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407 lines (344 loc) · 14.5 KB
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////-------------//
///**DLAA**///
//-------------////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//* Directionally Localized Antialiasing Plus.
//* For ReShade 3.0+
//* ---------------------------------
//* DLAA+
//* Due Diligence
//* Directionally Localized Anti-Aliasing (DLAA)
//* Original method by Dmitry Andreev
//* http://and.intercon.ru/releases/talks/dlaagdc2011/
//*
//* LICENSE
//* ============
//* Directionally Localized Anti-Aliasing Plus 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
//*
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
uniform float Short_Edge_Mask <
ui_type = "drag";
ui_min = 0.0; ui_max = 1.0;
ui_label = "Short Edge AA";
ui_tooltip = "Use this to adjust the Short Edge AA.\n"
"Default is 0.5";
ui_category = "DLAA";
> = 0.5;
uniform float Long_Edge_Mask <
ui_type = "drag";
ui_min = 0.0; ui_max = 1.0;
ui_label = "Long Edge AA";
ui_tooltip = "Use this to adjust the Long Edge AA.\n"
"Default is 0.5";
ui_category = "DLAA";
> = 0.5;
uniform float Text_Preservation <
ui_type = "drag";
ui_min = 0.0; ui_max = 1.0;
ui_label = "Text Preservation";
ui_tooltip = "Use this to adjust Text Preservation Power.\n"
"Default is 0.5";
ui_category = "DLAA Debuging";
> = 0.5;
//static const float Black_Preservation = 0.7;
///*
uniform float Black_Preservation <
ui_type = "drag";
ui_min = 0.0; ui_max = 1.0;
ui_label = "Black Preservation";
ui_tooltip = "Use this to prevent Black Shades from getting AA Since most times this is not needed.\n"
"Default is 0.25";
ui_category = "DLAA Debuging";
> = 0.25;
//*/
uniform int View_Mode <
ui_type = "combo";
ui_items = "DLAA\0Red H & Green V Short Edge Mask\0Red H & Green V Long Edge Mask\0Text Preservation Mask\0";
ui_label = "View Mode";
ui_tooltip = "This is used to select the normal view output or debug view.";
ui_category = "DLAA Debuging";
> = 0;
/*
uniform float TEST <
ui_type = "drag";
ui_min = 0.0; ui_max = 1.0;
> = 0.5;
*/
//Total amount of frames since the game started.
uniform uint framecount < source = "framecount"; >;
////////////////////////////////////////////////////////////DLAA////////////////////////////////////////////////////////////////////
uniform float Delta < source = "timer"; >;
#define Alternate framecount % 2 == 0
#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
#define lambda lerp(0,5,Short_Edge_Mask)
#define epsilon 0.1 //lerp(0,0.5,Error_Clamping)
#define HoizVert lerp(0.0,2.5,Long_Edge_Mask)
#define Text_Total 25000
float fmod(float a, float b)
{
float c = frac(abs(a / b)) * abs(b);
return a < 0 ? -c : c;
}
texture BackBufferTex : COLOR;
sampler BackBuffer
{
Texture = BackBufferTex;
};
texture SLPtex {Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; MipLevels = 1; };
sampler SamplerLoadedPixel
{
Texture = SLPtex;
};
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float CB_Pattern(float2 TC)
{
float2 gridxy = floor(float2(TC.x * BUFFER_WIDTH, TC.y * BUFFER_HEIGHT));
return fmod(gridxy.x+gridxy.y,2);
}
//Luminosity Intensity
float LI(in float3 value)
{
return max(value.r, max(value.g, value.b));
}
float4 LP(float2 tc,float dx, float dy) //Load Pixel
