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

769 lines
25 KiB
HLSL

////---------------//
///**Smart Sharp**///
//---------------////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Depth Based Unsharp Mask Bilateral Contrast Adaptive Sharpening v2.4
// For Reshade 3.0+
// ---------------------------------
// https://web.stanford.edu/class/cs448f/lectures/2.1/Sharpening.pdf
//
// Bilateral Filter Made by mrharicot ported over to Reshade by BSD
// GitHub Link for sorce info github.com/SableRaf/Filters4Processin
// Shadertoy Link https://www.shadertoy.com/view/4dfGDH Thank You.
//
// Everyone wants to best the bilateral filter.....
//
//
// LICENSE
// ============
// Overwatch & Code out side the work of people mention above 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
// http://reshade.me/forum/shader-presentation/2128-sidebyside-3d-depth-map-based-stereoscopic-shader
//
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if exists "Overwatch.fxh" //Overwatch Intercepter//
#include "Overwatch.fxh"
#else //DA_W Depth_Linearization | DB_X Depth_Flip
static const float DA_W = 0.0, DB_X = 0;
#define NC 0
#define NP 0
#endif
// This is the practical limit for the algorithm's scaling ability. Example resolutions;
// 1280x720 -> 1080p = 2.25x area
// 1536x864 -> 1080p = 1.56x area
// 1792x1008 -> 1440p = 2.04x area
// 1920x1080 -> 1440p = 1.78x area
// 1920x1080 -> 4K = 4.0x area
// 2048x1152 -> 1440p = 1.56x area
// 2560x1440 -> 4K = 2.25x area
// 3072x1728 -> 4K = 1.56x area
// Determines the power of the Bilateral Filter and sharpening quality. Lower the setting the more performance you would get along with lower quality.
// 0 = Off
// 1 = Low
// 2 = Default
// 3 = Medium
// 4 = High
// Default is off.
#define M_Quality 0 //Manualy set shader Quality. Defaults to 2 when set to off.
//Zero is Fast, a ''Optimized'' Bilateral Filtering approach wink wink and One is a Acuurate. Acuurate is the correct way of doing Bilateral filtering.
#define B_Accuracy 0 //Bilateral Accuracy
//Use this to enable motion Sharpen option also reduces perf a bit more
#define Motion_Sharpen 0
#define SRGB 0
// It is best to run Smart Sharp after tonemapping.
#if !defined(__RESHADE__) || __RESHADE__ < 40000
#define Compatibility 1
#else
#define Compatibility 0
#endif
/*
uniform float TEST <
ui_type = "drag";
ui_min = 0.0; ui_max = 1.0;
> = 0.0;
*/
uniform int Depth_Map <
ui_type = "combo";
ui_items = "Normal\0Reverse\0";
ui_label = "Custom Depth Map";
ui_tooltip = "Pick your Depth Map.";
ui_category = "Depth Buffer";
> = DA_W;
uniform float Depth_Map_Adjust <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_min = 1.0; ui_max = 1000.0; ui_step = 0.125;
ui_label = "Depth Map Adjustment";
ui_tooltip = "Adjust the depth map and sharpness distance.";
ui_category = "Depth Buffer";
> = 250.0;
uniform bool Depth_Map_Flip <
ui_label = "Depth Map Flip";
ui_tooltip = "Flip the depth map if it is upside down.";
ui_category = "Depth Buffer";
> = DB_X;
uniform bool No_Depth_Map <
ui_label = "No Depth Map";
ui_tooltip = "If you have No Depth Buffer turn this On.";
ui_category = "Depth Buffer";
> = false;
uniform float Sharpness <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_label = "Sharpening Strength";
ui_min = 0.0; ui_max = 2.0;
ui_tooltip = "Scaled by adjusting this slider from Zero to One to increase sharpness of the image.\n"
"Zero = No Sharpening, to One = Full Sharpening, and Past One = Extra Crispy.\n"
"Number 0.625 is Equal to AMD FidelityFX Contrast Adaptive Sharpening at max settings.\n"
"Number 0.625 is default.";
ui_category = "Bilateral CAS";
> = 0.625;
uniform float B_Grounding <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_label = "Coarseness";
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "Like Coffee pick how rough do you want this shader to be, really just adjusts the radius of the filter.\n"
"Fine -> Medium -> Coarse too what ever you think looks good.\n"
