Added shaders
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52
data_from_portwine/Reshade/Shaders/LiftGammaGain.fx
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52
data_from_portwine/Reshade/Shaders/LiftGammaGain.fx
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/**
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* Lift Gamma Gain version 1.1
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* by 3an and CeeJay.dk
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*/
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#include "ReShadeUI.fxh"
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uniform float3 RGB_Lift < __UNIFORM_SLIDER_FLOAT3
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ui_min = 0.0; ui_max = 2.0;
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ui_label = "RGB Lift";
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ui_tooltip = "Adjust shadows for red, green and blue.";
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> = float3(1.0, 1.0, 1.0);
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uniform float3 RGB_Gamma < __UNIFORM_SLIDER_FLOAT3
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ui_min = 0.0; ui_max = 2.0;
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ui_label = "RGB Gamma";
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ui_tooltip = "Adjust midtones for red, green and blue.";
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> = float3(1.0, 1.0, 1.0);
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uniform float3 RGB_Gain < __UNIFORM_SLIDER_FLOAT3
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ui_min = 0.0; ui_max = 2.0;
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ui_label = "RGB Gain";
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ui_tooltip = "Adjust highlights for red, green and blue.";
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> = float3(1.0, 1.0, 1.0);
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#include "ReShade.fxh"
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float3 LiftGammaGainPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
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{
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float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
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// -- Lift --
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color = color * (1.5 - 0.5 * RGB_Lift) + 0.5 * RGB_Lift - 0.5;
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color = saturate(color); // Is not strictly necessary, but does not cost performance
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// -- Gain --
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color *= RGB_Gain;
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// -- Gamma --
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color = pow(abs(color), 1.0 / RGB_Gamma);
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return saturate(color);
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}
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technique LiftGammaGain
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = LiftGammaGainPass;
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}
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}
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