////-------------// ///**DLAA Plus**/// //-------------//// ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //* Directionally Localized Antialiasing Plus. //* For ReShade 3.0+ //* --------------------------------- //* DLAA+ //* Due Diligence //* Directionally Localized Anti-Aliasing (DLAA) //* Original method by Dmitry Andreev //* http://and.intercon.ru/releases/talks/dlaagdc2011/ //* //* LICENSE //* ============ //* Directionally Localized Anti-Aliasing Plus is licenses under: Attribution-NoDerivatives 4.0 International //* //* You are free to: //* Share - copy and redistribute the material in any medium or format //* for any purpose, even commercially. //* The licensor cannot revoke these freedoms as long as you follow the license terms. //* Under the following terms: //* Attribution - You must give appropriate credit, provide a link to the license, and indicate if changes were made. //* You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. //* //* NoDerivatives - If you remix, transform, or build upon the material, you may not distribute the modified material. //* //* No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. //* //* https://creativecommons.org/licenses/by-nd/4.0/ //* //* Have fun, //* Jose Negrete AKA BlueSkyDefender //* //* https://github.com/BlueSkyDefender/Depth3D //* ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// uniform float Short_Edge_Mask < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_label = "Short Edge AA"; ui_tooltip = "Use this to adjust the Short Edge AA.\n" "Default is 0.25"; ui_category = "DLAA"; > = 0.25; /* uniform float Long_Edge_Mask < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_label = "Long Edge AA"; ui_tooltip = "Use this to adjust the Long Edge AA.\n" "Default is 0.5"; ui_category = "DLAA"; > = 0.5; */ uniform float Long_Edge_Mask_H < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_label = "Long Edge H+"; ui_tooltip = "Use this to adjust the Super Long Edge AA.\n" "Default is 1.0"; ui_category = "DLAA Expanded"; > = 0.0; uniform float Long_Edge_Mask_V < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_label = "Long Edge V+"; ui_tooltip = "Use this to adjust the Super Long Edge AA.\n" "Default is 1.0"; ui_category = "DLAA Expanded"; > = 0.0; uniform float De_Artifact < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_label = "De-Artifacting"; ui_tooltip = "Use this to adjust de-artifacting power.\n" "Default is 0.5"; ui_category = "DLAA Debuging"; > = 0.5; uniform float Text_Preservation < ui_type = "drag"; ui_min = 0.0; ui_max = 1.0; ui_label = "Text Preservation"; ui_tooltip = "Use this to adjust Text Preservation Power.\n" "Default is 0.5"; ui_category = "DLAA Debuging"; > = 0.5; uniform int View_Mode < ui_type = "combo"; ui_items = "DLAA\0DLAA Text Preservation\0Blue Short H/V AA Mask\0Red H & Green V Long Edge Mask\0Text Preservation Mask\0"; ui_label = "View Mode"; ui_tooltip = "This is used to select the normal view output or debug view."; ui_category = "DLAA Debuging"; > = 0; //Total amount of frames since the game started. uniform uint framecount < source = "framecount"; >; ////////////////////////////////////////////////////////////DLAA//////////////////////////////////////////////////////////////////// #define