Pastebin
API
tools
faq
paste
Login
Sign up
Please fix the following errors:
New Paste
Syntax Highlighting
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //LICENSE AGREEMENT AND DISTRIBUTION RULES: //1 Copyrights of the Master Effect exclusively belongs to author - Gilcher Pascal aka Marty McFly. //2 Master Effect (the SOFTWARE) is DonateWare application, which means you may or may not pay for this software to the author as donation. //3 If included in ENB presets, credit the author (Gilcher Pascal aka Marty McFly). //4 Software provided "AS IS", without warranty of any kind, use it on your own risk. //5 You may use and distribute software in commercial or non-commercial uses. For commercial use it is required to warn about using this software (in credits, on the box or other places). Commercial distribution of software as part of the games without author permission prohibited. //6 Author can change license agreement for new versions of the software. //7 All the rights, not described in this license agreement belongs to author. //8 Using the Master Effect means that user accept the terms of use, described by this license agreement. //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //For more information about license agreement contact me: //https://www.facebook.com/MartyMcModding //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ //Copyright (c) 2009-2016 Gilcher Pascal aka Marty McFly //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ #pragma message " MXAO Ambient Occlusion with Indirect Lighting v1.2.Framework\n visit site for news/updates\n fb.com/martymcmodding\n Copyright (c) 2008-2016 Marty McFly\n" #include EFFECT_CONFIG(MartyMcFly) #include "Common.fx" #if USE_MXAO namespace MartyMcFly { texture2D texSSAO { Width = BUFFER_WIDTH*fMXAOSizeScale; Height = BUFFER_HEIGHT*fMXAOSizeScale; Format = RGBA8; }; texture2D texDither <string source = "bayer16x16.png";> { Width = 16;Height = 16;Format = R8;}; texture2D texLOD { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; MipLevels = 5+fMXAOMipLevelIL;}; #if(bMXAOLowPrecisionEnable != 0) texture2D texDepthLOD { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = R16F; MipLevels = 5+fMXAOMipLevelAO;}; #else texture2D texDepthLOD { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = R32F; MipLevels = 5+fMXAOMipLevelAO;}; #endif #if(bMXAOBackfaceCheckEnable != 0) texture2D texNormal { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; MipLevels = 5+fMXAOMipLevelIL;}; #else texture2D texNormal { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; #endif sampler2D SamplerLOD { Texture = texLOD; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerDepthLOD { Texture = texDepthLOD; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerNormal { Texture = texNormal; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerSSAO { Texture = texSSAO; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = Clamp; AddressV = Clamp; }; sampler2D SamplerDither { Texture = texDither; MinFilter = POINT; MagFilter = POINT; MipFilter = POINT; AddressU = Wrap; AddressV = Wrap; }; //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ float MXAOGetLinearDepth(float2 coords) { float depth = tex2Dlod(ReShade::LinearizedDepth, float4(coords.xy,0,0)).x; return depth; } float3 MXAOGetPosition(float2 coords) { float EyeDepth = MXAOGetLinearDepth(coords.xy)*RESHADE_DEPTH_LINEARIZATION_FAR_PLANE; return float3((coords.xy * 2.0 - 1.0)*EyeDepth,EyeDepth); } float3 MXAOGetPositionLOD(float2 coords, int mipLevel) { float EyeDepth = tex2Dlod(SamplerDepthLOD, float4(coords.xy,0,mipLevel)).x; return float3((coords.xy * 2.0 - 1.0)*EyeDepth,EyeDepth); } float3 MXAOGetNormalFromDepth(float2 coords) { float3 centerPos = MXAOGetPosition(coords.xy); float2 offs = ReShade::PixelSize.xy*1.0; float3 ddx1 = MXAOGetPosition(coords.xy + float2(offs.x, 0)) - centerPos; float3 ddx2 = centerPos - MXAOGetPosition(coords.xy + float2(-offs.x, 0)); float3 ddy1 = MXAOGetPosition(coords.xy + float2(0, offs.y)) - centerPos; float3 ddy2 = centerPos - MXAOGetPosition(coords.xy + float2(0, -offs.y)); ddx1 = lerp(ddx1, ddx2, abs(ddx1.z) > abs(ddx2.z)); ddy1 = lerp(ddy1, ddy2, abs(ddy1.z) > abs(ddy2.z)); float3 normal = cross(ddy1, ddx1); return normalize(normal); } float4 MXAOGetBlurFactors(float2 coords) { return float4(tex2Dlod(SamplerNormal, float4(coords.xy,0,0)).xyz*2.0-1.0,MXAOGetLinearDepth(coords.xy)); } float MXAOGetBlurWeight(float r, float4 z, float4 z0) { float normaldiff = distance(z.xyz,z0.xyz); float depthdiff = abs(z.w-z0.w); float depthfalloff = pow(saturate(1.0 - z0.w),3.0); float fresnelfactor = saturate(min(-z0.z,-z.z)); float normalweight = saturate(1.0-normaldiff * fMXAOBlurSharpness); float depthweight = saturate(1.0-depthdiff * RESHADE_DEPTH_LINEARIZATION_FAR_PLANE * fMXAOBlurSharpness * fresnelfactor * depthfalloff * 0.5); return min(depthweight,normalweight); } float2 MXAOGetRandom2FromCoord(float2 coords) { coords *= 1000.0; float3 coords3 = frac(float3(coords.xyx) * 0.1031); coords3 += dot(coords3.xyz, coords3.yzx+19.19); return frac(float2((coords3.x + coords3.y)*coords3.z, (coords3.x+coords3.z)*coords3.y)); } //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ // //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ void PS_AO_Pre(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target0, out float4 depth : SV_Target1, out float4 normal : SV_Target2) { color = tex2D(ReShade::BackBuffer, texcoord.xy); depth = MXAOGetLinearDepth(texcoord.xy)*RESHADE_DEPTH_LINEARIZATION_FAR_PLANE; normal = MXAOGetNormalFromDepth(texcoord.xy).xyzz*0.5+0.5; // * 0.5 + 0.5; //packing into 2 components not possible. } void PS_AO_Gen(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0) { float3 ScreenSpaceNormals = MXAOGetNormalFromDepth(texcoord.xy); //tex2D(SamplerNormal, texcoord.xy).xyz * 2.0 - 1.0; //better to use best possible data than rounded texture values float3 ScreenSpacePosition = MXAOGetPositionLOD(texcoord.xy, 0); float scenedepth = ScreenSpacePosition.z / RESHADE_DEPTH_LINEARIZATION_FAR_PLANE; ScreenSpacePosition += ScreenSpaceNormals * scenedepth; float numSamples = lerp(iMXAOSampleCount,12,scenedepth / AO_FADE____END); //AO FADEOUT //12 is minimum