{
float4 BB = tex2D(BackBuffer, tc + float2(dx, dy) * pix.xy);
return BB;
}
float3 SetInfo()
{
return float3(Delta == 0 ? 0 : Delta,Text_Total == 0 ? 1 : Text_Total, Delta == 0 || Text_Total == 0 ? -1 : 0);
}
float4 PreFilter(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target //Loaded Pixel
{
//5 bi-linear samples cross
float4 Center = LP(texcoord, 0 , 0);
float4 Left = LP(texcoord,-1.0 , 0.0);
float4 Right = LP(texcoord, 1.0 , 0.0);
float4 Up = LP(texcoord, 0.0 ,-1.0);
float4 Down = LP(texcoord, 0.0 , 1.0);
float4 edges = 4.0 * abs((Left + Right + Up + Down) - 4.0 * Center);
float edgesLum = LI(edges.rgb);
return float4(Center.rgb, edgesLum);
}
float4 SLP(float2 tc,float dx, float dy, float MIPS) //Load Pixel
{
return tex2Dlod(SamplerLoadedPixel, float4(tc + float2(dx, dy) * pix.xy,0,MIPS));
}
float Text_Detection(float2 texcoord)
{
float4 BC = SLP( texcoord, 0.0 , 0.0 , 1.0 );
// Luma Threshold Thank you Adyss
BC.a = LI(BC.rgb);//Luma
BC.rgb /= max(BC.a, 0.001);
BC.a = max(0.0, BC.a ) > 0.994;
//BC.rgb *= BC.a;
//1-BC.a;//dot(BC.rgb,BC.rgb);//
return 1-lerp(1,1-BC.a,Text_Preservation);
}
float Blacks_Detection(float2 texcoord)
{
float4 BC = SLP( texcoord, 0.0 , 0.0 , 1.0 );
// Luma Threshold Thank you Adyss
BC.a = LI(BC.rgb);//Luma
BC.rgb /= max(BC.a, 0.001);
BC.a = max(0.0, BC.a );
return 1-lerp(1,BC.a,Black_Preservation);
}
//Information on Slide 44 says to run the edge processing jointly short and Large.
float4 DLAA(float2 texcoord)
{ //Short Edge Filter http://and.intercon.ru/releases/talks/dlaagdc2011/slides/#slide43
float4 DLAA, H, V, UDLR; //DLAA is the completed AA Result.
float2 CBxy = floor( float2(texcoord.x * BUFFER_WIDTH, texcoord.y * BUFFER_HEIGHT));
//5 bi-linear samples cross
float4 Center = LP(texcoord, 0 , 0);
float4 Left = LP(texcoord,-1.0 , 0.0);
float4 Right = LP(texcoord, 1.0 , 0.0);
float4 Up = LP(texcoord, 0.0 ,-1.0);
float4 Down = LP(texcoord, 0.0 , 1.0);
//Combine horizontal and vertical blurs together
float4 combH = 2.0 * ( Up + Down );
float4 combV = 2.0 * ( Left + Right );
//Bi-directional anti-aliasing using HORIZONTAL & VERTICAL blur and horizontal edge detection
//Slide information triped me up here. Read slide 43.
//Edge detection
float4 CenterDiffH = abs( combH - 4.0 * Center ) / 4.0;
float4 CenterDiffV = abs( combV - 4.0 * Center ) / 4.0;
//Blur
float4 blurredH = (combH + 2.0 * Center) / 6.0;
float4 blurredV = (combV + 2.0 * Center) / 6.0;
//Edge detection
float LumH = LI( CenterDiffH.rgb );
float LumV = LI( CenterDiffV.rgb );
float LumHB = LI(blurredH.xyz);
float LumVB = LI(blurredV.xyz);
//t
float satAmountH = saturate( ( lambda * LumH - epsilon ) / LumVB ) > 0.5;
float satAmountV = saturate( ( lambda * LumV - epsilon ) / LumHB ) > 0.5;
//color = lerp(color,blur,sat(Edge/blur)
//Re-blend Short Edge Done
DLAA = lerp( Center, blurredH, satAmountV );
DLAA = lerp( DLAA, blurredV, satAmountH );
DLAA = lerp(DLAA, Center, Text_Detection(texcoord) );
DLAA = lerp(DLAA, Center, Blacks_Detection(texcoord) );
float4 HNeg, HNegA, HNegB, HNegC, HNegD, HNegE,
HPos, HPosA, HPosB, HPosC, HPosD, HPosE,
VNeg, VNegA, VNegB, VNegC,
VPos, VPosA, VPosB, VPosC;
// Long Edges
//16 bi-linear samples cross, added extra bi-linear samples in each direction.
