARPTRESHOLD="Sharpen Threshold";
MFX_LSHARPSTRENGTH="Sharpen Strength";
MFX_GRAIN="Film Grain";
MFX_GRAINALT="Simplified Grain";
MFX_NF="Grain Speed";
MFX_NI="Grain Intensity";
MFX_NS="Grain Saturation";

View file

@ -177,18 +177,17 @@ OptionMenu "MFXOptionsMenu"
StaticText "$MFX_GRAIN", 1
StaticText " "
Option "$MFX_ENABLE", "mfx_ne", "YesNo"
Option "$MFX_GRAINALT", "mfx_nc", "NoYes"
MFXSlider "$MFX_NI", "mfx_ni", 0, 1, 0.01, 2
MFXSlider "$MFX_NF", "mfx_nf", -10, 10, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NF", "mfx_nf", -10, 10, 0.01, 2
MFXSlider "$MFX_NS", "mfx_ns", -1, 1, 0.01, 2
MFXSlider "$MFX_NP", "mfx_np", 0, 8, 0.01, 2
MFXSlider "$MFX_NM1_R", "mfx_nm1_r", 0, 10, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NM1_G", "mfx_nm1_g", 0, 10, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NM1_B", "mfx_nm1_b", 0, 10, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NK", "mfx_nk", 0, 1, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NM2_R", "mfx_nm2_r", 0, 10, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NM2_G", "mfx_nm2_g", 0, 10, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NM2_B", "mfx_nm2_b", 0, 10, 0.01, 2, "mfx_nc"
MFXSlider "$MFX_NM1_R", "mfx_nm1_r", 0, 10, 0.01, 2
MFXSlider "$MFX_NM1_G", "mfx_nm1_g", 0, 10, 0.01, 2
MFXSlider "$MFX_NM1_B", "mfx_nm1_b", 0, 10, 0.01, 2
MFXSlider "$MFX_NK", "mfx_nk", 0, 1, 0.01, 2
MFXSlider "$MFX_NM2_R", "mfx_nm2_r", 0, 10, 0.01, 2
MFXSlider "$MFX_NM2_G", "mfx_nm2_g", 0, 10, 0.01, 2
MFXSlider "$MFX_NM2_B", "mfx_nm2_b", 0, 10, 0.01, 2
Option "$MFX_NB", "mfx_nb", "MFXGrainBlend"
MFXSlider "$MFX_BNP", "mfx_bnp", 0, 10, 0.01, 2
SafeCommand "$MFX_RESET", "event resetmfxvars 0"

View file

@ -1,54 +0,0 @@
/*
Complex grain shader ported over from MariENB
This is a simplified version that uses three PRNG calls
(C)2012-2022 Marisa the Magician
*/
#define overlay(a,b) (a<0.5)?(2.0*a*b):(1.0-(2.0*(1.0-a)*(1.0-b)))
#define darkmask(a,b) (a>0.5)?(2.0*a*(0.5+b)):(1.0-2.0*(1.0-a)*(1.0-((0.5+b))))
// simplified PRNG, for performance
float rnd( in vec2 sd )
{
return fract(sin(dot(sd,vec2(12.9898,78.233)))*43758.5453);
}
vec3 grain( in vec3 res, in vec2 coord )
{
float ts = Timer;
vec2 s1 = coord+vec2(0.,ts);
vec2 s2 = coord+vec2(ts,0.);
vec2 s3 = coord+vec2(ts,ts);
float n1 = rnd(s1);
float n2 = rnd(s2);
float n3 = rnd(s3);
float n4 = (n1+n2+n3)/3.;
vec3 ng = vec3(n4);
vec3 nc = vec3(n1,n2,n3);
vec3 nt = pow(clamp(mix(ng,nc,ns),.0,1.),vec3(np));
if ( nb == 1 ) res.rgb += nt*ni;
else if ( nb == 2 )
{
res.r = overlay(res.r,(nt.r*ni));
res.g = overlay(res.g,(nt.g*ni));
res.b = overlay(res.b,(nt.b*ni));
}
else if ( nb == 3 )
{
float bn = 1.-clamp((res.r+res.g+res.b)/3.,0.,1.);
bn = pow(bn,bnp);
vec3 nn = clamp(nt*bn,vec3(0.),vec3(1.));
res.r = darkmask(res.r,(nn.r*ni));
res.g = darkmask(res.g,(nn.g*ni));
res.b = darkmask(res.b,(nn.b*ni));
}
else res.rgb = mix(res.rgb,nt,ni);
return res;
}
void main()
{
vec2 coord = TexCoord;
vec4 res = texture(InputTexture,coord);
res.rgb = grain(res.rgb,coord);
FragColor = res;
}