acceptable sampling count and max(12,...) makes falloff ineffective for small sample counts. float2 SampleRadiusScaled = fMXAOSampleRadius / (numSamples * ScreenSpacePosition.z * float2(1.0, ReShade::PixelSize.x/ ReShade::PixelSize.y) * 0.6); float radialJitter = (MXAOGetRandom2FromCoord(texcoord.xy).x-0.5) * fMXAOSampleRandomization; float rotAngle = tex2D(SamplerDither, texcoord.xy * float2(BUFFER_WIDTH,BUFFER_HEIGHT) * fMXAOSizeScale * 0.0625).x; float mipFactor = SampleRadiusScaled.x*numSamples*19.0; float4 AOandGI = 0.0; float2x2 radialMatrix = float2x2(0.575,0.81815,-0.81815,0.575); //E.F float2 currentVector = float2(cos(rotAngle*6.283), sin(rotAngle*6.283)); float fNegInvR2 = -1.0/(fMXAOSampleRadius*fMXAOSampleRadius); [loop] for (float i=1.0; i <= numSamples; i++) { currentVector = mul(currentVector.xy, radialMatrix); float2 currentOffset = texcoord.xy + currentVector.xy * SampleRadiusScaled.xy * (i+radialJitter); #if(bMXAOBoundaryCheckEnable != 0) [branch] if(currentOffset.x < 1.0 && currentOffset.y < 1.0 && currentOffset.x > 0.0 && currentOffset.y > 0.0) { #endif float mipLevel = clamp((int)floor(log2(mipFactor*i)) - 3, fMXAOMipLevelAO, 5); //AO must not go beyond 5 float3 occlVec = MXAOGetPositionLOD(currentOffset.xy, mipLevel) - ScreenSpacePosition; float occlDistance = length(occlVec); float SurfaceAngle = dot(occlVec/occlDistance, ScreenSpaceNormals); float fAO = saturate(occlDistance * fNegInvR2 + 1.0) * saturate(SurfaceAngle - fMXAONormalBias); #if(bMXAOIndirectLightingEnable != 0) float3 fIL = tex2Dlod(SamplerLOD, float4(currentOffset,0,mipLevel + fMXAOMipLevelIL)).xyz; #if(bMXAOBackfaceCheckEnable != 0) float3 offsetNormals = tex2Dlod(SamplerNormal, float4(currentOffset,0,mipLevel + fMXAOMipLevelIL)).xyz * 2.0 - 1.0; float facingtoSource = dot(-normalize(occlVec),offsetNormals); facingtoSource = smoothstep(-0.5,0.0,facingtoSource); fIL *= facingtoSource; #endif AOandGI.w += fAO*saturate(1-dot(fIL,float3(0.299,0.587,0.114))); AOandGI.xyz += fIL*fAO; #else AOandGI.w += fAO; #endif #if(bMXAOBoundaryCheckEnable != 0) } #endif } #define noinfomessages showfps AOandGI *= 20.0 / ((1.0-fMXAONormalBias)*numSamples*fMXAOSampleRadius); res = lerp(AOandGI,float4(0.0.xxx,0.0), AO_FADE____END < scenedepth); //AO FADEOUT } void PS_AO_Blur1(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0) { float4 center_factor = MXAOGetBlurFactors(texcoord.xy); float4 temp_factor = 0.0; float totalweight = 1.0; float tempweight = 0.0; float4 total_ao = tex2Dlod(SamplerSSAO, float4(texcoord.xy,0,0)); float4 temp_ao = 0.0; [loop] for(float r = 1.0; r <= fMXAOBlurSteps; r += 1.0) { float2 axis = float2(-r,r)/fMXAOSizeScale*1.25; temp_factor = MXAOGetBlurFactors(texcoord.xy + axis * ReShade::PixelSize.xy); temp_ao = tex2Dlod(SamplerSSAO, float4(texcoord.xy + axis * ReShade::PixelSize.xy,0,0)); tempweight = MXAOGetBlurWeight(r, temp_factor, center_factor); total_ao += temp_ao * tempweight; totalweight += tempweight; temp_factor = MXAOGetBlurFactors(texcoord.xy - axis * ReShade::PixelSize.xy); temp_ao = tex2Dlod(SamplerSSAO, float4(texcoord.xy - axis * ReShade::PixelSize.xy,0,0)); tempweight = MXAOGetBlurWeight(r, temp_factor, center_factor); total_ao += temp_ao * tempweight; totalweight += tempweight; } total_ao /= totalweight; res = total_ao; } void PS_AO_Blur2(float4 vpos : SV_Position, float2 texcoord : TEXCOORD, out float4 res : SV_Target0) { float4 center_factor = MXAOGetBlurFactors(texcoord.xy); float4 temp_factor = 0.0; float totalweight = 1.0; float tempweight = 0.0; float4 total_ao = tex2Dlod(ReShade::BackBuffer, float4(texcoord.xy,0,0)); float4 temp_ao = 0.0; [loop] for(float r = 1.0; r <= fMXAOBlurSteps; r += 1.0) { float2 axis = float2(r,r)/fMXAOSizeScale*1.25; temp_factor = MXAOGetBlurFactors(texcoord.xy + axis * ReShade::PixelSize.xy); temp_ao = tex2Dlod(ReShade::BackBuffer, float4(texcoord.xy + axis * ReShade::PixelSize.xy,0,0)); tempweight = MXAOGetBlurWeight(r, temp_factor, center_factor); total_ao += temp_ao * tempweight; totalweight += tempweight; temp_factor = MXAOGetBlurFactors(texcoord.xy - axis * ReShade::PixelSize.xy); temp_ao = tex2Dlod(ReShade::BackBuffer, float4(texcoord.xy - axis * ReShade::PixelSize.xy,0,0)); tempweight = MXAOGetBlurWeight(r, temp_factor, center_factor); total_ao += temp_ao * tempweight; totalweight += tempweight; } total_ao /= totalweight; float4 mxao = saturate(total_ao); float scenedepth = MXAOGetLinearDepth(texcoord.xy); //might change center_factor so better fetch depth directly here. float4 color = max(0.0,tex2D(SamplerLOD, texcoord.xy)); float colorgray = dot(color.xyz,float3(0.299,0.587,0.114)); mxao.xyz = lerp(dot(mxao.xyz,float3(0.299,0.587,0.114)),mxao.xyz,fMXAOIndirectLightingSaturation) * fMXAOIndirectLightingAmount; mxao.w = 1.0-pow(1.0-mxao.w, fMXAOAmbientOcclusionAmount * 2.0); #if(bMXAODebugViewEnable == 0) mxao = lerp(mxao, 0.0, pow(colorgray,2.0)); #endif mxao.w = lerp(mxao.w, 0.0,smoothstep(AO_FADE____START, AO_FADE____END, scenedepth)); //AO FADEOUT mxao.xyz = lerp(mxao.xyz,0.0,smoothstep(AO_FADE____START*0.5, AO_FADE____END*0.5, scenedepth)); //AO FADEOUT //IL can look really bad on far objects. float3 GI = mxao.w - mxao.xyz; GI = max(0.0,1-GI); color.xyz *= GI; #if(bMXAODebugViewEnable != 0) #if(bMXAOIndirectLightingEnable != 0) color.xyz = (texcoord.x > 0.5) ? mxao.xyz : 1-mxao.w; #else color.xyz = 1-mxao.w; #endif #endif res = color; } technique MXAO_Tech <bool enabled = RESHADE_START_ENABLED; int toggle = MXAO_ToggleKey; > { pass P0 { VertexShader = ReShade::VS_PostProcess; PixelShader = PS_AO_Pre; RenderTarget0 = texLOD; RenderTarget1 = texDepthLOD; RenderTarget2 = texNormal; } pass P1 { VertexShader = ReShade::VS_PostProcess; PixelShader = PS_AO_Gen; RenderTarget = texSSAO; } pass P2_0 { VertexShader = ReShade::VS_PostProcess; PixelShader = PS_AO_Blur1; } pass P2 { VertexShader = ReShade::VS_PostProcess; PixelShader = PS_AO_Blur2; } } } #endif #include EFFECT_CONFIG_UNDEF(MartyMcFly)
Optional Paste Settings
Syntax Highlighting:
None
Bash
C
C#
C++
CSS
HTML
JSON
Java
JavaScript
Lua
Markdown (PRO members only)
Objective C
PHP
Perl
Python
Ruby
Swift
4CS
6502 ACME Cross Assembler
6502 Kick Assembler
6502 TASM/64TASS
ABAP
AIMMS
ALGOL 68
