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Add Gaussian blur shaders and update psx.jpg (#3247)
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- Add gsharp2-resampler.fx shader and a fast version;
- Update Power LED in psx.jpg.
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Hyllian authored and stenzek committed Jul 9, 2024
1 parent a56ebf2 commit 4bd7256
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163 changes: 163 additions & 0 deletions data/resources/shaders/reshade/Shaders/blur/g-sharp2-resampler-fast.fx
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#include "ReShade.fxh"


/*
G-sharp resampler 2.0 - dynamic range (upscaler, downsampler)
Copyright (C) 2024 guest(r)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/



uniform float GSHARP0 <
ui_type = "drag";
ui_min = 0.75;
ui_max = 8.0;
ui_step = 0.05;
ui_label = "Filter Range";
> = 2.45;

uniform float GBOOST <
ui_type = "drag";
ui_min = 1.0;
ui_max = 2.5;
ui_step = 0.05;
ui_label = "Filter Boost (same range, speedup)";
> = 1.75;

uniform float GMAXSHARP <
ui_type = "drag";
ui_min = 0.0;
ui_max = 0.25;
ui_step = 0.01;
ui_label = "Filter Sharpness";
> = 0.1;

uniform float GPAR <
ui_type = "drag";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.10;
ui_label = "Anti-Ringing";
> = 0.50;


uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;
uniform float2 BufferToViewportRatio < source = "buffer_to_viewport_ratio"; >;
uniform float2 ViewportSize < source = "viewportsize"; >;

sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};

texture2D tGSHARP2_H{Width=BUFFER_WIDTH;Height=BUFFER_HEIGHT;Format=RGBA8;};
sampler2D sGSHARP2_H{Texture=tGSHARP2_H;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};

#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP)

float smothstep(float x)
{
return exp(-2.33*x*x);
}

float getw(float x)
{
float z = x/GBOOST;
float y = smothstep(z);
return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0));
}

float3 gsharp2(float2 tex, float2 dx, float f, sampler2D Source)
{
float3 color = 0.0.xxx;

float w, fp;
float wsum = 0.0;
float3 pixel;
float3 cmax = 0.0.xxx;
float3 cmin = 1.0.xxx;
float FPR = GSHARP0;
float FPR2 = 2.0*FPR;
float FPR3 = FPR2*FPR2;
float LOOPSIZE = ceil(FPR2);
float x = -LOOPSIZE+1.0;

do
{
fp = min(abs(x+f),FPR2);
pixel = tex2D(Source, tex + x*dx).rgb;
fp = fp/FPR;
w = getw(fp);
if (w > 0.0) { cmin = min(cmin, pixel); cmax = max(cmax, pixel); }
color = color + w * pixel;
wsum = wsum + w;

x = x + 1.0;

} while (x <= LOOPSIZE);

color = color / wsum;

return lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR);
}

float4 PS_GSHARP2_H(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
{
float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize);

float2 pos = vTexCoord * SourceSize.xy-0.5;
float f = -frac(pos.x);
float2 tex = (floor(pos) + 0.5)*SourceSize.zw;
float3 color;
float2 dx = float2(SourceSize.z, 0.0);

color = gsharp2(tex, dx, f, sBackBuffer);

return float4(color, 1.0);
}

float4 PS_GSHARP2_V(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
{
float4 SourceSize = float4((ViewportSize.x*BufferToViewportRatio.x), 1.0/NormalizedInternalPixelSize.y, 1.0/(ViewportSize.x*BufferToViewportRatio.x), NormalizedInternalPixelSize.y);

float2 pos = vTexCoord * SourceSize.xy-0.5;
float f = -frac(pos.y);
float2 tex = (floor(pos) + 0.5)*SourceSize.zw;
float3 color;
float2 dy = float2(0.0, SourceSize.w);

color = gsharp2(tex, dy, f, sGSHARP2_H);

return float4(color, 1.0);
}



technique GSHARP2
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_GSHARP2_H;
RenderTarget = tGSHARP2_H;
}
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_GSHARP2_V;
}
}
145 changes: 145 additions & 0 deletions data/resources/shaders/reshade/Shaders/blur/g-sharp2-resampler.fx
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#include "ReShade.fxh"


/*
G-sharp resampler 2.0 - dynamic range (upscaler, downsampler)
Copyright (C) 2024 guest(r)
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/



uniform float GSHARP0 <
ui_type = "drag";
ui_min = 0.75;
ui_max = 8.0;
ui_step = 0.05;
ui_label = "Filter Range";
> = 2.45;

uniform float GBOOST <
ui_type = "drag";
ui_min = 1.0;
ui_max = 2.5;
ui_step = 0.05;
ui_label = "Filter Boost (same range, speedup)";
> = 1.75;

uniform float GMAXSHARP <
ui_type = "drag";
ui_min = 0.0;
ui_max = 0.25;
ui_step = 0.01;
ui_label = "Filter Sharpness";
> = 0.1;

uniform float GPAR <
ui_type = "drag";
ui_min = 0.0;
ui_max = 1.0;
ui_step = 0.10;
ui_label = "Anti-Ringing";
> = 0.50;


uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >;
uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >;

sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;};

#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP)

float smothstep(float x)
{
return exp(-2.33*x*x);
}

float getw(float x)
{
float z = x/GBOOST;
float y = smothstep(z);
return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0));
}


float4 PS_GSHARP2(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target
{
float2 texCoord = vTexCoord;
float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize);

float2 pos = vTexCoord * SourceSize.xy-0.5;
float2 f = -frac(pos);
float2 tex = floor(pos)*SourceSize.zw + 0.5*SourceSize.zw;
float3 color = 0.0.xxx;
float2 dx = float2(SourceSize.z, 0.0);
float2 dy = float2(0.0, SourceSize.w);

float w, fp;
float wsum = 0.0;
float3 pixel;
float3 cmax = 0.0.xxx;
float3 cmin = 1.0.xxx;
float FPR = GSHARP0;
float FPR2 = 2.0*FPR;
float FPR3 = FPR2*FPR2;
float LOOPSIZE = ceil(FPR2);
float y = -LOOPSIZE+1.0;
float x = 0.0;

do
{
x = -LOOPSIZE + 1.0;

do
{
fp = dot(float2(x+f.x,y+f.y),float2(x+f.x,y+f.y));
if (fp >= FPR3) w = 0.0;
else
{
pixel = tex2D(sBackBuffer, tex + x*dx + y*dy).rgb;
fp = sqrt(fp)/FPR;
w = getw(fp);
if (w >= 0.0) { cmin = min(cmin, pixel); cmax = max(cmax, pixel); }
color = color + w * pixel;
wsum = wsum + w;
}
x = x + 1.0;

} while (x <= LOOPSIZE);

y = y + 1.0;

} while (y <= LOOPSIZE);

color = color / wsum;

color = lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR);

return float4(color, 1.0);
}



technique GSHARP2
{
pass
{
VertexShader = PostProcessVS;
PixelShader = PS_GSHARP2;
}
}
Binary file modified data/resources/shaders/reshade/Textures/overlay/psx.jpg
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