HNeg = SLP( texcoord,-1.5 , 0.0 , 0.0 );
HNegA = SLP( texcoord,-3.5 , 0.0 , 0.0 );
HNegB = SLP( texcoord,-5.5 , 0.0 , 0.0 );
HNegC = SLP( texcoord,-7.5 , 0.0 , 0.0 );
HPos = SLP( texcoord, 1.5 , 0.0 , 0.0 );
HPosA = SLP( texcoord, 3.5 , 0.0 , 0.0 );
HPosB = SLP( texcoord, 5.5 , 0.0 , 0.0 );
HPosC = SLP( texcoord, 7.5 , 0.0 , 0.0 );
VNeg = SLP( texcoord, 0.0 ,-1.5 , 0.0 );
VNegA = SLP( texcoord, 0.0 ,-3.5 , 0.0 );
VNegB = SLP( texcoord, 0.0 ,-5.5 , 0.0 );
VNegC = SLP( texcoord, 0.0 ,-7.5 , 0.0 );
VPos = SLP( texcoord, 0.0 , 1.5 , 0.0 );
VPosA = SLP( texcoord, 0.0 , 3.5 , 0.0 );
VPosB = SLP( texcoord, 0.0 , 5.5 , 0.0 );
VPosC = SLP( texcoord, 0.0 , 7.5 , 0.0 );
//Long Edge detection H & V
float4 AvgBlurH = ( HNeg + HNegA + HNegB + HNegC + HPos + HPosA + HPosB + HPosC ) / 8;
float4 AvgBlurV = ( VNeg + VNegA + VNegB + VNegC + VPos + VPosA + VPosB + VPosC ) / 8;
float EAH = saturate( AvgBlurH.w * HoizVert - 1 );
float EAV = saturate( AvgBlurV.w * HoizVert - 1 );
float longEdge = abs( EAH - EAV ) > 0.25;//abs( EAH - EAV ) > Edge_Trim ;
if ( longEdge )
{
//Merge for BlurSamples.
//Long Blur H
float LongBlurLumH = LI( AvgBlurH.rgb );//8 samples
//Long Blur V
float LongBlurLumV = LI( AvgBlurV.rgb );//8 samples
float centerLI = LI( Center.rgb);
float upLI = LI( Up.rgb );
float downLI = LI( Down.rgb );
float leftLI = LI( Left.rgb );
float rightLI = LI( Right.rgb );
float blurUp = saturate( 0.0 + ( LongBlurLumH - upLI ) / (centerLI - upLI ) );
float blurDown = saturate( 1.0 + ( LongBlurLumH - centerLI ) / (centerLI - downLI ) );
float blurLeft = saturate( 0.0 + ( LongBlurLumV - leftLI ) / (centerLI - leftLI ) );
float blurRight= saturate( 1.0 + ( LongBlurLumV - centerLI ) / (centerLI - rightLI) );
UDLR = float4( blurLeft, blurRight, blurUp, blurDown );
UDLR = UDLR == 0.0 ? 1.0 : UDLR;
V = lerp( Left , Center, UDLR.x );
V = lerp( Right, V , UDLR.y );
H = lerp( Up , Center, UDLR.z );
H = lerp( Down , H , UDLR.w );
float4 StoreDLAA = DLAA;
DLAA = lerp( DLAA , V , EAV);
DLAA = lerp( DLAA , H , EAH);
DLAA = lerp(DLAA, StoreDLAA, Text_Detection(texcoord) );
DLAA = lerp(DLAA, StoreDLAA, Blacks_Detection(texcoord));
}
EAV = lerp(0,EAV,longEdge); EAH = lerp(0,EAH,longEdge);
return float4(DLAA.rgb,CB_Pattern(texcoord) ? View_Mode == 1 ? satAmountV : EAV : View_Mode == 1 ? satAmountH : EAH);
}
float4 AA_Out(float2 texcoord)
{
float4 DLAA = DLAA(texcoord);
if (View_Mode == 1 || View_Mode == 2)
DLAA = lerp(DLAA,1,float4(CB_Pattern(texcoord) ? 0 : DLAA.w, CB_Pattern(texcoord) ? DLAA.w : 0,0,1));
if (View_Mode == 3)
DLAA = lerp(DLAA,float4(1,1,0,1),Text_Detection(texcoord));
return DLAA;
}
// Text rendering code Modded from https://www.shadertoy.com/view/4dtGD2 by Hamneggs
////////////////////////////////////////////////////////Logo/////////////////////////////////////////////////////////////////////////
static const float CH_D = 0x79997, CH_E = 0xf171f, CH_F = 0xf1711, CH_H = 0x99f99, CH_I = 0xf444f, CH_N = 0x9bd99,
CH_O = 0x69996, CH_P = 0x79971, CH_T = 0xf4444, CH_3 = 0x69496, CH_FSTP = 0x00002;
#define MAP_SIZE float2(4,5)
//returns the status of a bit in a bitmap. This is done value-wise, so the exact representation of the float doesn't really matter.