"Let me have fun with names and tooltips........\n"
"Number 0.0 is default.";
ui_category = "Bilateral CAS";
> = 0.0;
uniform bool CAM_IOB <
ui_label = "CAM Ignore Overbright";
ui_tooltip = "Instead of of allowing Overbright in the mask this allows sharpening of this area.\n"
"I think it's more accurate to leave this on.";
ui_category = "Bilateral CAS";
> = false;
uniform bool CA_Mask_Boost <
ui_label = "CAM Boost";
ui_tooltip = "This boosts the power of Contrast Adaptive Masking part of the shader.";
ui_category = "Bilateral CAS";
> = false;
uniform bool CA_Removal <
ui_label = "CAM Removal";
ui_tooltip = "This removes the extra Contrast Adaptive Masking part of the shader.\n"
"Keep in mind This filter already has a level of Contrast Masking.\n"
"This is for people who like the Raw look of Bilateral Sharpen.\n"
"Noise reduction from the Bilateral Filter applies automatically.";
ui_category = "Bilateral CAS";
> = false;
#if Motion_Sharpen
uniform int Local_Motion <
ui_type = "combo";
ui_items = "General Motion\0Local Motion\0";
ui_label = "View Mode";
ui_tooltip = "This is used to select between General Motion & Local Motion.\n"
"Default is General Motion.";
ui_category = "Motion Bilateral CAS";
> = 0;
uniform float GMD <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_label = "General Motion Detection";
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "Increase the General Motion Detection power.\n"
"This is used to boost Sharpening strength by the user selected ammount.\n"
"Number Zero is default, Off.";
ui_category = "Motion Bilateral CAS";
> = 0.0;
uniform float MDSM <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_label = "Sharpen Multiplier";
ui_min = 1.0; ui_max = 10.0;
ui_tooltip = "Motion Detection Sharpen Multiplier.\n"
"This is the user set mutliplyer for how much you want to increase the base sharpen.\n"
"A Multiplier of 5 should be fine at base sharpness, Try messing around with this.\n"
"A Sharpen Multiplier of 2 is two times the user set Sharpening Strength.\n"
"Number 1 is default.";
ui_category = "Motion Bilateral CAS";
> = 1.0;
#else
static const int Local_Motion = 0;
static const float GMD = 0.0;
static const float MDSM = 0.0;
#endif
uniform int Debug_View <
ui_type = "combo";
ui_items = "Normal\0Sharpen View\0Depth Masking\0CAS Mask\0Noise Mask\0";
ui_label = "Debug View";
ui_tooltip = "This is to DeBug Smart Sharp and lets you fine tune the shader.\n"
"Let me have fun with names and tooltips.......";
ui_category = "Debug";
> = 0;
uniform int F_DeNoise <
ui_type = "combo";
ui_items = "Off\0Level One DeNoiser\0Level Two DeNoiser\0";
ui_label = "Smart Denoiser Options";
ui_tooltip = "This Denoiser can help with Noise in the image.\n"
"LvL One DeNoiser Works with Smart Sharp Only.\n"
"LvL Two DeNoiser Works with other shaders. But, it's a little stronger.\n"
"LvL Three DeNoiser N/A Future add on.";
ui_category = "Extra Menu";
> = false;
uniform float Denoise_Power <
#if Compatibility
ui_type = "drag";
#else
ui_type = "slider";
#endif
ui_label = "Denoise Power";
ui_min = 0.0; ui_max = 1.0;
ui_tooltip = "Increase the Sharpening strength of the DeNoiser.\n"
"Number Zero is default, Off.";
ui_category = "Extra Menu";
> = 0.5;
uniform bool ClampSharp <
ui_label = "Clamp Sharpen";
ui_tooltip = "This Clamps the output of the Sharpen Shader.";
ui_category = "Extra Menu";
> = true;
#define Quality 2
#if M_Quality > 0
#undef Quality
#define Quality M_Quality
#endif
/////////////////////////////////////////////////////D3D Starts Here/////////////////////////////////////////////////////////////////
#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
#define TexSize float2(BUFFER_WIDTH, BUFFER_HEIGHT)
uniform float timer < source = "timer"; >;
//Since I don't use this for the incorrect Blur I keep it here for the correct one.
#define SIGMA 15
#define BSIGMA 0.25 //Now I need to keep this one below 0.25 or Halo will happen MC and everything.