Alternate framecount % 2 == 0 #define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) #define lambda lerp(0,10,Short_Edge_Mask) #define epsilon 0.0 //lerp(0,0.5,Error_Clamping) #define DA lerp(0,16,De_Artifact) #define Hoiz lerp(1,10,Long_Edge_Mask_H) #define Vert lerp(1,10,Long_Edge_Mask_V) texture BackBufferTex : COLOR; sampler BackBuffer { Texture = BackBufferTex; }; texture DLAAtex_S {Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; sampler SamplerDLAA_S { Texture = DLAAtex_S; }; texture SLPtex_H {Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; sampler SamplerLoadedPixel_H { Texture = SLPtex_H; }; texture TexDLAA_H {Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; sampler SamplerDLAA_H { Texture = TexDLAA_H; }; texture SLPtex_V {Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; sampler SamplerLoadedPixel_V { Texture = SLPtex_V; }; ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Luminosity Intensity float LI(in float3 value) { //Luminosity Controll from 0.1 to 1.0 //If GGG value of 0.333, 0.333, 0.333 is about right for Green channel. //Slide 51 talk more about this. return dot(value.rgb,float3(0.299, 0.587, 0.114)); } //WIP float Text_Detection(float2 texcoord) { float4 BC = tex2D(BackBuffer, texcoord); //BC += tex2D(BackBuffer, texcoord + float2( TEST, TEST) * pix.xy); //BC += tex2D(BackBuffer, texcoord + float2( TEST,-TEST) * pix.xy); //BC += tex2D(BackBuffer, texcoord + float2(-TEST, TEST) * pix.xy); //BC += tex2D(BackBuffer, texcoord + float2(-TEST, -TEST) * pix.xy); //BC /= 4; // Luma Threshold Thank you Adyss BC.a = LI(BC.rgb);//Luma BC.rgb /= max(BC.a, 0.001); BC.a = max(0.0, BC.a - Text_Preservation); BC.rgb *= BC.a; return 1-dot(BC.rgb,BC.rgb); } float4 SLP(float2 tc,float dx, float dy) //Load Pixel { float4 BB = tex2D(BackBuffer, tc + float2(dx, dy) * pix.xy); return BB; } float4 DLAA_Short( float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float t, l, r, d, n, MA = 1; float2 UV = texcoord.xy, SW = MA; // But, I don't think it's really needed. float4 NFAA; // The Edge Seeking code can be adjusted to look for longer edges. // Find Edges t = LI(SLP(texcoord, 0 ,-1).rgb); d = LI(SLP(texcoord, 0 , 1).rgb); l = LI(SLP(texcoord,-1 , 0).rgb); r = LI(SLP(texcoord, 1 , 0).rgb); n = length(float2(t - d,-(r - l))); //Short Edge Filter http://and.intercon.ru/releases/talks/dlaagdc2011/slides/#slide43 float4 DLAA; //DLAA is the completed AA Result. //5 bi-linear samples cross float4 Center = SLP(texcoord, 0 , 0); float4 Left = SLP(texcoord,-1.25 , 0.0); float4 Right = SLP(texcoord, 1.25 , 0.0); float4 Up = SLP(texcoord, 0.0 ,-1.25); float4 Down = SLP(texcoord, 0.0 , 1.25); //Combine horizontal and vertical blurs together float4 combH = 2.0 * ( Up + Down ); float4 combV = 2.0 * ( Left + Right ); //Bi-directional anti-aliasing using HORIZONTAL & VERTICAL blur and horizontal edge detection //Slide information triped me up here. Read slide 43. //Edge detection float4 CenterDiffH = abs( combH - 4.0 * Center ) / 4.0; float4 CenterDiffV = abs( combV - 4.0 * Center ) / 4.0; //Blur float4 blurredH = (combH + 2.0 * Center) / 6.0; float4 blurredV = (combV + 2.0 * Center) / 6.0; //Edge detection float LumH = LI( CenterDiffH.rgb ); float LumV = LI( CenterDiffV.rgb ); float