mirror of
https://github.com/an-anime-team/an-anime-game-launcher.git
synced 2024-12-26 03:28:17 +03:00
230 lines
No EOL
10 KiB
HLSL
230 lines
No EOL
10 KiB
HLSL
////-------------//
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///**NFAA Fast**///
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//-------------////
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//* Normal Filter Anti Aliasing.
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//* For ReShade 3.0+ & Freestyle
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//* ---------------------------------
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//* NFAA
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//* Due Diligence
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//* Based on port by b34r
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//* https://www.gamedev.net/forums/topic/580517-nfaa---a-post-process-anti-aliasing-filter-results-implementation-details/?page=2
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//* If I missed any please tell me.
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//*
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//* LICENSE
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//* ============
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//* Normal Filter Anti Aliasing is licenses under: Attribution-NoDerivatives 4.0 International
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//*
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//* You are free to:
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//* Share - copy and redistribute the material in any medium or format
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//* for any purpose, even commercially.
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//* The licensor cannot revoke these freedoms as long as you follow the license terms.
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//* Under the following terms:
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//* Attribution - You must give appropriate credit, provide a link to the license, and indicate if changes were made.
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//* You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
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//*
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//* NoDerivatives - If you remix, transform, or build upon the material, you may not distribute the modified material.
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//*
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//* No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
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//*
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//* https://creativecommons.org/licenses/by-nd/4.0/
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//*
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//* Have fun,
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//* Jose Negrete AKA BlueSkyDefender
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//*
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//* https://github.com/BlueSkyDefender/Depth3D
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//*
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//* Have fun,
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//* Jose Negrete AKA BlueSkyDefender
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//*
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//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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uniform int AA_Adjust <
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ui_type = "drag";
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ui_min = 1; ui_max = 128;
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ui_label = "AA Power";
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ui_tooltip = "Use this to adjust the AA power.\n"
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"Default is 16";
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ui_category = "NFAA";
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> = 16;
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uniform float Mask_Adjust <
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ui_type = "drag";
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ui_min = 0.0; ui_max = 4.0;
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ui_label = "Mask Adjustment";
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ui_tooltip = "Use this to adjust the Mask.\n"
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"Default is 1.00";
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ui_category = "NFAA";
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> = 1.00;
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uniform int View_Mode <
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ui_type = "combo";
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ui_items = "NFAA\0Mask View\0Normals\0DLSS\0";
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ui_label = "View Mode";
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ui_tooltip = "This is used to select the normal view output or debug view.\n"
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"NFAA Masked gives you a sharper image with applyed Normals AA.\n"
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"Masked View gives you a view of the edge detection.\n"
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"Normals gives you an view of the normals created.\n"
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"DLSS is NV_AI_DLSS Parody experiance..........\n"
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"Default is NFAA.";
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ui_category = "NFAA";
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> = 0;
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uniform bool HFR_AA <
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ui_label = "HFR AA";
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ui_tooltip = "This allows most monitors to assist in AA if your FPS is 60 or above and Locked to your monitors refresh-rate.";
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ui_category = "HFRAA";
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> = false;
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uniform float HFR_Adjust <
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ui_type = "drag";
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ui_min = 0.0; ui_max = 1.0;
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ui_label = "HFR AA Adjustment";
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ui_tooltip = "Use this to adjust HFR AA.\n"
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"Default is 1.00";
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ui_category = "HFRAA";
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> = 0.5;
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//Total amount of frames since the game started.
