Still works at least
This commit is contained in:
@@ -0,0 +1 @@
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*.db filter=lfs diff=lfs merge=lfs -text
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@@ -5,9 +5,11 @@ set(CMAKE_CXX_STANDARD 17)
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|
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add_subdirectory(external/glfw)
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add_subdirectory(external/glfw)
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add_subdirectory(external/glm)
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add_subdirectory(external/glm)
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add_subdirectory(external/tinygltf)
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find_package(Vulkan REQUIRED)
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find_package(Vulkan REQUIRED)
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add_executable(acg_in_gd_lab src/main.cpp)
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add_executable(acg_in_gd_lab src/main.cpp)
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target_link_libraries(acg_in_gd_lab PRIVATE glfw glm::glm ${Vulkan_LIBRARIES})
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target_link_libraries(acg_in_gd_lab PRIVATE glfw glm::glm ${Vulkan_LIBRARIES})
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target_link_libraries(acg_in_gd_lab PRIVATE tinygltf)
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target_include_directories(acg_in_gd_lab PRIVATE ${Vulkan_INCLUDE_DIR})
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target_include_directories(acg_in_gd_lab PRIVATE ${Vulkan_INCLUDE_DIR})
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@@ -4,3 +4,4 @@ set -ex
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glslc shaders/shader.vert -o shaders/vert.spv
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glslc shaders/shader.vert -o shaders/vert.spv
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glslc shaders/shader.frag -o shaders/frag.spv
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glslc shaders/shader.frag -o shaders/frag.spv
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glslangValidator -V FilmicAnamorphSharpen.fx -o FilmicAnamorphSharpen.spv
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@@ -0,0 +1,306 @@
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/*------------------.
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|
| :: Description :: |
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|
'-------------------/
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|
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Filmic Anamorph Sharpen PS (version 1.5.0)
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Copyright:
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This code © 2018-2023 Jakub Maximilian Fober
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Some changes by ccritchfield https://github.com/ccritchfield
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License:
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This work is licensed under the Creative Commons
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|
Attribution-ShareAlike 4.0 International License.
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|
To view a copy of this license, visit
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http://creativecommons.org/licenses/by-sa/4.0/
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*/
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/*--------------.
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| :: Commons :: |
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'--------------*/
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#include "ReShade.fxh"
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#include "ReShadeUI.fxh"
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#include "ColorConversion.fxh"
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#include "LinearGammaWorkflow.fxh"
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/*-----------.
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|
| :: Menu :: |
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'-----------*/
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uniform float Strength
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< __UNIFORM_SLIDER_FLOAT1
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ui_label = "Strength";
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ui_min = 0.0; ui_max = 100.0; ui_step = 0.01;
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> = 60.0;
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uniform float Offset
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< __UNIFORM_SLIDER_FLOAT1
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ui_units = " pixel";
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ui_label = "Radius";
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|
ui_tooltip = "High-pass cross offset in pixels";
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|
ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
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> = 0.1;
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|
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uniform float Clamp
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< __UNIFORM_SLIDER_FLOAT1
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ui_label = "Clamping";
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ui_min = 0.5; ui_max = 1.0; ui_step = 0.001;
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> = 0.65;
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uniform bool UseMask
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< __UNIFORM_INPUT_BOOL1
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ui_label = "Sharpen only center";
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ui_tooltip = "Sharpen only in center of the image";
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> = false;
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uniform bool DepthMask
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< __UNIFORM_INPUT_BOOL1
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ui_label = "Enable depth rim masking";
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ui_tooltip = "Depth high-pass mask switch";
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ui_category = "Depth mask";
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ui_category_closed = true;
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|
> = false;
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uniform int DepthMaskContrast
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|
< __UNIFORM_DRAG_INT1
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|
ui_label = "Edges mask strength";
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ui_tooltip = "Depth high-pass mask amount";
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|
ui_category = "Depth mask";
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|
ui_min = 0; ui_max = 2000; ui_step = 1;
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|
> = 128;
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|
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|
uniform bool Preview
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|
< __UNIFORM_INPUT_BOOL1
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|
ui_label = "Preview sharpen layer";
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|
ui_tooltip = "Preview sharpen layer and mask for adjustment.\n"
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|
"If you don't see red strokes,\n"
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|
"try changing Preprocessor Definitions in the Settings tab.";
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|
ui_category = "Debug View";
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|
ui_category_closed = true;
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|
> = false;
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|
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|
/*---------------.
