add gbc_pokemon_modernizer and reshade bloom

This commit is contained in:
hunterk 2019-01-10 23:26:23 -06:00
parent 488bcf4038
commit 12b0d8eb8f
15 changed files with 885 additions and 0 deletions

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#version 450
// GBC Pokemon Modernizer
// by torridgristle
// license: Public Domain
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
} global;
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
precision lowp float;
const mat3 GBCMatrix = mat3( 0.924, 0.021, 0.013, 0.048, 0.787, 0.249, 0.104, 0.09, 0.733 )
void main()
{
vec3 Picture = texture(Source, vTexCoord).xyz;
Picture *= Picture;
Picture *= GBCMatrix;
Picture = sqrt(Picture);
FragColor = vec4(Picture,1.0);
}

50
reshade/bloom.slangp Normal file
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shaders = 7
shader0 = shaders/bloom/BloomPass0.slang
alias0 = Bloom1
float_framebuffer0 = true
shader1 = shaders/bloom/BloomPass1.slang
alias1 = Bloom2
float_framebuffer1 = true
shader2 = shaders/bloom/BloomPass2.slang
alias2 = Bloom3
float_framebuffer2 = true
scale2 = 0.5
scale_type2 = source
shader3 = shaders/bloom/BloomPass3.slang
alias3 = Bloom4
float_framebuffer3 = true
scale3 = 0.5
scale_type3 = source
shader4 = shaders/bloom/BloomPass4.slang
alias4 = Bloom5
float_framebuffer4 = true
scale4 = 0.5
scale_type4 = source
shader5 = shaders/bloom/LensFlarePass0.slang
alias5 = LensFlare1
float_framebuffer5 = true
scale5 = 4.0
scale_type5 = source
//shader6 = shaders/bloom/LensFlarePass1.slang
//alias6 = LensFlare2
//float_framebuffer6 = true
//shader7 = shaders/bloom/LensFlarePass2.slang
//alias7 = LensFlare3
//float_framebuffer7 = true
shader6 = shaders/bloom/LightingCombine.slang
scale6 = 2.0
scale_type6 = source
filter_linear6 = true
textures = "Dirt;Sprite"
Dirt = shaders/bloom/LensDB.png
Sprite = shaders/bloom/LensSprite.png

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = vec4(0.);
vec4 tempbloom = vec4(0.);
vec2 bloomuv = vec2(0.);
const vec2 offset[4] = {
vec2(1.0, 1.0),
vec2(1.0, 1.0),
vec2(-1.0, 1.0),
vec2(-1.0, -1.0)
};
for (int i = 0; i < 4; i++)
{
bloomuv = offset[i] * (vTexCoord.xy * params.SourceSize.zw) * 2.;
bloomuv += vTexCoord.xy;
tempbloom = textureLod(Source, vec2(bloomuv.xy), 0.);
tempbloom.w = max(0., dot(tempbloom.xyz, vec3(0.333)) - global.fAnamFlareThreshold);
tempbloom.xyz = max(vec3(0.), tempbloom.xyz - vec3(global.fBloomThreshold));
bloom += tempbloom;
}
bloom *= 0.25;
FragColor = bloom;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = vec4(0.0);
const vec2 offset[8] = {
vec2(1.0, 1.0),
vec2(0.0, -1.0),
vec2(-1.0, 1.0),
vec2(-1.0, -1.0),
vec2(0.0, 1.0),
vec2(0.0, -1.0),
vec2(1.0, 0.0),
vec2(-1.0, 0.0)
};
for (int i = 0; i < 8; i++)
{
vec2 bloomuv = offset[i] * (vTexCoord.xy * params.SourceSize.zw) * 4;
bloomuv += vTexCoord;
bloom += textureLod(Source, vec2(bloomuv), 0);
}
bloom *= 0.125;
FragColor = bloom;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = vec4(0.0);
const vec2 offset[8] = {
vec2(0.707, 0.707),
vec2(0.707, -0.707),
vec2(-0.707, 0.707),
vec2(-0.707, -0.707),
vec2(0.0, 1.0),
vec2(0.0, -1.0),
vec2(1.0, 0.0),
vec2(-1.0, 0.0)
};
for (int i = 0; i < 8; i++)
{