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uniform uint framecount < source = "framecount"; >;
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uniform float timer < source = "timer"; >;
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////////////////////////////////////////////////////////////NFAA////////////////////////////////////////////////////////////////////
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#define Alternate framecount % 2 == 0
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#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
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texture BackBufferTex : COLOR;
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sampler BackBuffer
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{
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Texture = BackBufferTex;
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};
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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 )
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{
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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));
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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));
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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));
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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));
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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));
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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));
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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));
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}
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//SD video
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float LI(in float3 value)
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{
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return dot(value.rgb,float3(0.299, 0.587, 0.114));
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}
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float4 GetBB(float2 texcoord : TEXCOORD)
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{
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return tex2D(BackBuffer, texcoord);
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}
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float4 NFAA(float2 texcoord)
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{ float t, l, r, s, MA = Mask_Adjust;
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if(View_Mode == 3 )
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MA = 5.0;
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float2 UV = texcoord.xy, SW = pix * MA, n; // But, I don't think it's really needed.
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float4 NFAA; // The Edge Seeking code can be adjusted to look for longer edges.
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// Find Edges
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t = LI(GetBB( float2( UV.x , UV.y - SW.y ) ).rgb);
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s = LI(GetBB( float2( UV.x , UV.y + SW.y ) ).rgb);
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l = LI(GetBB( float2( UV.x - SW.x , UV.y ) ).rgb);
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r = LI(GetBB( float2( UV.x + SW.x , UV.y ) ).rgb);
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n = float2(t - s,-(r - l));
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// I should have made rep adjustable. But, I didn't see the need.
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// Since my goal was to make this AA fast cheap and simple.
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float nl = length(n), Rep = rcp(AA_Adjust);
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if(View_Mode == 3 || View_Mode == 4)
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Rep = rcp(128);
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// Seek aliasing and apply AA. Think of this as basically blur control.
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if (nl < Rep)
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{
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NFAA = GetBB(UV);
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}
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else
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{
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n *= pix / (nl * (View_Mode == 3 ? 0.5 : 1.0));
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float4 o = GetBB( UV ),
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t0 = GetBB( UV + float2(n.x, -n.y) * 0.5) * 0.9,
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t1 = GetBB( UV - float2(n.x, -n.y) * 0.5) * 0.9,
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t2 = GetBB( UV + n * 0.9) * 0.75,
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t3 = GetBB( UV - n * 0.9) * 0.75;
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NFAA = (o + t0 + t1 + t2 + t3) / 4.3;
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}
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// Lets make that mask for a sharper image.
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float Mask = nl * 5.0;
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if (Mask > 0.025)
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Mask = 1-Mask;
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else
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Mask = 1;
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// Super Evil Magic Number.
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Mask = saturate(lerp(Mask,1,-1));
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// Final color
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if(View_Mode == 0)
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{
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NFAA = lerp(NFAA,GetBB( texcoord.xy), Mask );
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}
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else if(View_Mode == 1)
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{
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NFAA = Mask;
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}
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else if (View_Mode == 2)
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{
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NFAA = float3(-float2(-(r - l),-(t - s)) * 0.5 + 0.5,1);
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}
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return NFAA;
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}
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void A1(float2 texcoord,float PosX,float PosY,inout float I, inout float N, inout float F, inout float O)
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{
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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));
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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));
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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));
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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));
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}
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float4 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
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{ float3 Color = NFAA(texcoord).rgb;
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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);
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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.);
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}
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float4 PostFilter(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
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{ float Shift;
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if(Alternate && HFR_AA)
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Shift = pix.x;
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return tex2D(BackBuffer, texcoord + float2(Shift * saturate(HFR_Adjust),0.0));
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}
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///////////////////////////////////////////////////////////ReShade.fxh/////////////////////////////////////////////////////////////
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// Vertex shader generating a triangle covering the entire screen
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void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
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{
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texcoord.x = (id == 2) ? 2.0 : 0.0;
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texcoord.y = (id == 1) ? 2.0 : 0.0;
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position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
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}
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//*Rendering passes*//
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technique Normal_Filter_Anti_Aliasing
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{
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pass NFAA_Fast
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{
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VertexShader = PostProcessVS;
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PixelShader = Out;
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}
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pass HFR_AA
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{
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VertexShader = PostProcessVS;
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PixelShader = PostFilter;
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}
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} |