diff --git a/public/shaders/notahuman/NFAA.fx b/public/shaders/notahuman/NFAA.fx new file mode 100644 index 0000000..f678bd7 --- /dev/null +++ b/public/shaders/notahuman/NFAA.fx @@ -0,0 +1,230 @@ + ////-------------// + ///**NFAA Fast**/// + //-------------//// + + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + //* Normal Filter Anti Aliasing. + //* For ReShade 3.0+ & Freestyle + //* --------------------------------- + //* NFAA + //* Due Diligence + //* Based on port by b34r + //* https://www.gamedev.net/forums/topic/580517-nfaa---a-post-process-anti-aliasing-filter-results-implementation-details/?page=2 + //* If I missed any please tell me. + //* + //* LICENSE + //* ============ + //* Normal Filter Anti Aliasing is licenses under: Attribution-NoDerivatives 4.0 International + //* + //* You are free to: + //* Share - copy and redistribute the material in any medium or format + //* for any purpose, even commercially. + //* The licensor cannot revoke these freedoms as long as you follow the license terms. + //* Under the following terms: + //* Attribution - You must give appropriate credit, provide a link to the license, and indicate if changes were made. + //* You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. + //* + //* NoDerivatives - If you remix, transform, or build upon the material, you may not distribute the modified material. + //* + //* No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. + //* + //* https://creativecommons.org/licenses/by-nd/4.0/ + //* + //* Have fun, + //* Jose Negrete AKA BlueSkyDefender + //* + //* https://github.com/BlueSkyDefender/Depth3D + //* + //* Have fun, + //* Jose Negrete AKA BlueSkyDefender + //* + ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +uniform int AA_Adjust < + ui_type = "drag"; + ui_min = 1; ui_max = 128; + ui_label = "AA Power"; + ui_tooltip = "Use this to adjust the AA power.\n" + "Default is 16"; + ui_category = "NFAA"; +> = 16; + +uniform float Mask_Adjust < + ui_type = "drag"; + ui_min = 0.0; ui_max = 4.0; + ui_label = "Mask Adjustment"; + ui_tooltip = "Use this to adjust the Mask.\n" + "Default is 1.00"; + ui_category = "NFAA"; +> = 1.00; + +uniform int View_Mode < + ui_type = "combo"; + ui_items = "NFAA\0Mask View\0Normals\0DLSS\0"; + ui_label = "View Mode"; + ui_tooltip = "This is used to select the normal view output or debug view.\n" + "NFAA Masked gives you a sharper image with applyed Normals AA.\n" + "Masked View gives you a view of the edge detection.\n" + "Normals gives you an view of the normals created.\n" + "DLSS is NV_AI_DLSS Parody experiance..........\n" + "Default is NFAA."; + ui_category = "NFAA"; +> = 0; + +uniform bool HFR_AA < + ui_label = "HFR AA"; + ui_tooltip = "This allows most monitors to assist in AA if your FPS is 60 or above and Locked to your monitors refresh-rate."; + ui_category = "HFRAA"; +> = false; + +uniform float HFR_Adjust < + ui_type = "drag"; + ui_min = 0.0; ui_max = 1.0; + ui_label = "HFR AA Adjustment"; + ui_tooltip = "Use this to adjust HFR AA.\n" + "Default is 1.00"; + ui_category = "HFRAA"; +> = 0.5; + +//Total amount of frames since the game started. +uniform uint framecount < source = "framecount"; >; +uniform float timer < source = "timer"; >; +////////////////////////////////////////////////////////////NFAA//////////////////////////////////////////////////////////////////// +#define Alternate framecount % 2 == 0 +#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) + +texture BackBufferTex : COLOR; + +sampler BackBuffer + { + Texture = BackBufferTex; + }; + +void A0(float2 texcoord,float PosX,float PosY,inout float D, inout float E, inout float P, inout float T, inout float H, inout float III, inout float DD ) +{ + float PosXD = -0.035+PosX, offsetD = 0.001;D = all( abs(float2( texcoord.x -PosXD, texcoord.y-PosY)) < float2(0.0025,0.009));D -= all( abs(float2( texcoord.x -PosXD-offsetD, texcoord.y-PosY)) < float2(0.0025,0.007)); + float PosXE = -0.028+PosX, offsetE = 0.0005;E = all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.009));E -= all( abs(float2( texcoord.x -PosXE-offsetE, texcoord.y-PosY)) < float2(0.0025,0.007));E += all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.001)); + float PosXP = -0.0215+PosX, PosYP = -0.0025+PosY, offsetP = 