float getBit( float map, float index )
{ // Ooh -index takes out that divide :)
return fmod( floor( map * exp2(-index) ), 2.0 );
}
float drawChar( float Char, float2 pos, float2 size, float2 TC )
{ // Subtract our position from the current TC so that we can know if we're inside the bounding box or not.
TC -= pos;
// Divide the screen space by the size, so our bounding box is 1x1.
TC /= size;
// Create a place to store the result & Branchless bounding box check.
float res = step(0.0,min(TC.x,TC.y)) - step(1.0,max(TC.x,TC.y));
// Go ahead and multiply the TC by the bitmap size so we can work in bitmap space coordinates.
TC *= MAP_SIZE;
// Get the appropriate bit and return it.
res*=getBit( Char, 4.0*floor(TC.y) + floor(TC.x) );
return saturate(res);
}
float Information(float2 TC)
{ //Size
float D3D_Size_A = 1.375,D3D_Size_B = 0.75, Out;
float2 charSize_A = float2(.00875, .0125) * D3D_Size_A, charSize_B = float2(.00875, .0125) * D3D_Size_B, WebCharPos = float2( 0.862, 0.018);
[branch] if(SetInfo().x <= SetInfo().y)
{ Out += drawChar( CH_D, WebCharPos, charSize_A, TC); WebCharPos.x += .01 * D3D_Size_A;
Out += drawChar( CH_E, WebCharPos, charSize_A, TC); WebCharPos.x += .01 * D3D_Size_A;
Out += drawChar( CH_P, WebCharPos, charSize_A, TC); WebCharPos.x += .01 * D3D_Size_A;
Out += drawChar( CH_T, WebCharPos, charSize_A, TC); WebCharPos.x += .01 * D3D_Size_A;
Out += drawChar( CH_H, WebCharPos, charSize_A, TC); WebCharPos.x += .01 * D3D_Size_A;
Out += drawChar( CH_3, WebCharPos, charSize_A, TC); WebCharPos.x += .01 * D3D_Size_A;
Out += drawChar( CH_D, WebCharPos, charSize_A, TC); WebCharPos.x += 0.008 * D3D_Size_A;
Out += drawChar( CH_FSTP, WebCharPos, charSize_A, TC); WebCharPos.x += 0.01 * D3D_Size_A;
WebCharPos = float2( 0.963, 0.018);
Out += drawChar( CH_I, WebCharPos, charSize_B, TC); WebCharPos.x += .01 * D3D_Size_B;
Out += drawChar( CH_N, WebCharPos, charSize_B, TC); WebCharPos.x += .01 * D3D_Size_B;
Out += drawChar( CH_F, WebCharPos, charSize_B, TC); WebCharPos.x += .01 * D3D_Size_B;
Out += drawChar( CH_O, WebCharPos, charSize_B, TC);
}
return Out;
}
float4 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
float PosX = 0.9525f*BUFFER_WIDTH*pix.x,PosY = 0.975f*BUFFER_HEIGHT*pix.y,DBlending = (1-texcoord.y*50.0+48.85)*texcoord.y-0.500;
float2 TC = float2(texcoord.x,1-texcoord.y);
float3 Color = AA_Out(texcoord).rgb;
return float4(Information(TC) > SetInfo().z ? DBlending : Color,1.0f);
}
///////////////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 Directionally_Localized_Anti_Aliasing
{
pass Pre_Filter
{
VertexShader = PostProcessVS;
PixelShader = PreFilter;
RenderTarget = SLPtex;
}
pass DLAA_Plus
{
VertexShader = PostProcessVS;
PixelShader = Out;
}
}