LumHB = LI(blurredH.xyz); float LumVB = LI(blurredV.xyz); //t float satAmountH = saturate( ( lambda * LumH - epsilon ) / LumVB ); float satAmountV = saturate( ( lambda * LumV - epsilon ) / LumHB ); //color = lerp(color,blur,sat(Edge/blur) //Re-blend Short Edge Done DLAA = lerp( Center, blurredH, saturate(lerp(satAmountV ,1,-1)) );//* 1.1 DLAA = lerp( DLAA, blurredV, saturate(lerp(satAmountH ,1,-1)) );// * 0.5 // Lets make that mask for a sharper image. float Mask = n * 5.0; if (Mask > 0) Mask = 1-Mask; else Mask = 1; // Super Evil Magic Number. Mask = saturate(lerp(Mask,1,-1)); Mask += 1-saturate(lerp(satAmountV + satAmountH,1,-1)); return float4(DLAA.rgb,(satAmountV + satAmountH) * 0.5); } float4 LP_H(float2 tc,float dx, float dy) //Load Pixel { float4 BB = tex2D(BackBuffer, tc + float2(dx, dy) * pix.xy); return BB; } float4 PreFilter_H(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target //Loaded Pixel { float4 center = LP_H(texcoord, 0, 0); float4 left = LP_H(texcoord,-1.0, 0); float4 right = LP_H(texcoord, 1.0, 0); float4 top = LP_H(texcoord, 0,-1.0); float4 bottom = LP_H(texcoord, 0, 1.0); float4 edges = 4.0 * abs((left + right + top + bottom) - 4.0 * center); float edgesLum = LI(edges.rgb); return float4(center.rgb, edgesLum); } float4 SLP_H(float2 tc,float dx, float dy) //Load Pixel { float4 BB = tex2D(SamplerLoadedPixel_H, tc + float2(dx, dy) * pix.xy); return BB; } //Information on Slide 44 says to run the edge processing jointly short and Large. float4 DLAA_H(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target //Loaded Pixel { //Short Edge Filter http://and.intercon.ru/releases/talks/dlaagdc2011/slides/#slide43 float4 DLAA, H, V, UDLR; //DLAA is the completed AA Result. float SLE_H = 2 * Hoiz; //Center sample float4 Center = SLP_H(texcoord, 0 , 0); DLAA = tex2D(SamplerDLAA_S,texcoord); float4 HNeg, HNegA, HNegB, HNegC, HNegD, HNegE, HPos, HPosA, HPosB, HPosC, HPosD, HPosE, VNeg, VNegA, VNegB, VNegC, VPos, VPosA, VPosB, VPosC; // Long Edges //16 bi-linear samples cross, added extra bi-linear samples in each direction. HNeg = SLP_H( texcoord, -1.5 , 0.0 ); HNegA = SLP_H( texcoord, -3.5 , 0.0 ); HNegB = SLP_H( texcoord, -5.5 , 0.0 ); HNegC = SLP_H( texcoord, -7.0 , 0.0 ); HPos = SLP_H( texcoord, 1.5 , 0.0 ); HPosA = SLP_H( texcoord, 3.5 , 0.0 ); HPosB = SLP_H( texcoord, 5.5 , 0.0 ); HPosC = SLP_H( texcoord, 7.0 , 0.0 ); VNeg = SLP_H( texcoord, 0.0,-1.5 ); VNegA = SLP_H( texcoord, 0.0,-3.5 ); VNegB = SLP_H( texcoord, 0.0,-5.5 ); VNegC = SLP_H( texcoord, 0.0,-7.0 ); VPos = SLP_H( texcoord, 0.0, 1.5 ); VPosA = SLP_H( texcoord, 0.0, 3.5 ); VPosB = SLP_H( texcoord, 0.0, 5.5 ); VPosC = SLP_H( texcoord, 0.0, 7.0 ); //Long Edge detection H & V float4 AvgBlurH = ( HNeg + HNegA + HNegB + HNegC + HPos + HPosA + HPosB + HPosC ) / 8; float4 AvgBlurV = ( VNeg + VNegA + VNegB + VNegC + VPos + VPosA + VPosB + VPosC ) / 8; float EAH = saturate( AvgBlurH.a * SLE_H - 1.0 ); float EAV = saturate( AvgBlurV.a * 2.0 - 1.0 ); float longEdge_H = abs( EAH - EAV ); float Mask_H = longEdge_H > 0; if ( Mask_H ) { float4 up = LP_H(texcoord, 0 ,-1); float4 down = LP_H(texcoord, 0 , 1); //Merge for BlurSamples. //Long Blur H float LongBlurLumH = LI( AvgBlurH.rgb);//8 samples float centerLI = LI( Center.rgb); float