0.001, offsetP1 = 0.002;P = all( abs(float2( texcoord.x -PosXP, texcoord.y-PosYP)) < float2(0.0025,0.009*0.775));P -= all( abs(float2( texcoord.x -PosXP-offsetP, texcoord.y-PosYP)) < float2(0.0025,0.007*0.680));float C[1];P += all( abs(float2( texcoord.x -PosXP+offsetP1, texcoord.y-PosY)) < float2(0.0005,0.009)); + float PosXT = -0.014+PosX, PosYT = -0.008+PosY;T = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosYT)) < float2(0.003,0.001));T += all( abs(float2( texcoord.x -PosXT, texcoord.y-PosY)) < float2(0.000625,0.009)); + float PosXH = -0.0072+PosX;H = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.001));H -= all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.009));H += all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.00325,0.009)); + float offsetFive = 0.001, PosX3 = -0.001+PosX;III = all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.009));III -= all( abs(float2( texcoord.x -PosX3 - offsetFive, texcoord.y-PosY)) < float2(0.003,0.007));III += all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.001)); + float PosXDD = 0.006+PosX, offsetDD = 0.001;DD = all( abs(float2( texcoord.x -PosXDD, texcoord.y-PosY)) < float2(0.0025,0.009));DD -= all( abs(float2( texcoord.x -PosXDD-offsetDD, texcoord.y-PosY)) < float2(0.0025,0.007)); +} +///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +//SD video +float LI(in float3 value) +{ + return dot(value.rgb,float3(0.299, 0.587, 0.114)); +} + +float4 GetBB(float2 texcoord : TEXCOORD) +{ + return tex2D(BackBuffer, texcoord); +} + +float4 NFAA(float2 texcoord) +{ float t, l, r, s, MA = Mask_Adjust; + if(View_Mode == 3 ) + MA = 5.0; + float2 UV = texcoord.xy, SW = pix * MA, n; // But, I don't think it's really needed. + float4 NFAA; // The Edge Seeking code can be adjusted to look for longer edges. + // Find Edges + t = LI(GetBB( float2( UV.x , UV.y - SW.y ) ).rgb); + s = LI(GetBB( float2( UV.x , UV.y + SW.y ) ).rgb); + l = LI(GetBB( float2( UV.x - SW.x , UV.y ) ).rgb); + r = LI(GetBB( float2( UV.x + SW.x , UV.y ) ).rgb); + n = float2(t - s,-(r - l)); + // I should have made rep adjustable. But, I didn't see the need. + // Since my goal was to make this AA fast cheap and simple. + float nl = length(n), Rep = rcp(AA_Adjust); + if(View_Mode == 3 || View_Mode == 4) + Rep = rcp(128); + // Seek aliasing and apply AA. Think of this as basically blur control. + if (nl < Rep) + { + NFAA = GetBB(UV); + } + else + { + n *= pix / (nl * (View_Mode == 3 ? 0.5 : 1.0)); + + float4 o = GetBB( UV ), + t0 = GetBB( UV + float2(n.x, -n.y) * 0.5) * 0.9, + t1 = GetBB( UV - float2(n.x, -n.y) * 0.5) * 0.9, + t2 = GetBB( UV + n * 0.9) * 0.75, + t3 = GetBB( UV - n * 0.9) * 0.75; + + NFAA = (o + t0 + t1 + t2 + t3) / 4.3; + } + // Lets make that mask for a sharper image. + float Mask = nl * 5.0; + if (Mask > 0.025) + Mask = 1-Mask; + else + Mask = 1; + // Super Evil Magic Number. + Mask = saturate(lerp(Mask,1,-1)); + + // Final color + if(View_Mode == 0) + { + NFAA = lerp(NFAA,GetBB( texcoord.xy), Mask ); + } + else if(View_Mode == 1) + { + NFAA = Mask; + } + else if (View_Mode == 2) + { + NFAA = float3(-float2(-(r - l),-(t - s)) * 0.5 + 0.5,1); + } + +return NFAA; +} + +void A1(float2 texcoord,float PosX,float PosY,inout float I, inout float N, inout float F, inout float O) +{ + float PosXI = 0.0155+PosX, PosYI = 0.004+PosY, PosYII = 0.008+PosY;I = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosY)) < float2(0.003,0.001));I += all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYI)) < float2(0.000625,0.005));I += all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYII)) < float2(0.003,0.001)); + float PosXN = 0.0225+PosX, PosYN = 0.005+PosY,offsetN = -0.001;N = all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN)) < float2(0.002,0.004));N -= all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN - offsetN)) < float2(0.003,0.005)); + float PosXF = 0.029+PosX, PosYF = 0.004+PosY, offsetF = 0.0005, offsetF1 = 0.001;F = all( abs(float2( texcoord.x -PosXF-offsetF, texcoord.y-PosYF-offsetF1)) < float2(0.002,0.004));F -= all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0025,0.005));F += all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0015,0.00075)); + float PosXO = 0.035+PosX, PosYO = 0.004+PosY;O = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.003,0.005));O -= all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.002,0.003)); +} + +float4 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target +{ float3 Color = NFAA(texcoord).rgb; + float PosX = 0.9525f*BUFFER_WIDTH*pix.x,PosY = 0.975f*BUFFER_HEIGHT*pix.y,A,B,C,D,E,F,G,H,I,J,K,L,PosXDot = 0.011+PosX, PosYDot = 0.008+PosY;L = all( abs(float2( texcoord.x -PosXDot, texcoord.y-PosYDot)) < float2(0.00075,0.0015));A0(texcoord,PosX,PosY,A,B,C,D,E,F,G );A1(texcoord,PosX,PosY,H,I,J,K); + return timer <= 12500 ? A+B+C+D+E+F+G+H+I+J+K+L ? 