vec2 bloomuv = offset[i] * (vTexCoord.xy * params.SourceSize.zw) * 8.;
bloomuv += vTexCoord.xy;
bloom += textureLod(Source, vec2(bloomuv), 0.);
}
bloom *= 0.5; // brighten up the sample, it will lose brightness in H/V Gaussian blur
FragColor = bloom;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = GaussBlur22(vTexCoord.xy, Source, 16., 0., false);
bloom.w *= global.fAnamFlareAmount;
bloom.xyz *= global.fBloomAmount;
FragColor = bloom;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
vec4 bloom = vec4(0.);
bloom.xyz = GaussBlur22(vTexCoord, Source, 16., 0., true).xyz * 2.5;
bloom.w = GaussBlur22(vTexCoord, Source, 32 * global.fAnamFlareWideness, 0., false).w * 2.5; // to have anamflare texture (bloom.w) avoid vertical blur
FragColor = bloom;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
vec4 lens = vec4(0.);
// Lenz
if (global.bLenzEnable > 0.5)
{
const vec3 lfoffset[19] = {
vec3(0.9, 0.01, 4),
vec3(0.7, 0.25, 25),
vec3(0.3, 0.25, 15),
vec3(1, 1.0, 5),
vec3(-0.15, 20, 1),
vec3(-0.3, 20, 1),
vec3(6, 6, 6),
vec3(7, 7, 7),
vec3(8, 8, 8),
vec3(9, 9, 9),
vec3(0.24, 1, 10),
vec3(0.32, 1, 10),
vec3(0.4, 1, 10),
vec3(0.5, -0.5, 2),
vec3(2, 2, -5),
vec3(-5, 0.2, 0.2),
vec3(20, 0.5, 0),
vec3(0.4, 1, 10),
vec3(0.00001, 10, 20)
};
const vec3 lffactors[19] = {
vec3(1.5, 1.5, 0),
vec3(0, 1.5, 0),
vec3(0, 0, 1.5),
vec3(0.2, 0.25, 0),
vec3(0.15, 0, 0),
vec3(0, 0, 0.15),
vec3(1.4, 0, 0),
vec3(1, 1, 0),
vec3(0, 1, 0),
vec3(0, 0, 1.4),
vec3(1, 0.3, 0),
vec3(1, 1, 0),
vec3(0, 2, 4),
vec3(0.2, 0.1, 0),
vec3(0, 0, 1),
vec3(1, 1, 0),
vec3(1, 1, 0),
vec3(0, 0, 0.2),
vec3(0.012,0.313,0.588)
};
vec2 lfcoord = vec2(0.);
vec3 lenstemp = vec3(0.);
vec2 distfact = vTexCoord.xy - 0.5;
distfact.x *= params.SourceSize.x / params.SourceSize.y;
for (int i = 0; i < 19; i++)
{
lfcoord.xy = lfoffset[i].x * distfact;
lfcoord.xy *= pow(2.0 * length(distfact), lfoffset[i].y * 3.5);
lfcoord.xy *= lfoffset[i].z;
lfcoord.xy = 0.5 - lfcoord.xy;
vec2 tempfact = (lfcoord.xy - 0.5) * 2.;
float templensmult = clamp(1.0 - dot(tempfact, tempfact), 0., 1.);
vec3 lenstemp1 = vec3(dot(textureLod(Original, vec2(lfcoord.xy), 1.0).rgb, vec3(0.333)));
/* Doesn't exist in RetroArch, so comment it out
#if LENZ_DEPTH_CHECK
float templensdepth = texture(ReShade::DepthBuffer, lfcoord.xy).x;
if (templensdepth < 0.99999)
lenstemp1 = 0;
#endif
*/
lenstemp1 = max(vec3(0.), lenstemp1.xyz - vec3(global.fLenzThreshold));
lenstemp1 *= lffactors[i] * templensmult;
lenstemp += lenstemp1;
}
lens.rgb += lenstemp * global.fLenzIntensity;
}
// Chapman Lens
if (global.bChapFlareEnable > 0.5)
{
vec2 sample_vector = (vec2(0.5, 0.5) - vTexCoord.xy) * global.fChapFlareDispersal;
vec2 halo_vector = normalize(sample_vector) * global.fChapFlareSize;
vec3 chaplens = GetDistortedTex(Original, vTexCoord.xy + halo_vector, halo_vector, fChapFlareCA * 2.5).rgb;
for (int j = 0; j < int(global.iChapFlareCount); ++j)
{
vec2 foffset = sample_vector * float(j);
chaplens += GetDistortedTex(Original, vTexCoord.xy + foffset, foffset, fChapFlareCA).rgb;
}
chaplens *= 1.0 / global.iChapFlareCount;
lens.xyz += chaplens;
}
// Godrays
if (global.bGodrayEnable > 0.5)
{
const vec2 ScreenLightPos = vec2(0.5, 0.5);
