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Effect

This document contains shader code for post-processing effects in a graphics program. It defines variables and samplers for textures, as well as vertex and pixel shaders. The pixel shader code implements FXAA anti-aliasing and additional effects like sharpening, noise, and chromatic aberration. Keyboard controls can adjust effect parameters at runtime.

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joaoz y
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© © All Rights Reserved
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Download as TXT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
33 views

Effect

This document contains shader code for post-processing effects in a graphics program. It defines variables and samplers for textures, as well as vertex and pixel shaders. The pixel shader code implements FXAA anti-aliasing and additional effects like sharpening, noise, and chromatic aberration. Keyboard controls can adjust effect parameters at runtime.

Uploaded by

joaoz y
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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// FXAA converted by Myster92. Thanks to him.

// All of the rest is from Boris Vorontsov :)


// And mixed by me
//Resource downloaded:https://vk.com/enb_ngg(!!)
//
//
//enable blurring, useless, disabled at all
//#define EBLURRING

//enable sharpening
#define ESHARPENING

//if defined, color sharpen, otherwise sharp by gray


#define ESHARPENINGCOLOR

//enable noise in dark areas


#define ENOISE

float SamplingRange=1;
float SharpeningAmount=0; //Taux de nettet�
float NoiseAmount=0.15; // Taux de bruit

//keyboard controled variables


float tempF1;
float tempF2;
float tempF3;
float tempF4;
float tempF5;
float tempF6;
float tempF7;
float tempF8;
float tempF9;
float tempF0;

//global variables, already set before executing this code


float ScreenSize; //width of the display resolution (1920 f.e.)
float ScreenScaleY; //screen proportions (1.333 for 1920/1080)

//textures
texture2D texColor;
texture2D texNoise;

sampler2D SamplerColor = sampler_state


{
Texture = <texColor>;
MinFilter = LINEAR;
MagFilter = LINEAR;
MipFilter = NONE;//NONE;
AddressU = Clamp;
AddressV = Clamp;
SRGBTexture=FALSE;
MaxMipLevel=0;
MipMapLodBias=0;
};

sampler2D SamplerNoise = sampler_state


{
Texture = <texNoise>;
MinFilter = POINT;
MagFilter = POINT;
MipFilter = NONE;//NONE;
AddressU = Wrap;
AddressV = Wrap;
SRGBTexture=TRUE;
MaxMipLevel=0;
MipMapLodBias=0;
};

struct VS_OUTPUT_POST {
float4 vpos : POSITION;
float2 txcoord : TEXCOORD0;
};

struct VS_INPUT_POST {
float3 pos : POSITION;
float2 txcoord : TEXCOORD0;
};

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
//
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
VS_OUTPUT_POST OUT;

float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

OUT.vpos=pos;
OUT.txcoord.xy=IN.txcoord.xy;

return OUT;
}

/*============================================================================
FXAA3 QUALITY - PC
NVIDIA FXAA III.8 by TIMOTHY LOTTES
============================================================================*/
#define FXAA_LINEAR 0
#define FXAA_QUALITY__EDGE_THRESHOLD (1.0/32.0)
#define FXAA_QUALITY__EDGE_THRESHOLD_MIN (1.0/16.0)
#define FXAA_QUALITY__SUBPIX_CAP (7.0/8.0)
#define FXAA_QUALITY__SUBPIX_TRIM (1.0/12.0)
#define FXAA_QUALITY__SUBPIX_TRIM_SCALE (1.0/(1.0 - FXAA_QUALITY__SUBPIX_TRIM))
#define FXAA_SEARCH_STEPS 16
#define FXAA_SEARCH_THRESHOLD (1.0/4.0)

float4 FxaaPixelShader(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR


{

#define FxaaTexTop(t, p) tex2Dlod(t, float4(p, 0.0, 0.0))


#define FxaaTexOff(t, p, o, r) tex2Dlod(t, float4(p + (o * r), 0, 0))

float2 pos = IN.txcoord.xy;

float2 rcpFrame = float2(1/ScreenSize, ScreenScaleY/ScreenSize);


float4 rcpFrameOpt = float4(2/ScreenSize, 2*ScreenScaleY/ScreenSize,
0.5/ScreenSize, 0.5*ScreenScaleY/ScreenSize);

float lumaN = dot(FxaaTexOff(SamplerColor, pos.xy, float2(0, -1), rcpFrame.xy).xyz,


float3(0.299, 0.587, 0.114));
float lumaW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 0), rcpFrame.xy).xyz,
float3(0.299, 0.587, 0.114));

