Added shaders
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72
data_from_portwine/Reshade/Shaders/Tonemap.fx
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72
data_from_portwine/Reshade/Shaders/Tonemap.fx
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/**
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* Tonemap version 1.1
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* by Christian Cann Schuldt Jensen ~ CeeJay.dk
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*/
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#include "ReShadeUI.fxh"
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uniform float Gamma < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 2.0;
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ui_tooltip = "Adjust midtones. 1.0 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
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> = 1.0;
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uniform float Exposure < __UNIFORM_SLIDER_FLOAT1
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ui_min = -1.0; ui_max = 1.0;
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ui_tooltip = "Adjust exposure";
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> = 0.0;
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uniform float Saturation < __UNIFORM_SLIDER_FLOAT1
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ui_min = -1.0; ui_max = 1.0;
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ui_tooltip = "Adjust saturation";
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> = 0.0;
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uniform float Bleach < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 1.0;
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ui_tooltip = "Brightens the shadows and fades the colors";
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> = 0.0;
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uniform float Defog < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 1.0;
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ui_tooltip = "How much of the color tint to remove";
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> = 0.0;
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uniform float3 FogColor < __UNIFORM_COLOR_FLOAT3
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ui_label = "Defog Color";
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ui_tooltip = "Which color tint to remove";
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> = float3(0.0, 0.0, 1.0);
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#include "ReShade.fxh"
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float3 TonemapPass(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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color = saturate(color - Defog * FogColor * 2.55); // Defog
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color *= pow(2.0f, Exposure); // Exposure
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color = pow(color, Gamma); // Gamma
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const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
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float lum = dot(coefLuma, color);
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float L = saturate(10.0 * (lum - 0.45));
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float3 A2 = Bleach * color;
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float3 result1 = 2.0f * color * lum;
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float3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
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float3 newColor = lerp(result1, result2, L);
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float3 mixRGB = A2 * newColor;
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color += ((1.0f - A2) * mixRGB);
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float3 middlegray = dot(color, (1.0 / 3.0));
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float3 diffcolor = color - middlegray;
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color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
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return color;
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}
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technique Tonemap
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = TonemapPass;
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}
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}
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