105 lines
3.4 KiB
HLSL
105 lines
3.4 KiB
HLSL
/**
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* FilmGrain version 1.0
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* by Christian Cann Schuldt Jensen ~ CeeJay.dk
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*
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* Computes a noise pattern and blends it with the image to create a film grain look.
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*/
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#include "ReShadeUI.fxh"
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uniform float Intensity < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 1.0;
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ui_tooltip = "How visible the grain is. Higher is more visible.";
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> = 0.50;
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uniform float Variance < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 1.0;
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ui_tooltip = "Controls the variance of the Gaussian noise. Lower values look smoother.";
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> = 0.40;
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uniform float Mean < __UNIFORM_SLIDER_FLOAT1
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ui_min = 0.0; ui_max = 1.0;
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ui_tooltip = "Affects the brightness of the noise.";
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> = 0.5;
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uniform int SignalToNoiseRatio < __UNIFORM_SLIDER_INT1
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ui_min = 0; ui_max = 16;
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ui_label = "Signal-to-Noise Ratio";
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ui_tooltip = "Higher Signal-to-Noise Ratio values give less grain to brighter pixels. 0 disables this feature.";
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> = 6;
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uniform float Timer < source = "timer"; >;
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#include "ReShade.fxh"
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float3 FilmGrainPass(float4 vpos : 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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//float inv_luma = dot(color, float3(-0.2126, -0.7152, -0.0722)) + 1.0;
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float inv_luma = dot(color, float3(-1.0/3.0, -1.0/3.0, -1.0/3.0)) + 1.0; //Calculate the inverted luma so it can be used later to control the variance of the grain
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/*---------------------.
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| :: Generate Grain :: |
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'---------------------*/
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const float PI = 3.1415927;
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//time counter using requested counter from ReShade
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float t = Timer * 0.0022337;
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//PRNG 2D - create two uniform noise values and save one DP2ADD
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float seed = dot(texcoord, float2(12.9898, 78.233));// + t;
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float sine = sin(seed);
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float cosine = cos(seed);
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float uniform_noise1 = frac(sine * 43758.5453 + t); //I just salt with t because I can
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float uniform_noise2 = frac(cosine * 53758.5453 - t); // and it doesn't cost any extra ASM
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//Get settings
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float stn = SignalToNoiseRatio != 0 ? pow(abs(inv_luma), (float)SignalToNoiseRatio) : 1.0; // Signal to noise feature - Brighter pixels get less noise.
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float variance = (Variance*Variance) * stn;
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float mean = Mean;
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//Box-Muller transform
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uniform_noise1 = (uniform_noise1 < 0.0001) ? 0.0001 : uniform_noise1; //fix log(0)
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float r = sqrt(-log(uniform_noise1));
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r = (uniform_noise1 < 0.0001) ? PI : r; //fix log(0) - PI happened to be the right answer for uniform_noise == ~ 0.0000517.. Close enough and we can reuse a constant.
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float theta = (2.0 * PI) * uniform_noise2;
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float gauss_noise1 = variance * r * cos(theta) + mean;
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//float gauss_noise2 = variance * r * sin(theta) + mean; //we can get two gaussians out of it :)
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//gauss_noise1 = (ddx(gauss_noise1) - ddy(gauss_noise1)) * 0.50 + gauss_noise2;
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//Calculate how big the shift should be
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//float grain = lerp(1.0 - Intensity, 1.0 + Intensity, gauss_noise1);
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float grain = lerp(1.0 + Intensity, 1.0 - Intensity, gauss_noise1);
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//float grain2 = (2.0 * Intensity) * gauss_noise1 + (1.0 - Intensity);
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//Apply grain
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color = color * grain;
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//color = (grain-1.0) *2.0 + 0.5;
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//color = lerp(color,colorInput.rgb,sqrt(luma));
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/*-------------------------.
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| :: Debugging features :: |
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'-------------------------*/
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//color.rgb = frac(gauss_noise1).xxx; //show the noise
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//color.rgb = (gauss_noise1 > 0.999) ? float3(1.0,1.0,0.0) : 0.0 ; //does it reach 1.0?
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return color.rgb;
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}
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technique FilmGrain
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = FilmGrainPass;
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}
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}
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