Added shaders
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75
data_from_portwine/Reshade/Shaders/Vibrance.fx
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75
data_from_portwine/Reshade/Shaders/Vibrance.fx
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/**
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Vibrance
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by Christian Cann Schuldt Jensen ~ CeeJay.dk
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Vibrance intelligently boosts the saturation of pixels so pixels that had little color get a larger boost than pixels that had a lot.
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This avoids oversaturation of pixels that were already very saturated.
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History:
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Version 1.0 by Ceejay.dk
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- Original
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Version 1.1 by CeeJay.dk
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- Introduced RBG balance to help colorblind users
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Version 1.1.1
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- Minor UI improvements for Reshade 3.x
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*/
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#include "ReShadeUI.fxh"
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uniform float Vibrance < __UNIFORM_SLIDER_FLOAT1
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ui_min = -1.0; ui_max = 1.0;
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ui_tooltip = "Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.";
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> = 0.15;
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uniform float3 VibranceRGBBalance <
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ui_type = "drag";
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ui_min = 0.0; ui_max = 10.0;
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ui_label = "RGB Balance";
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ui_tooltip = "A per channel multiplier to the Vibrance strength so you can give more boost to certain colors over others.\nThis is handy if you are colorblind and less sensitive to a specific color.\nYou can then boost that color more than the others.";
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> = float3(1.0, 1.0, 1.0);
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/*
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uniform int Vibrance_Luma <
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ui_type = "combo";
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ui_label = "Luma type";
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ui_items = "Perceptual\0Even\0";
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> = 0;
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*/
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#include "ReShade.fxh"
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float3 VibrancePass(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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float3 coefLuma = float3(0.212656, 0.715158, 0.072186);
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/*
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if (Vibrance_Luma)
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coefLuma = float3(0.333333, 0.333334, 0.333333);
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*/
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float luma = dot(coefLuma, color);
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float max_color = max(color.r, max(color.g, color.b)); // Find the strongest color
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float min_color = min(color.r, min(color.g, color.b)); // Find the weakest color
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float color_saturation = max_color - min_color; // The difference between the two is the saturation
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// Extrapolate between luma and original by 1 + (1-saturation) - current
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float3 coeffVibrance = float3(VibranceRGBBalance * Vibrance);
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color = lerp(luma, color, 1.0 + (coeffVibrance * (1.0 - (sign(coeffVibrance) * color_saturation))));
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return color;
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}
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technique Vibrance
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = VibrancePass;
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}
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}
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