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|
| :: Textures :: |
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|
'---------------*/
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|
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// Define screen texture with mirror tiles
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sampler BackBuffer
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|
{
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Texture = ReShade::BackBufferTex;
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AddressU = MIRROR;
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AddressV = MIRROR;
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|
};
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|
/*----------------.
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|
| :: Functions :: |
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|
'----------------*/
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// Overlay blending mode
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float Overlay(float LayerA, float LayerB)
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{
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float MinA = min(LayerA, 0.5);
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float MinB = min(LayerB, 0.5);
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float MaxA = max(LayerA, 0.5);
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float MaxB = max(LayerB, 0.5);
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return 2f*(MinA*MinB+MaxA+MaxB-MaxA*MaxB)-1.5;
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}
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// Overlay blending mode for one input
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|
float Overlay(float LayerAB)
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|
{
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float MinAB = min(LayerAB, 0.5);
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float MaxAB = max(LayerAB, 0.5);
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return 2f*(MinAB*MinAB+MaxAB+MaxAB-MaxAB*MaxAB)-1.5;
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}
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|
/*--------------.
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|
| :: Shaders :: |
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|
'--------------*/
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|
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|
// Sharpen pass
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|
float3 FilmicAnamorphSharpenPS(
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|
float4 pos : SV_Position,
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|
float2 UvCoord : TEXCOORD
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|
) : SV_Target
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|
{
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|
// Sample display image
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|
float3 Source = GammaConvert::to_linear(tex2D(BackBuffer, UvCoord).rgb);
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|
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|
// Generate radial mask
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|
float Mask;
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|
if (UseMask)
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|
{
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|
// Generate radial mask
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|
Mask = 1f-length(UvCoord*2f-1f);
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|
Mask = Overlay(Mask) * Strength;
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|
// Bypass
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|
if (Mask<=0) return GammaConvert::to_display(Source);
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|
}
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|
else Mask = Strength;
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// Get pixel size
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float2 Pixel = BUFFER_PIXEL_SIZE;
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|
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|
if (DepthMask)
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|
{
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|
/*
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|
// original
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|
float2 DepthPixel = Pixel*Offset+Pixel;
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|
Pixel *= Offset;
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|
*/
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// !!! calc pixel*offset once, use twice
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float2 PixelOffset = Pixel * Offset;
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|
float2 DepthPixel = PixelOffset + Pixel;
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|
Pixel = PixelOffset;