#if Quality == 1
#define MSIZE 3
#endif
#if Quality == 2
#define MSIZE 5
#endif
#if Quality == 3
#define MSIZE 7
#endif
#if Quality == 4
#define MSIZE 9
#endif
texture DepthBufferTex : DEPTH;
sampler DepthBuffer
{
Texture = DepthBufferTex;
};
texture BackBufferTex : COLOR;
sampler BackBuffer
{
Texture = BackBufferTex;
#if SRGB
SRGBTexture = true;
#endif
};
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#if Motion_Sharpen
texture CurrentBBSSTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;};
sampler CBBSS
{
Texture = CurrentBBSSTex;
};
texture PastBBSSTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;};
sampler PBBSS
{
Texture = PastBBSSTex;
};
texture DownSTex {Width = 256; Height = 256; Format = R8; MipLevels = 9;};
sampler DSM
{
Texture = DownSTex;
};
#endif
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float Depth(in float2 texcoord : TEXCOORD0)
{
if (Depth_Map_Flip)
texcoord.y = 1 - texcoord.y;
float zBuffer = tex2Dlod(DepthBuffer, float4(texcoord,0,0)).x; //Depth Buffer
//Conversions to linear space.....
//Near & Far Adjustment
float Far = 1.0, Near = 0.125/Depth_Map_Adjust; //Division Depth Map Adjust - Near
float2 Z = float2( zBuffer, 1-zBuffer );
if (Depth_Map == 0)//DM0. Normal
zBuffer = Far * Near / (Far + Z.x * (Near - Far));
else if (Depth_Map == 1)//DM1. Reverse
zBuffer = Far * Near / (Far + Z.y * (Near - Far));
return saturate(zBuffer);
}
float3 RGBtoYCbCr(float3 rgb)
{ float C[1];//The Chronicles of Riddick: Assault on Dark Athena FIX I don't know why it works.......
float Y = .299 * rgb.x + .587 * rgb.y + .114 * rgb.z; // Luminance
float Cb = -.169 * rgb.x - .331 * rgb.y + .500 * rgb.z; // Chrominance Blue
float Cr = .500 * rgb.x - .419 * rgb.y - .081 * rgb.z; // Chrominance Red
return float3(Y,Cb + 128./255.,Cr + 128./255.);
}
float3 YCbCrtoRGB(float3 ycc)
{
float3 c = ycc - float3(0., 128./255., 128./255.);
float R = c.x + 1.400 * c.z;
float G = c.x - 0.343 * c.y - 0.711 * c.z;
float B = c.x + 1.765 * c.y;
return float3(R,G,B);
}
float Min3(float x, float y, float z)
{
return min(x, min(y, z));
}
float Max3(float x, float y, float z)
{
return max(x, max(y, z));
}
float normpdf(in float x, in float sigma)
{
return 0.39894*exp(-0.5*x*x/(sigma*sigma))/sigma;
}
float normpdf3(in float3 v, in float sigma)
{
return 0.39894*exp(-0.5*dot(v,v)/(sigma*sigma))/sigma;
}
float3 BB(in float2 texcoord, float2 AD)
{
return tex2Dlod(BackBuffer, float4(texcoord + AD,0,0)).rgb;
}
float LI(float3 RGB)
{
return dot(RGB,float3(0.2126, 0.7152, 0.0722));
}
float GT() { return lerp(1.0,0.5,B_Grounding);}
float MotionSharpen(float2 texcoord)
{
#if Motion_Sharpen
float2 PS = pix * 5.0;
float BlurMotion = tex2D(DSM,texcoord).x;
if(Local_Motion)
{
BlurMotion += tex2D(DSM,texcoord + float2(0,PS.y)).x;
BlurMotion += tex2D(DSM,texcoord + float2(PS.x,0)).x;
BlurMotion += tex2D(DSM,texcoord + float2(-PS.x,0)).x;
BlurMotion += tex2D(DSM,texcoord + float2(0,-PS.y)).x;
return (BlurMotion * 0.2) * 12.5;
}
else
return tex2Dlod(DSM,float4(texcoord,0,11)).x * lerp(0.0,25.0,GMD);
#else
return 0;
#endif
}
float4 GetBBfetch(float2 texcoord, int2 Offset )
{
return tex2Dfetch(BackBuffer, texcoord * TexSize + Offset );
}
void Smart_Sharp( float2 texcoord,inout float Edge, inout float3 LVB, inout float CAM)
{
//Bilateral Filter//
const int kSize = MSIZE * 0.5; // Default M-size is Quality 2 so [MSIZE 3] [MSIZE 5] [MSIZE 7] [MSIZE 9] / 2.