View file

@ -10,7 +10,6 @@ Class MariFXHandler : StaticEventHandler
{
Shader.SetEnabled(p,"mfx_lumasharp",false);
Shader.SetEnabled(p,"mfx_grain",false);
Shader.SetEnabled(p,"mfx_grain_simple",false);
Shader.SetEnabled(p,"mfx_dirt",false);
Shader.SetEnabled(p,"mfx_grading",false);
Shader.SetEnabled(p,"mfx_lutgrading",false);
@ -36,32 +35,17 @@ Class MariFXHandler : StaticEventHandler
Shader.SetUniform1f(p,"mfx_lumasharp","sharpclamp",mfx_lsharpclamp);
Shader.SetUniform1f(p,"mfx_lumasharp","sharpblend",mfx_lsharpblend);
// FILM GRAIN
if ( mfx_nc )
{
Shader.SetEnabled(p,"mfx_grain",mfx_ne);
Shader.SetEnabled(p,"mfx_grain_simple",false);
Shader.SetUniform1f(p,"mfx_grain","nf",mfx_nf/10.);
Shader.SetUniform1f(p,"mfx_grain","ni",mfx_ni);
Shader.SetUniform1f(p,"mfx_grain","ns",mfx_ns);
Shader.SetUniform3f(p,"mfx_grain","nm1",(mfx_nm1_r,mfx_nm1_g,mfx_nm1_b));
Shader.SetUniform1f(p,"mfx_grain","nk",mfx_nk);
Shader.SetUniform3f(p,"mfx_grain","nm2",(mfx_nm2_r,mfx_nm2_g,mfx_nm2_b));
Shader.SetUniform1f(p,"mfx_grain","np",mfx_np);
Shader.SetUniform1f(p,"mfx_grain","bnp",mfx_bnp);
Shader.SetUniform1i(p,"mfx_grain","nb",mfx_nb);
Shader.SetUniform1f(p,"mfx_grain","Timer",(gametic+e.fractic)/35.);
}
else
{
Shader.SetEnabled(p,"mfx_grain",false);
Shader.SetEnabled(p,"mfx_grain_simple",mfx_ne);
Shader.SetUniform1f(p,"mfx_grain_simple","ni",mfx_ni);
Shader.SetUniform1f(p,"mfx_grain_simple","ns",mfx_ns);
Shader.SetUniform1f(p,"mfx_grain_simple","np",mfx_np);
Shader.SetUniform1f(p,"mfx_grain_simple","bnp",mfx_bnp);
Shader.SetUniform1i(p,"mfx_grain_simple","nb",mfx_nb);
Shader.SetUniform1f(p,"mfx_grain_simple","Timer",(gametic+e.fractic)/35.);
}
Shader.SetEnabled(p,"mfx_grain",mfx_ne);
Shader.SetUniform1f(p,"mfx_grain","nf",mfx_nf/10.);
Shader.SetUniform1f(p,"mfx_grain","ni",mfx_ni);
Shader.SetUniform1f(p,"mfx_grain","ns",mfx_ns);
Shader.SetUniform3f(p,"mfx_grain","nm1",(mfx_nm1_r,mfx_nm1_g,mfx_nm1_b));
Shader.SetUniform1f(p,"mfx_grain","nk",mfx_nk);
Shader.SetUniform3f(p,"mfx_grain","nm2",(mfx_nm2_r,mfx_nm2_g,mfx_nm2_b));
Shader.SetUniform1f(p,"mfx_grain","np",mfx_np);
Shader.SetUniform1f(p,"mfx_grain","bnp",mfx_bnp);
Shader.SetUniform1i(p,"mfx_grain","nb",mfx_nb);
Shader.SetUniform1f(p,"mfx_grain","Timer",(gametic+e.fractic)/35.);
// SCREEN DIRT
Shader.SetEnabled(p,"mfx_dirt",mfx_dirtenable);
Shader.SetUniform1f(p,"mfx_dirt","dirtmc",mfx_dirtmc);
@ -294,7 +278,6 @@ Class MariFXHandler : StaticEventHandler
{
case 0:
CVar.FindCVar('mfx_ne').ResetToDefault();
CVar.FindCVar('mfx_nc').ResetToDefault();
CVar.FindCVar('mfx_ni').ResetToDefault();
CVar.FindCVar('mfx_nf').ResetToDefault();
CVar.FindCVar('mfx_ns').ResetToDefault();