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Jul 11th, 2019
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  1. #include "ReShade.fxh"
  2. #include "Macros.fxh"
  3.  
  4. UI_FLOAT_S(SHARPNESS, "Sharpness", "Adjust sharpness (0 = default, 1 = max)", 0.0, 1.0, 0.0)
  5.  
  6. // hack to make ffx_a.h compile, not actually used
  7. uint f32tof16(in float value) { return 0; }
  8. float f16tof32(in uint value) { return 0; }
  9.  
  10. float3 CasLoad(float2 pos) {
  11. return tex2Dfetch(ReShade::BackBuffer, int4(pos, 0, 0)).rgb;
  12. }
  13.  
  14. void CasInput(inout float r, inout float g, inout float b) {}
  15.  
  16. #define A_GPU 1
  17. #define A_HLSL 1
  18. #include "ffx_a.h"
  19. #include "ffx_cas.h"
  20.  
  21. float4 MainPS(float4 pos: SV_Position, float2 tex: TexCoord): SV_Target {
  22. float4 const0;
  23. float4 const1;
  24. CasSetup(const0, const1, SHARPNESS, BUFFER_WIDTH, BUFFER_HEIGHT, BUFFER_WIDTH, BUFFER_HEIGHT);
  25.  
  26. float4 color = float4(0.0, 0.0, 0.0, 0.0);
  27. CasFilter(color.r, color.g, color.b, pos.xy, const0, const1, true);
  28.  
  29. return color;
  30. }
  31.  
  32. technique FidelityFX_CAS {
  33. pass {
  34. VertexShader = PostProcessVS;
  35. PixelShader = MainPS;
  36. }
  37. }
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