float mnRGB, mxRGB, t, l, r, s;
// Find Edges
t = LI(GetBBfetch(texcoord , int2( 0,-2) ).rgb);
s = LI(GetBBfetch(texcoord , int2( 0, 2) ).rgb);
l = LI(GetBBfetch(texcoord , int2(-2, 0) ).rgb);
r = LI(GetBBfetch(texcoord , int2( 2, 0) ).rgb);
float2 n = float2(t - s,-(r - l));
float nl = length(n);
//Later I will add a 3x3 Medium Filter for LVL Three WIP
float3 final_color, c = BB(texcoord.xy,0), cc;
float2 RPC_WS = pix;
float bZ = rcp(normpdf(0.0, BSIGMA)), Z, factor;
#if B_Accuracy
float kernal[MSIZE];
[unroll]
for (int o = 0; o <= kSize; ++o)
{
kernal[kSize+o] = kernal[kSize-o] = normpdf(o, SIGMA);
}
#endif
[loop]
for (int i=-kSize; i <= kSize; ++i)
{
for (int j=-kSize; j <= kSize; ++j)
{
cc = BB(texcoord.xy, float2(i,j) * RPC_WS * rcp(kSize * GT()) );
#if B_Accuracy
factor = normpdf3(cc-c, BSIGMA) * bZ * kernal[kSize+j] * kernal[kSize+i];
#else
factor = normpdf3(cc-c, BSIGMA);
#endif
Z += factor;
final_color += factor * cc;
}
}
final_color = saturate(final_color/Z);
mnRGB = min( min( LI(c), LI(final_color)), LI(cc));
mxRGB = max( max( LI(c), LI(final_color)), LI(cc));
// Smooth minimum distance to signal limit divided by smooth max.
float rcpMRGB = rcp(mxRGB), RGB_D = saturate(min(mnRGB, 1.0 - mxRGB) * rcpMRGB);
if( CAM_IOB )
RGB_D = saturate(min(mnRGB, 2.0 - mxRGB) * rcpMRGB);
// Shaping amount of sharpening masked
float CAS_Mask = RGB_D, Sharp = Sharpness, MD = MotionSharpen(texcoord);
if(GMD > 0 || Local_Motion)
Sharp = Sharpness * lerp( 1,MDSM,saturate(MD));
if(CA_Mask_Boost)
CAS_Mask = lerp(CAS_Mask,CAS_Mask * CAS_Mask,saturate(Sharp * 0.5));
if(CA_Removal)
CAS_Mask = 1;
//Edge Detection
Edge = nl;
//Low Variance Blur
LVB = final_color;
//Contrast Adaptive Masking
CAM = CAS_Mask;
}
float4 Sharpen_Out(float2 texcoord)
{
float Noise, Edge, CAM, Sharpen_Power = Sharpness, MD = MotionSharpen(texcoord);
float3 LVB;
float4 color = tex2D(BackBuffer, texcoord),Done;
Smart_Sharp( texcoord, Edge, LVB, CAM);
if(GMD > 0 || Local_Motion)
Sharpen_Power = Sharpness * lerp( 1,MDSM,saturate(MD));
if( F_DeNoise )
{ //Noise reduction for pure Bilateral Sharp
Done = color;
Done /= LVB;
Done = min( Min3(Done.r,Done.g,Done.b) ,2-Max3(Done.r,Done.g,Done.b));
Noise = saturate(length(Done > 0.950f));
}
Sharpen_Power *= 3.1;
float3 Sharpen;// = (tex2D(BackBuffer,texcoord).rgb - LVB) * Sharpen_Power ;
//RGBtoYCbCr(
//YCbCrtoRGB(
Sharpen = RGBtoYCbCr(tex2D(BackBuffer,texcoord).rgb - LVB);
Sharpen.x *= Sharpen_Power;
Sharpen = YCbCrtoRGB(Sharpen);
if (ClampSharp)
Sharpen = saturate(Sharpen);
/*
float Grayscale_Sharpen = LI(Sharpen);
if (Output_Selection == 0)
Sharpen = lerp(Grayscale_Sharpen,Sharpen,0.5);
else if (Output_Selection == 1)
Sharpen = Sharpen;
else
Sharpen = Grayscale_Sharpen;
*/
float SNoise = Noise;
Noise = saturate(lerp( 1, Noise , Denoise_Power));
Edge = saturate(Edge > 0.125);
Sharpen = lerp( max(0,lerp( 0 , Sharpen , Noise )) , Sharpen, Edge) ;
if( Debug_View == 1)
{
Sharpen = Sharpen;
}
else
{
if( F_DeNoise )
{
float3 B = LVB, C = F_DeNoise == 1 ? color.rgb : B, S = color.rgb + Sharpen;
C = RGBtoYCbCr(C); S = RGBtoYCbCr(S); B = RGBtoYCbCr(B);
C.x = lerp( C.x , S.x , Noise );
C.yz = lerp( Debug_View == 4 ? 1 : B.yz , S.yz , SNoise );
Sharpen.rgb = YCbCrtoRGB(lerp( C , S, Edge )) ;
}
else
Sharpen.rgb = color.rgb + Sharpen;
}