float4 rgbyM;
rgbyM.xyz = FxaaTexTop(SamplerColor, pos.xy).xyz;
rgbyM.w = dot(rgbyM.xyz, float3(0.299, 0.587, 0.114));
float lumaE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 0), rcpFrame.xy).xyz,
float3(0.299, 0.587, 0.114));
float lumaS = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 0, 1), rcpFrame.xy).xyz,
float3(0.299, 0.587, 0.114));
float lumaM = rgbyM.w;

float rangeMin = min(lumaM, min(min(lumaN, lumaW), min(lumaS, lumaE)));


float rangeMax = max(lumaM, max(max(lumaN, lumaW), max(lumaS, lumaE)));
float range = rangeMax - rangeMin;

if(range < max(FXAA_QUALITY__EDGE_THRESHOLD_MIN, rangeMax *


FXAA_QUALITY__EDGE_THRESHOLD)) return rgbyM;

float lumaNW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1,-1),


rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaNE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1,-1),
rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSW = dot(FxaaTexOff(SamplerColor, pos.xy, float2(-1, 1),
rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));
float lumaSE = dot(FxaaTexOff(SamplerColor, pos.xy, float2( 1, 1),
rcpFrame.xy).xyz, float3(0.299, 0.587, 0.114));

float lumaL = (lumaN + lumaW + lumaE + lumaS) * 0.25;


float rangeL = abs(lumaL - lumaM);
float blendL = saturate((rangeL / range) - FXAA_QUALITY__SUBPIX_TRIM) *
FXAA_QUALITY__SUBPIX_TRIM_SCALE;
blendL = min(FXAA_QUALITY__SUBPIX_CAP, blendL);

float edgeVert = abs(lumaNW + (-2.0 * lumaN) + lumaNE) + 2.0 * abs(lumaW + (-2.0 *


lumaM) + lumaE ) + abs(lumaSW + (-2.0 * lumaS) + lumaSE);
float edgeHorz = abs(lumaNW + (-2.0 * lumaW) + lumaSW) + 2.0 * abs(lumaN +
(-2.0 * lumaM) + lumaS ) + abs(lumaNE + (-2.0 * lumaE) + lumaSE);
bool horzSpan = edgeHorz >= edgeVert;

float lengthSign = horzSpan ? -rcpFrame.y : -rcpFrame.x;


if(!horzSpan) lumaN = lumaW;
if(!horzSpan) lumaS = lumaE;
float gradientN = abs(lumaN - lumaM);
float gradientS = abs(lumaS - lumaM);
lumaN = (lumaN + lumaM) * 0.5;
lumaS = (lumaS + lumaM) * 0.5;

bool pairN = gradientN >= gradientS;


if(!pairN) lumaN = lumaS;
if(!pairN) gradientN = gradientS;
if(!pairN) lengthSign *= -1.0;
float2 posN;
posN.x = pos.x + (horzSpan ? 0.0 : lengthSign * 0.5);
posN.y = pos.y + (horzSpan ? lengthSign * 0.5 : 0.0);

gradientN *= FXAA_SEARCH_THRESHOLD;

float2 posP = posN;


float2 offNP = horzSpan ?
float2(rcpFrame.x, 0.0) :
float2(0.0f, rcpFrame.y);
float lumaEndN;
float lumaEndP;
bool doneN = false;
bool doneP = false;
posN += offNP * (-1.5);
posP += offNP * ( 1.5);
for(int i = 0; i < FXAA_SEARCH_STEPS; i++)
{
lumaEndN = dot(FxaaTexTop(SamplerColor, posN.xy).xyz, float3(0.299, 0.587,
0.114));
lumaEndP = dot(FxaaTexTop(SamplerColor, posP.xy).xyz, float3(0.299, 0.587,
0.114));
bool doneN2 = abs(lumaEndN - lumaN) >= gradientN;
bool doneP2 = abs(lumaEndP - lumaN) >= gradientN;
if(doneN2 && !doneN) posN += offNP;
if(doneP2 && !doneP) posP -= offNP;
if(doneN2 && doneP2) break;
doneN = doneN2;
doneP = doneP2;
if(!doneN) posN -= offNP * 2.0;
if(!doneP) posP += offNP * 2.0;
}

float dstN = horzSpan ? pos.x - posN.x : pos.y - posN.y;


float dstP = horzSpan ? posP.x - pos.x : posP.y - pos.y;

bool directionN = dstN < dstP;


lumaEndN = directionN ? lumaEndN : lumaEndP;

if(((lumaM - lumaN) < 0.0) == ((lumaEndN - lumaN) < 0.0))


lengthSign = 0.0;

float spanLength = (dstP + dstN);


dstN = directionN ? dstN : dstP;
float subPixelOffset = 0.5 + (dstN * (-1.0/spanLength));
subPixelOffset += blendL * (1.0/8.0);
subPixelOffset *= lengthSign;
float3 rgbF = FxaaTexTop(SamplerColor, float2(pos.x + (horzSpan ? 0.0 :
subPixelOffset), pos.y + (horzSpan ? subPixelOffset : 0.0))).xyz;