1-texcoord.y*50.0+48.35f : float4(Color,1.) : float4(Color,1.); +} + +float4 PostFilter(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target +{ float Shift; + if(Alternate && HFR_AA) + Shift = pix.x; + + return tex2D(BackBuffer, texcoord + float2(Shift * saturate(HFR_Adjust),0.0)); +} + +///////////////////////////////////////////////////////////ReShade.fxh///////////////////////////////////////////////////////////// + +// Vertex shader generating a triangle covering the entire screen +void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD) +{ + texcoord.x = (id == 2) ? 2.0 : 0.0; + texcoord.y = (id == 1) ? 2.0 : 0.0; + position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); +} + +//*Rendering passes*// +technique Normal_Filter_Anti_Aliasing +{ + pass NFAA_Fast + { + VertexShader = PostProcessVS; + PixelShader = Out; + } + pass HFR_AA + { + VertexShader = PostProcessVS; + PixelShader = PostFilter; + } + +} \ No newline at end of file diff --git a/public/shaders/notahuman/shaders.yaml b/public/shaders/notahuman/shaders.yaml index 6492911..50127c7 100644 --- a/public/shaders/notahuman/shaders.yaml +++ b/public/shaders/notahuman/shaders.yaml @@ -1,4 +1,4 @@ -name: Prime Preset v4 +name: Prime Preset v5 author: notahuman uri: https://notabug.org/notahuman/presets/raw/master/Resin-Impact/vkBasalt.conf images: diff --git a/public/shaders/notahuman/vkBasalt.conf b/public/shaders/notahuman/vkBasalt.conf index 5bd7cae..8a8457f 100644 --- a/public/shaders/notahuman/vkBasalt.conf +++ b/public/shaders/notahuman/vkBasalt.conf @@ -1,39 +1,53 @@ -# Prime Preset v4 by notahuman +# Prime Preset v5 by notahuman # https://notabug.org/notahuman/presets +# Comparison: https://imgsli.com/OTQzNzA -effects = FakeHDR:Clarity:AdaptiveSharpen +## IMPORTANT: ## +# NFAA must be installed separately, it's not included in the crosire/reshade-shaders repository. +# If any of the shaders below do not exist, you will get a blank screen when launching the game. +# vkBasalt does not have fancy error handling, so you will have to launch from a terminal and look for error lines like "vkBasalt err: failed to load shader file". + +effects = FakeHDR:Clarity:AdaptiveSharpen:NFAA + +# Source: https://github.com/BlueSkyDefender/AstrayFX +NFAA = /the/absolute/path/to/NFAA.fx +# Source: https://github.com/crosire/reshade-shaders +FakeHDR = /usr/share/reshade/shaders/FakeHDR.fx +Clarity = /usr/share/reshade/shaders/Clarity.fx +AdaptiveSharpen = /usr/share/reshade/shaders/AdaptiveSharpen.fx reshadeTexturePath = "/usr/share/reshade/textures" reshadeIncludePath = "/usr/share/reshade/shaders" ## FakeHDR ## # Setting HDRPower higher makes dark things darker. -HDRPower=1.23099 +HDRPower=1.184077 # The difference between radius1 and radius2 decides the peak brightness. # Setting radius2 higher than radius1 makes bright things brighter. -radius1=1.01033 +radius1=0.9833303 radius2=1.0 +## NFAA ## +AA_Adjust=3 + ## Clarity ## ClarityRadius=2 -ClarityOffset=0.7 +ClarityOffset=0.67 ClarityBlendMode=2 -ClarityBlendIfDark=61 +ClarityBlendIfDark=0 ClarityBlendIfLight=157 -ClarityStrength=0.56417 -ClarityDarkIntensity=0.5 +ClarityStrength=0.4594559 +ClarityDarkIntensity=0.41 ClarityLightIntensity=0.0 ## AdaptiveSharpen ## -curve_height=0.59981 -L_compr_low=0.54181 +curve_height=0.539687 +L_compr_low=1.300477 L_compr_high=0.36277 -D_compr_low=1.0 -D_compr_high=0.10459 +# Charcoal lips if you set this too high +D_compr_low=1.01599 +D_compr_high=1.005911 -FakeHDR = /usr/share/reshade/shaders/FakeHDR.fx -Clarity = /usr/share/reshade/shaders/Clarity.fx -AdaptiveSharpen = /usr/share/reshade/shaders/AdaptiveSharpen.fx depthCapture = off toggleKey = Home