return float4(lerp(Debug_View == 1 ? 0 : color.rgb,Sharpen, CAM * saturate(Sharpen_Power)),CAM); //Sharpen Out
}
float3 ShaderOut(float2 texcoord)
{
float3 Out, Luma, Sharpen = Sharpen_Out(texcoord).rgb,BB = tex2D(BackBuffer,texcoord).rgb;
float DB = Depth(texcoord).r;
if(No_Depth_Map)
DB = 0.0;
if (Debug_View == 0)
Out.rgb = lerp(Sharpen, BB, DB);
else if (Debug_View == 1)
Out.rgb = Sharpen_Out(texcoord).rgb;
else if (Debug_View == 2)
Out.rgb = lerp(float3(1., 0., 1.),tex2D(BackBuffer,float2(texcoord.x,texcoord.y)).rgb,DB);
else if (Debug_View == 3)
Out.rgb = lerp(1.0,Sharpen_Out(texcoord).www,1-DB);
else if (Debug_View == 4)
Out.rgb = lerp(Sharpen, BB, DB);
#if Motion_Sharpen
if (Debug_View >= 1)
{
if(texcoord.y < 0.666 && texcoord.y > 0.333 && texcoord.x < 0.666 && texcoord.x > 0.333)
Out = lerp( 0,MDSM,MotionSharpen(texcoord * 3 - 1.0));
}
#endif
return Out;
}
#if Motion_Sharpen
float CBackBuffer_SS(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
return dot(tex2D(BackBuffer,texcoord),0.333);
}
float PBackBuffer_SS(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
return tex2D(CBBSS,texcoord).x;
}
float2 DownSampleMotion(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{ float Motion = abs(tex2D(CBBSS,texcoord).x - tex2D(PBBSS,texcoord).x);
return Motion;
}
#endif
////////////////////////////////////////////////////////Logo/////////////////////////////////////////////////////////////////////////
float3 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{ //Overwatch integration
float PosX = 0.9525f*BUFFER_WIDTH*pix.x,PosY = 0.975f*BUFFER_HEIGHT*pix.y, Text_Timer = 12500, BT = smoothstep(0,1,sin(timer*(3.75/1000)));
float D,E,P,T,H,Three,DD,Dot,I,N,F,O,R,EE,A,DDD,HH,EEE,L,PP,NN,PPP,C,Not,No;
float3 Color = ShaderOut(texcoord).rgb;
//Color = tex2Dlod(DSM,float4(texcoord,0,11)).x * lerp(0.0,25.0,GMD);
if(NC || NP)
Text_Timer = 18750;
[branch] if(timer <= Text_Timer)
{
//DEPTH
//D
float PosXD = -0.035+PosX, offsetD = 0.001;
float OneD = all( abs(float2( texcoord.x -PosXD, texcoord.y-PosY)) < float2(0.0025,0.009));
float 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;
float OneE = all( abs(float2( texcoord.x -PosXE, texcoord.y-PosY)) < float2(0.003,0.009));
float TwoE = all( abs(float2( texcoord.x -PosXE-offsetE, texcoord.y-PosY)) < float2(0.0025,0.007));
float 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;
float OneP = all( abs(float2( texcoord.x -PosXP, texcoord.y-PosYP)) < float2(0.0025,0.009*0.775));
float TwoP = all( abs(float2( texcoord.x -PosXP-offsetP, texcoord.y-PosYP)) < float2(0.0025,0.007*0.680));
float 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;
float OneT = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosYT)) < float2(0.003,0.001));
float TwoT = all( abs(float2( texcoord.x -PosXT, texcoord.y-PosY)) < float2(0.000625,0.009));
T = OneT+TwoT;
//H
float PosXH = -0.0072+PosX;
float OneH = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.001));
float TwoH = all( abs(float2( texcoord.x -PosXH, texcoord.y-PosY)) < float2(0.002,0.009));
float 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;
float OneThree = all( abs(float2( texcoord.x -PosX3, texcoord.y-PosY)) < float2(0.002,0.009));
float TwoThree = all( abs(float2( texcoord.x -PosX3 - offsetFive, texcoord.y-PosY)) < float2(0.003,0.007));