vec2 texcoord2 = vTexCoord;
vec2 deltaTexCoord = (texcoord2 - ScreenLightPos);
deltaTexCoord *= 1.0 / global.iGodraySamples * global.fGodrayDensity;
float illuminationDecay = 1.0;
for (int g = 0; g < int(global.iGodraySamples); g++)
{
texcoord2 -= deltaTexCoord;;
vec4 sample2 = textureLod(Original, vec2(texcoord2), 0.);
float sampledepth = textureLod(Original, vec2(texcoord2), 0.).x;
sample2.w = clamp(dot(sample2.xyz, vec3(0.3333)) - global.fGodrayThreshold, 0., 1.);
sample2.r *= 1.00;
sample2.g *= 0.95;
sample2.b *= 0.85;
sample2 *= illuminationDecay * global.fGodrayWeight;
#if GODRAY_DEPTH_CHECK == 1
if (sampledepth > 0.99999)
lens.rgb += sample2.xyz * sample2.w;
#else
lens.rgb += sample2.xyz * sample2.w;
#endif
illuminationDecay *= global.fGodrayDecay;
}
}
// Anamorphic flare
if (global.bAnamFlareEnable > 0.5)
{
vec3 anamFlare = vec3(0.);
const float gaussweight[5] = { 0.2270270270, 0.1945945946, 0.1216216216, 0.0540540541, 0.0162162162 };
for (int z = -4; z < 5; z++)
{
anamFlare += GetAnamorphicSample(0, vTexCoord.xy + vec2(0, z * (vTexCoord.y * params.SourceSize.w) * 2.), global.fFlareBlur) * fFlareTint * gaussweight[abs(z)];
}
lens.xyz += anamFlare * global.fFlareIntensity;
}
FragColor = lens;
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
FragColor = GaussBlur22(vTexCoord, Source, 2., 0., true);
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
#include "frag_funcs.inc"
void main()
{
FragColor = GaussBlur22(vTexCoord, Source, 2., 0., false);
}

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#version 450
layout(push_constant) uniform Push
{
vec4 SourceSize;
vec4 OriginalSize;
vec4 OutputSize;
uint FrameCount;
} params;
#include "params.inc"
#pragma stage vertex
layout(location = 0) in vec4 Position;
layout(location = 1) in vec2 TexCoord;
layout(location = 0) out vec2 vTexCoord;
void main()
{
gl_Position = global.MVP * Position;
vTexCoord = TexCoord;
}
#pragma stage fragment
layout(location = 0) in vec2 vTexCoord;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D Original;
layout(set = 0, binding = 4) uniform sampler2D Bloom3;
layout(set = 0, binding = 5) uniform sampler2D Bloom5;
layout(set = 0, binding = 6) uniform sampler2D Dirt;
layout(set = 0, binding = 7) uniform sampler2D Sprite;
layout(set = 0, binding = 8) uniform sampler2D LensFlare1;
#include "frag_funcs.inc"
#define saturate(c) clamp(c, 0., 1.)
void main()
{
vec4 color = vec4(0.);
color = texture(Original, vTexCoord.xy);
// Bloom
vec3 colorbloom = vec3(0.);
colorbloom += texture(Bloom3, vTexCoord.xy).rgb * 1.0;
colorbloom += texture(Bloom5, vTexCoord.xy).rgb * 9.0;
colorbloom *= 0.1;
colorbloom = saturate(colorbloom);
float colorbloomgray = dot(colorbloom, vec3(0.333));
colorbloom = mix(vec3(colorbloomgray), colorbloom, vec3(global.fBloomSaturation));
colorbloom *= fBloomTint;
if (global.iBloomMixmode == 0.)
color.rgb += colorbloom;
else if (global.iBloomMixmode == 1.)
color.rgb = 1. - (1. - color.rgb) * (1. - colorbloom);
else if (global.iBloomMixmode == 2.)
color.rgb = max(vec3(0.0), max(color.rgb, mix(color.rgb, (1. - (1. - saturate(colorbloom)) * (1. - saturate(colorbloom))), 1.0)));
else if (global.iBloomMixmode == 3.)
