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add LUT tonemapping shader
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8
reshade/lut.slangp
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reshade/lut.slangp
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shaders = 1
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shader0 = shaders/LUT/LUT.slang
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textures = SamplerLUT
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SamplerLUT = shaders/LUT/16.png
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SamplerLUT_linear = true
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reshade/shaders/LUT/16.png
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reshade/shaders/LUT/16.png
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reshade/shaders/LUT/32.png
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reshade/shaders/LUT/32.png
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44
reshade/shaders/LUT/LUT.slang
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reshade/shaders/LUT/LUT.slang
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#version 450
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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float LUT_Size;
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} params;
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#pragma parameter LUT_Size "LUT Size" 16.0 16.0 64.0 1.0
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D SamplerLUT;
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void main()
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{
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vec4 imgColor = texture(Source, vTexCoord.xy);
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float red = ( imgColor.r * (params.LUT_Size - 1.0) + 0.5 ) / (params.LUT_Size * params.LUT_Size);
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float green = ( imgColor.g * (params.LUT_Size - 1.0) + 0.5 ) / params.LUT_Size;
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float blue = floor( imgColor.b * (params.LUT_Size - 1.0) ) / params.LUT_Size;
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vec4 color = texture( SamplerLUT, vec2( blue + red, green ));
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FragColor = color;
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}
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BIN
reshade/shaders/LUT/schindlers-list-17.png
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reshade/shaders/LUT/schindlers-list-17.png
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0
reshade/shaders/bloom-pass-sh1nra358.slang
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0
reshade/shaders/bloom-pass-sh1nra358.slang
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0
reshade/shaders/blur-haze-sh1nra358.slang
Normal file → Executable file
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reshade/shaders/blur-haze-sh1nra358.slang
Normal file → Executable file
0
reshade/shaders/scanlines.slang
Normal file → Executable file
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reshade/shaders/scanlines.slang
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reshade/shaders/vibrance-pass-sh1nra358.slang
Normal file → Executable file
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reshade/shaders/vibrance-pass-sh1nra358.slang
Normal file → Executable file
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