upLI = LI( up.rgb ); float downLI = LI( down.rgb ); float blurUp = saturate( 0.0 + ( LongBlurLumH - upLI ) / (centerLI - upLI ) ); float blurDown = saturate( 1.0 + ( LongBlurLumH - centerLI) / (centerLI - downLI) ); UDLR = float4( 1, 1, blurUp, blurDown ); UDLR = UDLR == float4(0.0, 0.0, 0.0, 0.0) ? float4(1.0, 1.0, 1.0, 1.0) : UDLR; H = lerp( up , Center, UDLR.z ); H = lerp( down , H , UDLR.w ); DLAA = lerp( DLAA , H , EAH); } return float4(DLAA.rgb,EAH); } float4 LP_V(float2 tc,float dx, float dy) //Load Pixel { float4 BB = tex2D(SamplerDLAA_H, tc + float2(dx, dy) * pix.xy); return BB; } float4 PreFilter_V(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target //Loaded Pixel { float4 center = LP_V(texcoord, 0, 0); float4 left = LP_V(texcoord, -1.0, 0); float4 right = LP_V(texcoord, 1.0, 0); float4 top = LP_V(texcoord, 0, -1.0); float4 bottom = LP_V(texcoord, 0, 1.0); float4 edges = 4.0 * abs((left + right + top + bottom) - 4.0 * center); float edgesLum = LI(edges.rgb); return float4(center.rgb, edgesLum); } float4 SLP_V(float2 tc,float dx, float dy) //Load Pixel { float4 BB = tex2D(SamplerLoadedPixel_V, tc + float2(dx, dy) * pix.xy); return BB; } float4 DLAA_V(float2 texcoord) { //Short Edge Filter http://and.intercon.ru/releases/talks/dlaagdc2011/slides/#slide43 float4 DLAA, H, V, UDLR; //DLAA is the completed AA Result. float SLE_V = 2 * Vert; //Center sample float4 Center = SLP_V(texcoord, 0 , 0); //Reuse Long Horizontal AA DLAA = Center; float4 HNeg, HNegA, HNegB, HNegC, HNegD, HNegE, HPos, HPosA, HPosB, HPosC, HPosD, HPosE, VNeg, VNegA, VNegB, VNegC, VPos, VPosA, VPosB, VPosC; // Long Edges //16 bi-linear samples cross, added extra bi-linear samples in each direction. HNeg = SLP_V( texcoord, -1.5 , 0.0 ); HNegA = SLP_V( texcoord, -3.5 , 0.0 ); HNegB = SLP_V( texcoord, -5.5 , 0.0 ); HNegC = SLP_V( texcoord, -7.0 , 0.0 ); HPos = SLP_V( texcoord, 1.5 , 0.0 ); HPosA = SLP_V( texcoord, 3.5 , 0.0 ); HPosB = SLP_V( texcoord, 5.5 , 0.0 ); HPosC = SLP_V( texcoord, 7.0 , 0.0 ); VNeg = SLP_V( texcoord, 0.0,-1.5 ); VNegA = SLP_V( texcoord, 0.0,-3.5 ); VNegB = SLP_V( texcoord, 0.0,-5.5 ); VNegC = SLP_V( texcoord, 0.0,-7.0 ); VPos = SLP_V( texcoord, 0.0, 1.5 ); VPosA = SLP_V( texcoord, 0.0, 3.5 ); VPosB = SLP_V( texcoord, 0.0, 5.5 ); VPosC = SLP_V( texcoord, 0.0, 7.0 ); //Long Edge detection H & V float4 AvgBlurH = ( HNeg + HNegA + HNegB + HNegC + HPos + HPosA + HPosB + HPosC ) / 8; float4 AvgBlurV = ( VNeg + VNegA + VNegB + VNegC + VPos + VPosA + VPosB + VPosC ) / 8; float EAH = saturate( AvgBlurH.a * 2.0 - 1.0 ); float EAV = saturate( AvgBlurV.a * SLE_V - 1.0 ); float longEdge_V = abs( EAV - EAH ); float Mask_V = longEdge_V > 0; if ( Mask_V ) { float4 left = LP_V(texcoord,-1 , 0); float4 right = LP_V(texcoord, 1 , 0); //Merge for BlurSamples. //Long Blur V float LongBlurLumV = LI( AvgBlurV.rgb );//8 samples float centerLI = LI( Center.rgb); float leftLI = LI( left.rgb ); float rightLI = LI( right.rgb ); float blurLeft = saturate( 0.0 + ( LongBlurLumV - leftLI ) / (centerLI - leftLI ) ); float blurRight = saturate( 1.0 + ( LongBlurLumV - centerLI) / (centerLI - rightLI) ); UDLR = float4( blurLeft, blurRight, 1, 1 ); UDLR = UDLR == float4(0.0, 0.0, 0.0, 0.0) ? float4(1.0, 1.0, 1.0, 1.0) : UDLR; V = lerp( left , Center, UDLR.x ); V = lerp( right, V , UDLR.y ); //Reuse short samples and DLAA Long Edge Out. DLAA = lerp( DLAA , V , EAV); } return float4(DLAA.rgb,EAV); } float4 DLAA(float2 texcoord) { float t, l, r, d; float2 UV = texcoord.xy, SW = pix, n; // But, I don't think it's really needed. float4 D_A; // Find Edges t = LI(DLAA_V( float2( UV.x , UV.y - SW.y ) ).rgb); d = LI(DLAA_V( float2( UV.x , UV.y + SW.y ) ).rgb); l = LI(DLAA_V( float2( UV.x - SW.x , UV.y ) ).rgb); r = LI(DLAA_V( float2( UV.x + SW.x , UV.y ) ).rgb); n = float2(t - d,-(r - l)); float nl = length(n), Rep = rcp(DA); if (nl < Rep) D_A = DLAA_V(UV); else { n *= pix / nl; float4 o = DLAA_V( UV ), t0 = DLAA_V( UV + float2(n.x, -n.y) * 0.5) * 0.9, t1 = DLAA_V( UV - float2(n.x, -n.y) * 0.5) * 0.9, t2 = DLAA_V( UV + n * 0.9) * 0.75, t3 = DLAA_V( UV - n * 0.9) * 0.75; D_A = (o + t0 + t1 + t2 + t3) / 4.3; } //NFAA = tex2D(SamplerDLAA_S,UV); float4 DLAA = D_A; if(View_Mode == 1) { DLAA = lerp(tex2D(BackBuffer, texcoord),DLAA,Text_Detection(texcoord)); } else if (View_Mode == 2) { DLAA = lerp(DLAA,1,float4(0,0,tex2D(SamplerDLAA_S,UV).w,1)); } else if (View_Mode == 3) { DLAA = lerp(DLAA,1,float4(tex2D(SamplerDLAA_H,texcoord).w,DLAA_V(texcoord).w,0,1)); } else if (View_Mode == 4) { DLAA = lerp(float4(1,1,0,1),DLAA,Text_Detection(texcoord)); } return DLAA; } uniform float timer < source = "timer"; >; //Please do not remove. ////////////////////////////////////////////////////////Logo///////////////////////////////////////////////////////////////////////// float4 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target { float PosX = 0.9525f*BUFFER_WIDTH*pix.x,PosY = 0.975f*BUFFER_HEIGHT*pix.y; float3 Color = DLAA(texcoord).rgb,D,E,P,T,H,Three,DD,Dot,I,N,F,O; [branch] if(timer <= 12500) { //DEPTH //D float PosXD = -0.035+PosX, offsetD = 0.001; float3 OneD = all( abs(float2( texcoord.x -PosXD, texcoord.y-PosY)) < float2(0.0025,0.009)); float3 TwoD = all( abs(float2( texcoord.x -PosXD-offsetD, texcoord.y-PosY)) < float2(0.0025,0.007)); D = OneD-TwoD; //E float PosXE = -0.028+PosX, offsetE = 0.0005; float3 OneE = all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.009)); float3 TwoE = all( abs(float2( texcoord.x -PosXE-offsetE, texcoord.y-PosY)) < float2(0.0025,0.007)); float3 ThreeE = all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.001)); E = (OneE-TwoE)+ThreeE; //P float PosXP = -0.0215+PosX, PosYP = -0.0025+PosY, offsetP = 0.001, offsetP1 = 0.002; float3 OneP = all( abs(float2( texcoord.x -PosXP, texcoord.y-PosYP)) < float2(0.0025,0.009*0.775)); float3 TwoP = all( abs(float2( texcoord.x -PosXP-offsetP, texcoord.y-PosYP)) < float2(0.0025,0.007*0.680)); float3 ThreeP = all( abs(float2( texcoord.x -PosXP+offsetP1, texcoord.y-PosY)) < float2(0.0005,0.009)); P = (OneP-TwoP) + ThreeP; //T float PosXT = -0.014+PosX, PosYT = -0.008+PosY; float3 OneT = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosYT)) < float2(0.003,0.001)); float3 TwoT = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosY)) < float2(0.000625,0.009)); T = OneT+TwoT; //H float PosXH = -0.0072+PosX; float3 OneH = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.001)); float3 TwoH = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.009)); float3 ThreeH = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.00325,0.009)); H = (OneH-TwoH)+ThreeH; //Three float offsetFive = 0.001, PosX3 = -0.001+PosX; float3 OneThree = all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.009)); float3 TwoThree = all( abs(float2( texcoord.x -PosX3 - offsetFive, texcoord.y-PosY)) < float2(0.003,0.007)); float3 ThreeThree = all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.001)); Three = (OneThree-TwoThree)+ThreeThree; //DD float PosXDD = 0.006+PosX, offsetDD = 0.001; float3 OneDD = all( abs(float2( texcoord.x -PosXDD, texcoord.y-PosY)) < float2(0.0025,0.009)); float3 TwoDD = all( abs(float2( texcoord.x -PosXDD-offsetDD, texcoord.y-PosY)) < float2(0.0025,0.007)); DD = OneDD-TwoDD; //Dot float PosXDot = 0.011+PosX, PosYDot = 0.008+PosY; float3 OneDot = all( abs(float2( texcoord.x -PosXDot, texcoord.y-PosYDot)) < float2(0.00075,0.0015)); Dot = OneDot; //INFO //I float PosXI = 0.0155+PosX, PosYI = 0.004+PosY, PosYII = 0.008+PosY; float3 OneI = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosY)) < float2(0.003,0.001)); float3 TwoI = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYI)) < float2(0.000625,0.005)); float3 ThreeI = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYII)) < float2(0.003,0.001)); I = OneI+TwoI+ThreeI; //N float PosXN = 0.0225+PosX, PosYN = 0.005+PosY,offsetN = -0.001; float3 OneN = all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN)) < float2(0.002,0.004)); float3 TwoN = all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN - offsetN)) < float2(0.003,0.005)); N = OneN-TwoN; //F float PosXF = 0.029+PosX, PosYF = 0.004+PosY, offsetF = 0.0005, offsetF1 = 0.001; float3 OneF = all( abs(float2( texcoord.x -PosXF-offsetF, texcoord.y-PosYF-offsetF1)) < float2(0.002,0.004)); float3 TwoF = all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0025,0.005)); float3 ThreeF = all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0015,0.00075)); F = (OneF-TwoF)+ThreeF; //O float PosXO = 0.035+PosX, PosYO = 0.004+PosY; float3 OneO = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.003,0.005)); float3 TwoO = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.002,0.003)); O = OneO-TwoO; //Website return float4(D+E+P+T+H+Three+DD+Dot+I+N+F+O,1.) ? 1-texcoord.y*50.0+48.35f : float4(Color,1.); } else return float4(Color,1.); } ///////////////ReShade.fxh///////////////////////////////////////////////////////////// // Vertex shader generating a triangle covering the entire screen void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD) { texcoord.x = (id == 2) ? 2.0 : 0.0; texcoord.y = (id == 1) ? 2.0 : 0.0; position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); } //*Rendering passes*// technique Directionally_Localized_Anti_Aliasing_Plus { pass Short_Edge_AA { VertexShader = PostProcessVS; PixelShader = DLAA_Short; RenderTarget = DLAAtex_S; } pass Pre_Filter_Hoizontal { VertexShader = PostProcessVS; PixelShader = PreFilter_H; RenderTarget = SLPtex_H; } pass Pre_Filter_Vertical { VertexShader = PostProcessVS; PixelShader = DLAA_H; RenderTarget = TexDLAA_H; } pass Pre_Filter_Vertical { VertexShader = PostProcessVS; PixelShader = PreFilter_V; RenderTarget = SLPtex_V; } pass DLAA { VertexShader = PostProcessVS; PixelShader = Out; } }