2023-09-23 14:39:09 +06:00

74 lines
2.2 KiB
HLSL

/**
* Border version 1.4.1
*
* -- Version 1.0 by Oomek --
* Fixes light, one pixel thick border in some games when forcing MSAA like i.e. Dishonored
* -- Version 1.1 by CeeJay.dk --
* Optimized the shader. It still does the same but now it runs faster.
* -- Version 1.2 by CeeJay.dk --
* Added border_width and border_color features
* -- Version 1.3 by CeeJay.dk --
* Optimized the performance further
* -- Version 1.4 by CeeJay.dk --
* Added the border_ratio feature
* -- Version 1.4.1 by CeeJay.dk --
* Cleaned up setting for Reshade 3.x
*/
#include "ReShade.fxh"
#include "ReShadeUI.fxh"
/*
uniform float2 border_width <
ui_type = "input";
ui_label = "Size";
ui_tooltip = "Measured in pixels. If this is set to zero then the ratio will be used instead.";
> = float2(0.0, 0.0);
*/
uniform float2 border_width <
ui_type = "drag";
ui_label = "Size";
ui_tooltip = "Measured in pixels. If this is set to zero then the ratio will be used instead.";
ui_min = 0.0; ui_max = (BUFFER_WIDTH * 0.5);
ui_step = 1.0;
> = float2(0.0, 0.0);
uniform float border_ratio <
ui_type = "input";
ui_label = "Size Ratio";
ui_tooltip = "Set the desired ratio for the visible area.";
> = 2.35;
uniform float3 border_color <
ui_type = "color";
ui_label = "Border Color";
> = float3(0.0, 0.0, 0.0);
float3 BorderPass(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
{
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
// -- calculate the right border_width for a given border_ratio --
float2 border_width_variable = border_width;
if (border_width.x == -border_width.y) // If width is not used
if (BUFFER_ASPECT_RATIO < border_ratio)
border_width_variable = float2(0.0, (BUFFER_HEIGHT - (BUFFER_WIDTH / border_ratio)) * 0.5);
else
border_width_variable = float2((BUFFER_WIDTH - (BUFFER_HEIGHT * border_ratio)) * 0.5, 0.0);
float2 border = (BUFFER_PIXEL_SIZE * border_width_variable); // Translate integer pixel width to floating point
float2 within_border = saturate((-texcoord * texcoord + texcoord) - (-border * border + border)); // Becomes positive when inside the border and zero when outside
return all(within_border) ? color : border_color;
}
technique Border
{
pass
{
VertexShader = PostProcessVS;
PixelShader = BorderPass;
}
}