color.rgb = max(color.rgb, colorbloom);
// Anamorphic flare
if (global.bAnamFlareEnable > 0.5)
{
vec3 anamflare = texture(Bloom5, vTexCoord.xy).w * 2. * fAnamFlareColor;
anamflare = max(anamflare, 0.0);
color.rgb += pow(anamflare, vec3(1.0 / global.fAnamFlareCurve));
}
// Lens dirt
if (global.bLensdirtEnable > 0.5)
{
float lensdirtmult = dot(texture(Bloom5, vTexCoord).rgb, vec3(0.333));
vec3 dirttex = texture(Dirt, vTexCoord).rgb;
vec3 lensdirt = dirttex * lensdirtmult * global.fLensdirtIntensity;
lensdirt = mix(vec3(dot(lensdirt.xyz, vec3(0.333))), lensdirt.xyz, vec3(global.fLensdirtSaturation));
if (global.iLensdirtMixmode == 0.)
color.rgb += lensdirt;
else if (global.iLensdirtMixmode == 1.)
color.rgb = 1. - (1. - color.rgb) * (1. - lensdirt);
else if (global.iLensdirtMixmode == 2.)
color.rgb = max(vec3(0.0), max(color.rgb, mix(color.rgb, (1. - (1. - saturate(lensdirt)) * (1. - saturate(lensdirt))), 1.0)));
else if (global.iLensdirtMixmode == 3.)
color.rgb = max(color.rgb, lensdirt);
}
// Lens flares
if (global.bAnamFlareEnable > 0.5 || global.bLenzEnable > 0.5 || global.bGodrayEnable > 0.5 || global.bChapFlareEnable > 0.5)
{
vec3 lensflareSample = texture(LensFlare1, vTexCoord.xy).rgb, lensflareMask;
lensflareMask = texture(Sprite, vTexCoord + vec2( 0.5, 0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
lensflareMask += texture(Sprite, vTexCoord + vec2(-0.5, 0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
lensflareMask += texture(Sprite, vTexCoord + vec2( 0.5, -0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
lensflareMask += texture(Sprite, vTexCoord + vec2(-0.5, -0.5) * (vTexCoord.xy * params.SourceSize.zw)).rgb;
color.rgb += lensflareMask * 0.25 * lensflareSample;
}
FragColor = color;
}

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vec4 GaussBlur22(vec2 coord, sampler2D tex, float mult, float lodlevel, bool isBlurVert)
{
vec4 sum = vec4(0.);
vec2 axis = isBlurVert ? vec2(0, 1) : vec2(1, 0);
const float weight[11] = {
0.082607,
0.080977,
0.076276,
0.069041,
0.060049,
0.050187,
0.040306,
0.031105,
0.023066,
0.016436,
0.011254
};
for (int i = -10; i < 11; i++)
{
float currweight = weight[abs(i)];
sum += textureLod(tex, vec2(coord.xy + axis.xy * float(i) * (vTexCoord.xy * params.SourceSize.zw) * mult), lodlevel) * currweight;
}
return sum;
}
vec3 GetDnB(sampler2D tex, vec2 coords)
{
vec3 color = vec3(max(0, dot(textureLod(tex, vec2(coords.xy), 4.).rgb, vec3(0.333)) - global.fChapFlareThreshold) * global.fChapFlareIntensity);
/* This isn't something RA has, so just comment it out
#if CHAPMAN_DEPTH_CHECK
if (textureLod(ReShade::DepthBuffer, vec4(coords.xy, 0, 3)).x < 0.99999)
color = 0;
#endif
*/
return color;
}
vec3 GetDistortedTex(sampler2D tex, vec2 sample_center, vec2 sample_vector, vec3 distortion)
{
vec2 final_vector = sample_center + sample_vector * min(min(distortion.r, distortion.g), distortion.b);
if (final_vector.x > 1.0 || final_vector.y > 1.0 || final_vector.x < -1.0 || final_vector.y < -1.0)
return vec3(0, 0, 0);
else
return vec3(
