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Copy pathThreeColorGradient.fx
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76 lines (64 loc) · 1.75 KB
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#include "ReShade.fxh"
#include "ReShadeUI.fxh"
uniform float3 color1 < __UNIFORM_COLOR_FLOAT3
ui_type = "color";
> = float3(0.0, 1.0, 1.0);
uniform float3 color2 < __UNIFORM_COLOR_FLOAT3
ui_type = "color";
> = float3(1.0, 0.0, 1.0);
uniform float3 color3 < __UNIFORM_COLOR_FLOAT3
ui_type = "color";
> = float3(1.0, 1.0, 0.0);
uniform int gradSharp < __UNIFORM_SLIDER_INT1
ui_label = "Gradient sharpness";
ui_min = 1; ui_max = 100;
> = 10;
uniform float angle < __UNIFORM_SLIDER_FLOAT1
ui_min = 0.0; ui_max = 1.0;
> = 0.0;
uniform float position < __UNIFORM_SLIDER_FLOAT1
ui_min = 1.0; ui_max = 4.0;
> = 1.0;
uniform int blendType <
ui_label = "Blend type";
ui_type = "combo";
ui_items = "None\0 Add\0 Multiply\0 50/50\0";
> = 1;
float3 threeColorGradient(in float4 pos : SV_Position, in float2 texcoord : TEXCOORD) : COLOR
{
float angleMask = lerp(texcoord.x, texcoord.y, angle) / position,
gradientMask = pow((angleMask * (1.0 - angleMask)) * 4.0, gradSharp);
float3 gradientColor;
if(angleMask < 0.5)
{
gradientColor = (1.0 - gradientMask) * color1;
}
else
{
gradientColor = (1.0 - gradientMask) * color3;
}
if(blendType == 0)
{
return gradientColor + gradientMask * color2;
}
else if(blendType == 1)
{
return tex2D(ReShade::BackBuffer, texcoord).rgb + (gradientColor + gradientMask * color2);
}
else if(blendType == 2)
{
return tex2D(ReShade::BackBuffer, texcoord).rgb * (gradientColor + gradientMask * color2);
}
else
{
return (tex2D(ReShade::BackBuffer, texcoord).rgb + (gradientColor + gradientMask * color2)) / 2;
}
}
technique ThreeColorGradient
{
pass pass0
{
VertexShader = PostProcessVS;
PixelShader = threeColorGradient;
}
}