mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-26 01:11:32 +11:00
75 lines
2.2 KiB
C++
75 lines
2.2 KiB
C++
vec4 GaussBlur22(vec2 coord, sampler2D tex, float mult, float lodlevel, bool isBlurVert)
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{
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vec4 sum = vec4(0.);
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vec2 axis = isBlurVert ? vec2(0, 1) : vec2(1, 0);
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const float weight[11] = {
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0.082607,
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0.080977,
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0.076276,
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0.069041,
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0.060049,
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0.050187,
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0.040306,
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0.031105,
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0.023066,
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0.016436,
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0.011254
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};
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for (int i = -10; i < 11; i++)
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{
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float currweight = weight[abs(i)];
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sum += textureLod(tex, vec2(coord.xy + axis.xy * float(i) * (vTexCoord.xy * params.SourceSize.zw) * mult), lodlevel) * currweight;
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}
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return sum;
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}
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vec3 GetDnB(sampler2D tex, vec2 coords)
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{
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vec3 color = vec3(max(0, dot(textureLod(tex, vec2(coords.xy), 4.).rgb, vec3(0.333)) - global.fChapFlareThreshold) * global.fChapFlareIntensity);
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/* This isn't something RA has, so just comment it out
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#if CHAPMAN_DEPTH_CHECK
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if (textureLod(ReShade::DepthBuffer, vec4(coords.xy, 0, 3)).x < 0.99999)
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color = 0;
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#endif
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*/
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return color;
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}
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vec3 GetDistortedTex(sampler2D tex, vec2 sample_center, vec2 sample_vector, vec3 distortion)
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{
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vec2 final_vector = sample_center + sample_vector * min(min(distortion.r, distortion.g), distortion.b);
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if (final_vector.x > 1.0 || final_vector.y > 1.0 || final_vector.x < -1.0 || final_vector.y < -1.0)
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return vec3(0, 0, 0);
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else
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return vec3(
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GetDnB(tex, sample_center + sample_vector * distortion.r).r,
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GetDnB(tex, sample_center + sample_vector * distortion.g).g,
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GetDnB(tex, sample_center + sample_vector * distortion.b).b);
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}
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vec3 GetBrightPass(vec2 coords)
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{
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vec3 c = texture(Original, coords).rgb;
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vec3 bC = max(c - global.fFlareLuminance.xxx, 0.0);
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float bright = dot(bC, vec3(1.0));
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bright = smoothstep(0.0f, 0.5, bright);
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vec3 result = mix(vec3(0.0), c, vec3(bright));
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/* This isn't something RA has, so just comment it out
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#if FLARE_DEPTH_CHECK
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float checkdepth = tex2D(ReShade::DepthBuffer, coords).x;
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if (checkdepth < 0.99999)
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result = 0;
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#endif
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*/
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return result;
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}
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vec3 GetAnamorphicSample(int axis, vec2 coords, float blur)
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{
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coords = 2.0 * coords - 1.0;
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coords.x /= -blur;
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coords = 0.5 * coords + 0.5;
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return GetBrightPass(coords);
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} |