GetDnB(tex, sample_center + sample_vector * distortion.r).r,
GetDnB(tex, sample_center + sample_vector * distortion.g).g,
GetDnB(tex, sample_center + sample_vector * distortion.b).b);
}
vec3 GetBrightPass(vec2 coords)
{
vec3 c = texture(Original, coords).rgb;
vec3 bC = max(c - global.fFlareLuminance.xxx, 0.0);
float bright = dot(bC, vec3(1.0));
bright = smoothstep(0.0f, 0.5, bright);
vec3 result = mix(vec3(0.0), c, vec3(bright));
/* This isn't something RA has, so just comment it out
#if FLARE_DEPTH_CHECK
float checkdepth = tex2D(ReShade::DepthBuffer, coords).x;
if (checkdepth < 0.99999)
result = 0;
#endif
*/
return result;
}
vec3 GetAnamorphicSample(int axis, vec2 coords, float blur)
{
coords = 2.0 * coords - 1.0;
coords.x /= -blur;
coords = 0.5 * coords + 0.5;
return GetBrightPass(coords);
}

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layout(std140, set = 0, binding = 0) uniform UBO
{
mat4 MVP;
float iBloomMixmode;
float fBloomThreshold;
float fBloomAmount;
float fBloomSaturation;
float fBloomTint_r;
float fBloomTint_g;
float fBloomTint_b;
float bLensdirtEnable;
float iLensdirtMixmode;
float fLensdirtIntensity;
float fLensdirtSaturation;
float fLensdirtTint_r;
float fLensdirtTint_g;
float fLensdirtTint_b;
float bAnamFlareEnable;
float fAnamFlareThreshold;
float fAnamFlareWideness;
float fAnamFlareAmount;
float fAnamFlareCurve;
float fAnamFlareColor_r;
float fAnamFlareColor_g;
float fAnamFlareColor_b;
float bLenzEnable;
float fLenzIntensity;
float fLenzThreshold;
float bChapFlareEnable;
float fChapFlareThreshold;
float iChapFlareCount;
float fChapFlareDispersal;
float fChapFlareSize;
float fChapFlareCA_r;
float fChapFlareCA_g;
float fChapFlareCA_b;
float fChapFlareIntensity;
float bGodrayEnable;
float fGodrayDecay;
float fGodrayExposure;
float fGodrayWeight;
float fGodrayDensity;
float fGodrayThreshold;
float iGodraySamples;
float fFlareLuminance;
float fFlareBlur;
float fFlareIntensity;
float fFlareTint_r;
float fFlareTint_g;
float fFlareTint_b;
} global;
#pragma parameter iBloomMixmode "Bloom Mix Mode" 0.0 0.0 2.0 1.0
#pragma parameter fBloomThreshold "Bloom Threshold" 0.8 0.1 1.0 0.1
#pragma parameter fBloomAmount "Bloom Amount" 0.8 0.0 20.0 0.1
#pragma parameter fBloomSaturation "Bloom Saturation" 0.8 0.0 2.0 0.1
#pragma parameter fBloomTint_r "Bloom Tint R" 0.7 0.0 1.0 0.05
#pragma parameter fBloomTint_g "Bloom Tint G" 0.8 0.0 1.0 0.05
#pragma parameter fBloomTint_b "Bloom Tint B" 1.0 0.0 1.0 0.05
#pragma parameter bLensdirtEnable "Lens Dirt Enable" 0.0 0.0 1.0 1.0
#pragma parameter iLensdirtMixmode "Lens Dirt Mix Mode" 0.0 0.0 3.0 1.0
#pragma parameter fLensdirtIntensity "Lens Dirt Intensity" 0.4 0.0 2.0 0.1
#pragma parameter fLensdirtSaturation "Lens Dirt Saturation" 2.0 0.0 2.0 0.1
#pragma parameter fLensdirtTint_r "Lens Dirt Tint R" 1.0 0.0 1.0 0.05
#pragma parameter fLensdirtTint_g "Lens Dirt Tint G" 1.0 0.0 1.0 0.05
#pragma parameter fLensdirtTint_b "Lens Dirt Tint B" 1.0 0.0 1.0 0.05
#pragma parameter bAnamFlareEnable "Anam Flare Enable" 0.0 0.0 1.0 1.0
#pragma parameter fAnamFlareThreshold "Anam Flare Threshold" 0.9 0.1 1.0 0.1