APT Sources
ARM
ASM (NASM)
ASP
ActionScript
ActionScript 3
Ada
Apache Log
AppleScript
Arduino
Asymptote
AutoIt
Autohotkey
Avisynth
Awk
BASCOM AVR
BNF
BOO
Bash
Basic4GL
Batch
BibTeX
Blitz Basic
Blitz3D
BlitzMax
BrainFuck
C
C (WinAPI)
C Intermediate Language
C for Macs
C#
C++
C++ (WinAPI)
C++ (with Qt extensions)
C: Loadrunner
CAD DCL
CAD Lisp
CFDG
CMake
COBOL
CSS
Ceylon
ChaiScript
Chapel
Clojure
Clone C
Clone C++
CoffeeScript
ColdFusion
Cuesheet
D
DCL
DCPU-16
DCS
DIV
DOT
Dart
Delphi
Delphi Prism (Oxygene)
Diff
E
ECMAScript
EPC
Easytrieve
Eiffel
Email
Erlang
Euphoria
F#
FO Language
Falcon
Filemaker
Formula One
Fortran
FreeBasic
FreeSWITCH
GAMBAS
GDB
GDScript
Game Maker
Genero
Genie
GetText
Go
Godot GLSL
Groovy
GwBasic
HQ9 Plus
HTML
HTML 5
Haskell
Haxe
HicEst
IDL
INI file
INTERCAL
IO
ISPF Panel Definition
Icon
Inno Script
J
JCL
JSON
Java
Java 5
JavaScript
Julia
KSP (Kontakt Script)
KiXtart
Kotlin
LDIF
LLVM
LOL Code
LScript
Latex
Liberty BASIC
Linden Scripting
Lisp
Loco Basic
Logtalk
Lotus Formulas
Lotus Script
Lua
M68000 Assembler
MIX Assembler
MK-61/52
MPASM
MXML
MagikSF
Make
MapBasic
Markdown (PRO members only)
MatLab
Mercury
MetaPost
Modula 2
Modula 3
Motorola 68000 HiSoft Dev
MySQL
Nagios
NetRexx
Nginx
Nim
NullSoft Installer
OCaml
OCaml Brief
Oberon 2
Objeck Programming Langua
Objective C
Octave
Open Object Rexx
OpenBSD PACKET FILTER
OpenGL Shading
Openoffice BASIC
Oracle 11
Oracle 8
Oz
PARI/GP
PCRE
PHP
PHP Brief
PL/I
PL/SQL
POV-Ray
ParaSail
Pascal
Pawn
Per
Perl
Perl 6
Phix
Pic 16
Pike
Pixel Bender
PostScript
PostgreSQL
PowerBuilder
PowerShell
ProFTPd
Progress
Prolog
Properties
ProvideX
Puppet
PureBasic
PyCon
Python
Python for S60
QBasic
QML
R
RBScript
REBOL
REG
RPM Spec
Racket
Rails
Rexx
Robots
Roff Manpage
Ruby
Ruby Gnuplot
Rust
SAS
SCL
SPARK
SPARQL
SQF
SQL
SSH Config
Scala
Scheme
Scilab
SdlBasic
Smalltalk
Smarty
StandardML
StoneScript
SuperCollider
Swift
SystemVerilog
T-SQL
TCL
TeXgraph
Tera Term
TypeScript
TypoScript
UPC
Unicon
UnrealScript
Urbi
VB.NET
VBScript
VHDL
VIM
Vala
Vedit
VeriLog
Visual Pro Log
VisualBasic
VisualFoxPro
WHOIS
WhiteSpace
Winbatch
XBasic
XML
XPP
Xojo
Xorg Config
YAML
YARA
Z80 Assembler
ZXBasic
autoconf
jQuery
mIRC
newLISP
q/kdb+
thinBasic
Paste Expiration:
Never
Burn after read
10 Minutes
1 Hour
1 Day
1 Week
2 Weeks
1 Month
6 Months
1 Year
Paste Exposure:
Public
Unlisted
Private
Folder:
(members only)
Password
NEW
Enabled
Disabled
Burn after read
NEW
Paste Name / Title:
Create New Paste
Hello
Guest
Sign Up
or
Login
Sign in with Facebook
Sign in with Twitter
Sign in with Google
You are currently not logged in, this means you can not edit or delete anything you paste.
Sign Up
or
Login
Public Pastes
An Astonishing Day...
Lua | 9 min ago
08.FishTank
C++ | 31 min ago
OOP Project by saf...
Java | 34 min ago
english_numbers
Python | 37 min ago
OOP Project by saf...
C++ | 43 min ago
Untitled
Lua | 47 min ago
RecordMainRepetiti...
Java | 48 min ago
Untitled
Java | 54 min ago
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the
Cookies Policy
.
OK, I Understand
Not a member of Pastebin yet?
Sign Up
, it unlocks many cool features!