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- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- //ENBSeries: boris-vorontsov@yandex.ru, boris-vorontsov.narod.ru
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- /*
- THIS IS HLSL (HIGH LEVEL SHADER LANGUAGE) FILE FOR EXECUTING ADDITIONAL
- HARDWARE EFFECTS. MAKE THE COPY BEFORE CHANGING IT!
- */
- //keyboard controled variables
- float tempF1;
- float tempF2;
- float tempF3;
- float tempF4;
- float tempF5;
- float tempF6;
- float tempF7;
- float tempF8;
- float tempF9;
- float tempF0;
- //global variables, already set before executing this code
- float ScreenSize; //width of the display resolution (1024 f.e.)
- float ScreenScaleY; //screen proportions (1.333 for 1024/768)
- float ScreenBrightnessAdaptation;//(-10..10) for bloom it controls how much to dark in the night or when scene is dark (user defined constant factor)
- float bloomPower;//(0..10) actually used for bloom, but may be useful here (user defined constant factor)
- float useBloom;//(0 or 1) if bloom enabled by user
- //textures
- texture2D texColor;
- sampler2D SamplerColor = sampler_state
- {
- Texture = <texColor>;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- MipFilter = NONE;//NONE;
- AddressU = Clamp;
- AddressV = Clamp;
- SRGBTexture=FALSE;
- };
- struct VS_OUTPUT_POST {
- float4 vpos : POSITION;
- float2 txcoord : TEXCOORD0;
- };
- struct VS_INPUT_POST {
- float3 pos : POSITION;
- float2 txcoord : TEXCOORD0;
- };
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- //
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
- {
- VS_OUTPUT_POST OUT;
- float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);
- OUT.vpos=pos;
- OUT.txcoord.xy=IN.txcoord.xy;
- return OUT;
- }
- float4 PS_PostProcess(VS_OUTPUT_POST In) : COLOR
- {
- /*
- float tempF1=0.2;
- float tempF2=0.2;
- float tempF3=0.2;
- float tempF4=0.2;
- float tempF5=0.4;
- float tempF6=2.25;
- float tempF7=0.12;
- float tempF8=0.12;
- float tempF9=1.25;
- float tempF0=0.7;
- */
- //START TO MAKE YOUR CHANGES FROM HERE
- float4 res;
- float4 uvsrc=0;
- uvsrc.xy=In.txcoord;
- float2 offset[8]=
- {
- float2(-1.0,-1.0),
- float2(-1.0, 1.0),
- float2( 1.0, 1.0),
- float2( 1.0,-1.0),
- float2( 0.0, 1.41),
- float2( 0.0,-1.41),
- float2(-1.41, 0.0),
- float2( 1.41, 0.0)
- };
- res=0.0;
- float4 coord=0.0;
- coord.xy=In.txcoord.xy;
- float4 origcolor=tex2D(SamplerColor, coord.xy);
- float origgray=max(origcolor.r, max(origcolor.g, origcolor.b));
- res+=origcolor;
- float range=0.7*tempF1/ScreenSize;
- for (int i=0; i<8; i++)
- {
- coord.xy=In.txcoord+offset[i]*range;
- float4 color;
- float gray;
- color=tex2D(SamplerColor, coord.xy);
- float4 colordiff=abs(origcolor-color);
- gray=dot(colordiff.rgb,0.333);
- float lerpfact=saturate(4.0*abs(gray)*color.a);//saturate
- res+=lerp(origcolor, color, lerpfact);
- }
- res=res*0.11111;
- float4 color=res; //tex2Dbias(SamplerColor, uvsrc);
- float tf7=tempF7;
- float tf8=tempF8*0.55;
- float3 correctedcolor=saturate((1.0-color*tempF9*0.24)*tempF0*0.16);
- res.rgb=saturate(color.rgb-correctedcolor);
- res.rgb=pow(res.rgb,tf8)*tf7;
- res.a=1.0;
- return res;
- }
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- //
- //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
- technique PostProcess
- {
- pass P0
- {
- VertexShader = compile vs_2_0 VS_PostProcess();
- PixelShader = compile ps_2_a PS_PostProcess();
- FogEnable=FALSE;
- ALPHATESTENABLE=FALSE;
- SEPARATEALPHABLENDENABLE=FALSE;
- AlphaBlendEnable=FALSE;
- FogEnable=FALSE;
- SRGBWRITEENABLE=FALSE;
- }
- }
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