#pragma parameter fAnamFlareWideness "Anam Flare Width" 2.4 1.0 2.5 0.1
#pragma parameter fAnamFlareAmount "Anam Flare Amt" 14.5 1.0 20.0 0.5
#pragma parameter fAnamFlareCurve "Anam Flare Curve" 1.2 1.0 2.0 0.1
#pragma parameter fAnamFlareColor_r "Anam Flare Col R" 0.012 0.0 1.0 0.01
#pragma parameter fAnamFlareColor_g "Anam Flare Col G" 0.313 0.0 1.0 0.01
#pragma parameter fAnamFlareColor_b "Anam Flare Col B" 0.588 0.0 1.0 0.01
#pragma parameter bLenzEnable "Lenz Enable" 0.0 0.0 1.0 1.0
#pragma parameter fLenzIntensity "Lenz Intensity" 1.0 0.2 3.0 0.1
#pragma parameter fLenzThreshold "Lenz Threshold" 0.8 0.6 1.0 0.1
#pragma parameter bChapFlareEnable "Chap Flare Enable" 0.0 0.0 1.0 1.0
#pragma parameter fChapFlareThreshold "Chap Flare Threshold" 0.9 0.7 0.99 0.05
#pragma parameter iChapFlareCount "Chap Flare Count" 15.0 1.0 20.0 1.0
#pragma parameter fChapFlareDispersal "Chap Flare Dispersal" 0.25 0.25 1.0 0.05
#pragma parameter fChapFlareSize "Chap Flare Size" 0.45 0.2 0.8 0.05
#pragma parameter fChapFlareCA_r "Chap Flare CA R" 0.0 0.0 1.0 0.01
#pragma parameter fChapFlareCA_g "Chap Flare CA G" 0.01 0.0 1.0 0.01
#pragma parameter fChapFlareCA_b "Chap Flare CA B" 0.02 0.0 1.0 0.01
#pragma parameter fChapFlareIntensity "Chap Flare Intensity" 100.0 5.0 200.0 5.0
#pragma parameter bGodrayEnable "Godray Enable" 0.0 0.0 1.0 1.0
#pragma parameter fGodrayDecay "Godray Decay" 0.99 0.5 0.9999 0.05
#pragma parameter fGodrayExposure "Godray Exposure" 1.0 0.7 1.5 0.05
#pragma parameter fGodrayWeight "Godray Weight" 1.25 0.8 1.7 0.05
#pragma parameter fGodrayDensity "Godray Density" 1.0 0.2 2.0 0.2
#pragma parameter fGodrayThreshold "Godray Threshold" 0.9 0.6 1.0 0.05
#pragma parameter iGodraySamples "Godray Samples" 128.0 16.0 256.0 16.0
#pragma parameter fFlareLuminance "Flare Luminance" 0.095 0.0 1.0 0.005
#pragma parameter fFlareBlur "Flare Blur" 200.0 1.0 10000.0 50.0
#pragma parameter fFlareIntensity "Flare Intensity" 2.07 0.2 5.0 0.1
#pragma parameter fFlareTint_r "Flare Tint R" 0.137 0.0 1.0 0.05
#pragma parameter fFlareTint_g "Flare Tint G" 0.216 0.0 1.0 0.05
#pragma parameter fFlareTint_b "Flare Tint B" 1.0 0.0 1.0 0.05
vec3 fFlareTint = vec3(global.fFlareTint_r, global.fFlareTint_g, global.fFlareTint_b);
vec3 fAnamFlareColor = vec3(global.fAnamFlareColor_r, global.fAnamFlareColor_g, global.fAnamFlareColor_b);
vec3 fLensdirtTint = vec3(global.fLensdirtTint_r, global.fLensdirtTint_g, global.fLensdirtTint_b);
vec3 fBloomTint = vec3(global.fBloomTint_r, global.fBloomTint_g, global.fBloomTint_b);
vec3 fChapFlareCA = vec3(global.fChapFlareCA_r, global.fChapFlareCA_g, global.fChapFlareCA_b);
// If 1, only pixels with depth = 1 get lens flares
// This prevents white objects from getting lens flares sources, which would normally happen in LDR
#ifndef LENZ_DEPTH_CHECK
#define LENZ_DEPTH_CHECK 0
#endif
#ifndef CHAPMAN_DEPTH_CHECK
#define CHAPMAN_DEPTH_CHECK 0
#endif
#ifndef GODRAY_DEPTH_CHECK
#define GODRAY_DEPTH_CHECK 0
#endif
#ifndef FLARE_DEPTH_CHECK
#define FLARE_DEPTH_CHECK 0
#endif