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Add Gaussian blur shaders and update psx.jpg (#3247)
- Add gsharp2-resampler.fx shader and a fast version; - Update Power LED in psx.jpg.
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data/resources/shaders/reshade/Shaders/blur/g-sharp2-resampler-fast.fx
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#include "ReShade.fxh" | ||
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/* | ||
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. | ||
*/ | ||
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uniform float GSHARP0 < | ||
ui_type = "drag"; | ||
ui_min = 0.75; | ||
ui_max = 8.0; | ||
ui_step = 0.05; | ||
ui_label = "Filter Range"; | ||
> = 2.45; | ||
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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; | ||
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uniform float GMAXSHARP < | ||
ui_type = "drag"; | ||
ui_min = 0.0; | ||
ui_max = 0.25; | ||
ui_step = 0.01; | ||
ui_label = "Filter Sharpness"; | ||
> = 0.1; | ||
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uniform float GPAR < | ||
ui_type = "drag"; | ||
ui_min = 0.0; | ||
ui_max = 1.0; | ||
ui_step = 0.10; | ||
ui_label = "Anti-Ringing"; | ||
> = 0.50; | ||
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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"; >; | ||
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;}; | ||
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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;}; | ||
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#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP) | ||
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float smothstep(float x) | ||
{ | ||
return exp(-2.33*x*x); | ||
} | ||
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float getw(float x) | ||
{ | ||
float z = x/GBOOST; | ||
float y = smothstep(z); | ||
return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0)); | ||
} | ||
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float3 gsharp2(float2 tex, float2 dx, float f, sampler2D Source) | ||
{ | ||
float3 color = 0.0.xxx; | ||
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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; | ||
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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; | ||
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x = x + 1.0; | ||
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} while (x <= LOOPSIZE); | ||
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color = color / wsum; | ||
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return lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR); | ||
} | ||
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float4 PS_GSHARP2_H(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target | ||
{ | ||
float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize); | ||
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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); | ||
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color = gsharp2(tex, dx, f, sBackBuffer); | ||
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return float4(color, 1.0); | ||
} | ||
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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); | ||
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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); | ||
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color = gsharp2(tex, dy, f, sGSHARP2_H); | ||
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return float4(color, 1.0); | ||
} | ||
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technique GSHARP2 | ||
{ | ||
pass | ||
{ | ||
VertexShader = PostProcessVS; | ||
PixelShader = PS_GSHARP2_H; | ||
RenderTarget = tGSHARP2_H; | ||
} | ||
pass | ||
{ | ||
VertexShader = PostProcessVS; | ||
PixelShader = PS_GSHARP2_V; | ||
} | ||
} |
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data/resources/shaders/reshade/Shaders/blur/g-sharp2-resampler.fx
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#include "ReShade.fxh" | ||
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/* | ||
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. | ||
*/ | ||
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uniform float GSHARP0 < | ||
ui_type = "drag"; | ||
ui_min = 0.75; | ||
ui_max = 8.0; | ||
ui_step = 0.05; | ||
ui_label = "Filter Range"; | ||
> = 2.45; | ||
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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; | ||
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uniform float GMAXSHARP < | ||
ui_type = "drag"; | ||
ui_min = 0.0; | ||
ui_max = 0.25; | ||
ui_step = 0.01; | ||
ui_label = "Filter Sharpness"; | ||
> = 0.1; | ||
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uniform float GPAR < | ||
ui_type = "drag"; | ||
ui_min = 0.0; | ||
ui_max = 1.0; | ||
ui_step = 0.10; | ||
ui_label = "Anti-Ringing"; | ||
> = 0.50; | ||
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uniform float2 NormalizedNativePixelSize < source = "normalized_native_pixel_size"; >; | ||
uniform float2 NormalizedInternalPixelSize < source = "normalized_internal_pixel_size"; >; | ||
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sampler2D sBackBuffer{Texture=ReShade::BackBufferTex;AddressU=CLAMP;AddressV=CLAMP;AddressW=CLAMP;MagFilter=POINT;MinFilter=POINT;}; | ||
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#define GMAXSHARP (0.25*GBOOST*GBOOST*GMAXSHARP) | ||
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float smothstep(float x) | ||
{ | ||
return exp(-2.33*x*x); | ||
} | ||
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float getw(float x) | ||
{ | ||
float z = x/GBOOST; | ||
float y = smothstep(z); | ||
return max(y*y - GMAXSHARP, lerp(-GMAXSHARP, 0.0, x-1.0)); | ||
} | ||
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float4 PS_GSHARP2(float4 vpos: SV_Position, float2 vTexCoord : TEXCOORD0) : SV_Target | ||
{ | ||
float2 texCoord = vTexCoord; | ||
float4 SourceSize = float4(1.0 / NormalizedInternalPixelSize, NormalizedInternalPixelSize); | ||
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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); | ||
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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; | ||
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do | ||
{ | ||
x = -LOOPSIZE + 1.0; | ||
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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; | ||
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} while (x <= LOOPSIZE); | ||
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y = y + 1.0; | ||
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} while (y <= LOOPSIZE); | ||
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color = color / wsum; | ||
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color = lerp(clamp(color, 0.0, 1.0), clamp(color, cmin, cmax), GPAR); | ||
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return float4(color, 1.0); | ||
} | ||
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technique GSHARP2 | ||
{ | ||
pass | ||
{ | ||
VertexShader = PostProcessVS; | ||
PixelShader = PS_GSHARP2; | ||
} | ||
} |
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