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

644 lines
21 KiB
HLSL

////-------------//
///**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;
}
}