From f98f551d3dc70eb7c78c72a9779a7e6e0c2bcbbc Mon Sep 17 00:00:00 2001 From: hunterk Date: Wed, 5 Aug 2020 13:30:56 -0500 Subject: [PATCH] add FilmGrain ported from reshade --- reshade/FilmGrain.slangp | 3 + reshade/shaders/FilmGrain.slang | 128 ++++++++++++++++++++++++++++++++ 2 files changed, 131 insertions(+) create mode 100644 reshade/FilmGrain.slangp create mode 100644 reshade/shaders/FilmGrain.slang diff --git a/reshade/FilmGrain.slangp b/reshade/FilmGrain.slangp new file mode 100644 index 0000000..6a3b3a9 --- /dev/null +++ b/reshade/FilmGrain.slangp @@ -0,0 +1,3 @@ +shaders = 1 + +shader0 = shaders/FilmGrain.slang diff --git a/reshade/shaders/FilmGrain.slang b/reshade/shaders/FilmGrain.slang new file mode 100644 index 0000000..5247605 --- /dev/null +++ b/reshade/shaders/FilmGrain.slang @@ -0,0 +1,128 @@ +#version 450 + +/** + * FilmGrain version 1.0 + * by Christian Cann Schuldt Jensen ~ CeeJay.dk + * + * Computes a noise pattern and blends it with the image to create a film grain look. + * ---------------------------------------------------------------------------------- + * Ported from https://github.com/crosire/reshade-shaders/blob/019921117c49beb4d1569af48f33cbb4e13033af/Shaders/FilmGrain.fx + */ + +layout(push_constant) uniform Push +{ + /* How visible the grain is. Higher is more visible. */ + float Intensity; + + /* Controls the variance of the Gaussian noise. Lower values look smoother. */ + float Variance; + + /* Affects the brightness of the noise. */ + float Mean; + + /* Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature. */ + float SignalToNoiseRatio; +} params; + +#pragma parameter Intensity "Intensity" 0.50 0.00 1.00 0.01 +#pragma parameter Variance "Variance - lower is smoother" 0.40 0.00 1.00 0.01 +#pragma parameter Mean "Mean - affects brightness" 0.50 0.00 1.00 0.01 +#pragma parameter SignalToNoiseRatio "SNR - higher is less grain on brighter pixels." 6.00 0.00 16.00 1.00 + +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; + +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = TexCoord; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; +layout(set = 0, binding = 2) uniform sampler2D Source; + +#define PI 3.1415927 + +vec3 FilmGrainPass(vec4 vpos, vec2 texcoord) +{ + vec3 color = texture(Source, texcoord).rgb; + + //float inv_luma = dot(color, vec3(-0.2126, -0.7152, -0.0722)) + 1.0; + float inv_luma = dot(color, vec3(-1.0/3.0, -1.0/3.0, -1.0/3.0)) + 1.0; //Calculate the inverted luma so it can be used later to control the variance of the grain + + /*---------------------. + | :: Generate Grain :: | + '---------------------*/ + + /* We use slang's FrameCount uniform variable instead of ReShade's Timer */ + /* We assume frame rate is 60 */ + float t = global.FrameCount * 16.667 * 0.0022337; + + + + //PRNG 2D - create two uniform noise values and save one DP2ADD + float seed = dot(texcoord, vec2(12.9898, 78.233));// + t; + float sine = sin(seed); + float cosine = cos(seed); + float uniform_noise1 = fract(sine * 43758.5453 + t); //I just salt with t because I can + float uniform_noise2 = fract(cosine * 53758.5453 - t); // and it doesn't cost any extra ASM + + //Get settings + float stn = params.SignalToNoiseRatio < 1.0 ? 1.0 : pow(abs(inv_luma), params.SignalToNoiseRatio); // Signal to noise feature - Brighter pixels get less noise. + float variance = (params.Variance*params.Variance) * stn; + float mean = params.Mean; + + //Box-Muller transform + uniform_noise1 = (uniform_noise1 < 0.0001) ? 0.0001 : uniform_noise1; //fix log(0) + + float r = sqrt(-log(uniform_noise1)); + r = (uniform_noise1 < 0.0001) ? PI : r; //fix log(0) - PI happened to be the right answer for uniform_noise == ~ 0.0000517.. Close enough and we can reuse a constant. + float theta = (2.0 * PI) * uniform_noise2; + + float gauss_noise1 = variance * r * cos(theta) + mean; + //float gauss_noise2 = variance * r * sin(theta) + mean; //we can get two gaussians out of it :) + + //gauss_noise1 = (ddx(gauss_noise1) - ddy(gauss_noise1)) * 0.50 + gauss_noise2; + + + //Calculate how big the shift should be + //float grain = mix(1.0 - params.Intensity, 1.0 + params.Intensity, gauss_noise1); + float grain = mix(1.0 + params.Intensity, 1.0 - params.Intensity, gauss_noise1); + + //float grain2 = (2.0 * params.Intensity) * gauss_noise1 + (1.0 - params.Intensity); + + //Apply grain + color = color * grain; + + //color = (grain-1.0) *2.0 + 0.5; + + //color = mix(color,colorInput.rgb,sqrt(luma)); + + /*-------------------------. + | :: Debugging features :: | + '-------------------------*/ + + //color.rgb = fract(gauss_noise1).xxx; //show the noise + //color.rgb = (gauss_noise1 > 0.999) ? vec3(1.0,1.0,0.0) : 0.0 ; //does it reach 1.0? + + return color.rgb; +} + + +void main() +{ + FragColor.rgb = FilmGrainPass(FragColor, vTexCoord); +}