#if (FXAA_LINEAR == 1)
lumaL *= lumaL;
#endif
float lumaF = dot(rgbF, float3(0.299, 0.587, 0.114)) + (1.0/(65536.0*256.0));
float lumaB = lerp(lumaF, lumaL, blendL);
float scale = min(4.0, lumaB/lumaF);
rgbF *= scale;

return float4(rgbF, lumaM);


}

float4 PS_PostProcess5(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR


{
float4 res;
float4 coord=0.0;

coord.xy=IN.txcoord.xy;
float4 origcolor;

coord.w=0.0;

origcolor=tex2Dlod(SamplerColor, coord);

// coord.x=IN.txcoord.x-(1.5/ScreenSize);
// float4 lshift=tex2Dlod(SamplerColor, coord);
// coord.x=IN.txcoord.x+(1.5/ScreenSize);
// float4 rshift=tex2Dlod(SamplerColor, coord);

float2 offset[8]=
{
float2(1.0, 1.0),
float2(-1.0, -1.0),
float2(-1.0, 1.0),
float2(1.0, -1.0),

float2(1.41, 0.0),
float2(-1.41, 0.0),
float2(0.0, 1.41),
float2(0.0, -1.41)
};
int i=0;

float4 tcol=origcolor;
float invscreensize=1.0/ScreenSize;
for (i=0; i<8; i++) //higher quality
{
float2 tdir=offset[i].xy;
coord.xy=IN.txcoord.xy+tdir.xy*invscreensize*SamplingRange;//*1.0;
float4 ct=tex2Dlod(SamplerColor, coord);

tcol+=ct;
}
tcol*=0.111; // 1.0/(8+1)

//sharp
#ifdef ESHARPENING

#ifdef ESHARPENINGCOLOR
//color
res=origcolor*(1.0+((origcolor-tcol)*SharpeningAmount));
#else
//non color
float difffact=dot((origcolor.xyz-tcol.xyz), 0.333);
res=origcolor*(1.0+difffact*SharpeningAmount);
#endif

float rgray=origcolor.z;
//float rgray=max(origcolor.x, max(origcolor.y, origcolor.z));
rgray=pow(rgray, 3.0);
res=lerp(res, origcolor, saturate(rgray));

#endif

//CHROMATIC DISABLED
/*
coord.xy=IN.txcoord.xy;
coord.y-=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.x=origcolor.x;
coord.xy=IN.txcoord.xy;
coord.z+=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.y=origcolor.y;
coord.xy=IN.txcoord.xy;
coord.y+=invscreensize*Chromatic;
origcolor=tex2Dlod(SamplerColor, coord);
res.z=origcolor.z;
*/

//grain noise
#ifdef ENOISE
float origgray=max(res.x, res.y);//dot(res.xyz, 0.333);
origgray=max(origgray, res.x);
coord.xy=IN.txcoord.xy*16.0 + origgray;
float4 cnoi=tex2Dlod(SamplerNoise, coord);
res=lerp(res, (cnoi+0.5)*res, NoiseAmount*saturate(1.0-origgray*1));
#endif

res.w=1.0;
return res;
}

technique PostProcess
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess2
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess3
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess4
{
pass P0
{
VertexShader = compile vs_3_0 VS_PostProcess();
PixelShader = compile ps_3_0 FxaaPixelShader();

FogEnable=FALSE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

technique PostProcess5
{
pass P0
{

VertexShader = compile vs_3_0 VS_PostProcess();


PixelShader = compile ps_3_0 PS_PostProcess5();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}
technique PostProcess6
{
pass P0
{

VertexShader = compile vs_3_0 VS_PostProcess();


PixelShader = compile ps_3_0 PS_Process6();

DitherEnable=FALSE;
ZEnable=FALSE;
CullMode=NONE;
ALPHATESTENABLE=FALSE;
SEPARATEALPHABLENDENABLE=FALSE;
AlphaBlendEnable=FALSE;
StencilEnable=FALSE;
FogEnable=FALSE;
SRGBWRITEENABLE=FALSE;
}
}

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