float 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;
float OneDD = all( abs(float2( texcoord.x -PosXDD, texcoord.y-PosY)) < float2(0.0025,0.009));
float 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;
float 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;
float OneI = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosY)) < float2(0.003,0.001));
float TwoI = all( abs(float2( texcoord.x - PosXI, texcoord.y - PosYI)) < float2(0.000625,0.005));
float 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;
float OneN = all( abs(float2( texcoord.x - PosXN, texcoord.y - PosYN)) < float2(0.002,0.004));
float 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;
float OneF = all( abs(float2( texcoord.x -PosXF-offsetF, texcoord.y-PosYF-offsetF1)) < float2(0.002,0.004));
float TwoF = all( abs(float2( texcoord.x -PosXF, texcoord.y-PosYF)) < float2(0.0025,0.005));
float 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;
float OneO = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.003,0.005));
float TwoO = all( abs(float2( texcoord.x -PosXO, texcoord.y-PosYO)) < float2(0.002,0.003));
O = OneO-TwoO;
//Text Warnings: No Profile / Not Compatible
//PosY += 0.953;
PosX -= 0.483;
float PosXNN = -0.458+PosX, offsetNN = 0.0015;
float OneNN = all( abs(float2( texcoord.x -PosXNN, texcoord.y-PosY)) < float2(0.00325,0.009));
float TwoNN = all( abs(float2( texcoord.x -PosXNN, texcoord.y-PosY-offsetNN)) < float2(0.002,0.008));
NN = OneNN-TwoNN;
//PPP
float PosXPPP = -0.451+PosX, PosYPPP = -0.0025+PosY, offsetPPP = 0.001, offsetPPP1 = 0.002;
float OnePPP = all( abs(float2( texcoord.x -PosXPPP, texcoord.y-PosYPPP)) < float2(0.0025,0.009*0.775));
float TwoPPP = all( abs(float2( texcoord.x -PosXPPP-offsetPPP, texcoord.y-PosYPPP)) < float2(0.0025,0.007*0.680));
float ThreePPP = all( abs(float2( texcoord.x -PosXPPP+offsetPPP1, texcoord.y-PosY)) < float2(0.0005,0.009));
PPP = (OnePPP-TwoPPP) + ThreePPP;
//C
float PosXC = -0.450+PosX, offsetC = 0.001;
float OneC = all( abs(float2( texcoord.x -PosXC, texcoord.y-PosY)) < float2(0.0035,0.009));
float TwoC = all( abs(float2( texcoord.x -PosXC-offsetC, texcoord.y-PosY)) < float2(0.0025,0.007));
C = OneC-TwoC;
if(NP)
No = (NN + PPP) * BT; //Blinking Text
if(NC)
Not = (NN + C) * BT; //Blinking Text
//Website
return D+E+P+T+H+Three+DD+Dot+I+N+F+O+No+Not ? (1-texcoord.y*50.0+48.85)*texcoord.y-0.500: Color;
}
else
return Color;
}
///////////////////////////////////////////////////////////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 Smart_Sharp
< ui_tooltip = "Suggestion : You Can Enable 'Performance Mode Checkbox,' in the lower bottom right of the ReShade's Main UI.\n"
" Do this once you set your Smart Sharp settings of course."; >
{
#if Motion_Sharpen // Motion Sharpen makes this shader slower.
pass PBB //Done this way to keep Freestyle comp.
{
VertexShader = PostProcessVS;
PixelShader = PBackBuffer_SS;
RenderTarget = PastBBSSTex;
}
pass CBB
{
VertexShader = PostProcessVS;
PixelShader = CBackBuffer_SS;
RenderTarget = CurrentBBSSTex;
}
pass Down_Sample_Motion
{
VertexShader = PostProcessVS;
PixelShader = DownSampleMotion;
RenderTarget = DownSTex;
}
#endif
pass UnsharpMask
{
VertexShader = PostProcessVS;
PixelShader = Out;
#if SRGB
SRGBWriteEnable = true;
#endif
}
}