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|
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|
// Sample display depth image
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|
float SourceDepth = ReShade::GetLinearizedDepth(UvCoord);
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|
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|
float2 NorSouWesEst[4] = {
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|
float2(UvCoord.x, UvCoord.y + Pixel.y),
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|
float2(UvCoord.x, UvCoord.y - Pixel.y),
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|
float2(UvCoord.x + Pixel.x, UvCoord.y),
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|
float2(UvCoord.x - Pixel.x, UvCoord.y)
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|
};
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|
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|
float2 DepthNorSouWesEst[4] = {
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float2(UvCoord.x, UvCoord.y + DepthPixel.y),
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|
float2(UvCoord.x, UvCoord.y - DepthPixel.y),
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|
float2(UvCoord.x + DepthPixel.x, UvCoord.y),
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||||||
|
float2(UvCoord.x - DepthPixel.x, UvCoord.y)
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||||||
|
};
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|
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||||||
|
// Luma high-pass color
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||||||
|
// Luma high-pass depth
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||||||
|
float HighPassColor = 0f, DepthMask = 0f;
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|
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||||||
|
[unroll]for(int s=0; s<4; s++)
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||||||
|
{
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||||||
|
HighPassColor +=
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|
ColorConvert::RGB_to_Luma(
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|
GammaConvert::to_linear(
|
||||||
|
tex2D(BackBuffer, NorSouWesEst[s]).rgb
|
||||||
|
));
|
||||||
|
DepthMask +=
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|
ReShade::GetLinearizedDepth(NorSouWesEst[s])
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||||||
|
+ReShade::GetLinearizedDepth(DepthNorSouWesEst[s]);
|
||||||
|
}
|
||||||
|
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||||||
|
HighPassColor = 0.5-0.5*(HighPassColor*0.25-ColorConvert::RGB_to_Luma(Source));
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|
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||||||
|
DepthMask = 1f-DepthMask*0.125+SourceDepth;
|
||||||
|
DepthMask = min(1f, DepthMask)+1f-max(1f, DepthMask);
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||||||
|
DepthMask = saturate(DepthMaskContrast*DepthMask+1f-DepthMaskContrast);
|
||||||
|
|
||||||
|
// Sharpen strength
|
||||||
|
HighPassColor = lerp(0.5, HighPassColor, Mask*DepthMask);
|
||||||
|
|
||||||
|
// Clamping sharpen
|
||||||
|
/*
|
||||||
|
// original
|
||||||
|
HighPassColor = Clamp!=1f ? max(min(HighPassColor, Clamp), 1f-Clamp) : HighPassColor;
|
||||||
|
*/
|
||||||
|
|
||||||
|
// !!! Clamp in settings above is restricted to 0.5 to 1.0
|
||||||
|
// !!! 1.0 - Clamp is the low value, while Clamp is the high value
|
||||||
|
// !!! so we can literally just use the clamp() func instead of min/max.
|
||||||
|
// !!! not sure if author was trying to take advantage of some kind of
|
||||||
|
// !!! compiler "cheat" using min/max instead of clamp to improve
|
||||||
|
// !!! performance. doesn't make sense to min/max otherwise.
|
||||||
|
HighPassColor = Clamp!=1f ? clamp(HighPassColor, 1f-Clamp, Clamp ) : HighPassColor;
|
||||||
|
|
||||||
|
float3 Sharpen = float3(
|
||||||
|
Overlay(Source.r, HighPassColor),
|
||||||
|
Overlay(Source.g, HighPassColor),
|
||||||
|
Overlay(Source.b, HighPassColor)
|
||||||
|
);
|
||||||
|
|
||||||
|
if(Preview) // Preview mode ON
|
||||||
|
{
|
||||||
|
float PreviewChannel = lerp(HighPassColor, HighPassColor*DepthMask, 0.5);
|
||||||
|
return
|
||||||
|
GammaConvert::to_display(float3(
|
||||||
|
1f-DepthMask * (1f-HighPassColor),
|
||||||
|
PreviewChannel,
|
||||||
|
PreviewChannel
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
return GammaConvert::to_display(Sharpen);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
Pixel *= Offset;
|
||||||
|
|
||||||
|
float2 NorSouWesEst[4] = {
|
||||||
|
float2(UvCoord.x, UvCoord.y + Pixel.y),
|
||||||
|
float2(UvCoord.x, UvCoord.y - Pixel.y),
|
||||||
|
float2(UvCoord.x + Pixel.x, UvCoord.y),
|
||||||
|
float2(UvCoord.x - Pixel.x, UvCoord.y)
|
||||||
|
};
|
||||||
|
|
||||||
|
// Luma high-pass color
|
||||||
|
float HighPassColor = 0f;
|
||||||
|
[unroll] for(uint s=0u; s<4u; s++)
|
||||||
|
HighPassColor +=
|
||||||
|
ColorConvert::RGB_to_Luma(
|
||||||
|
GammaConvert::to_linear(
|
||||||
|
tex2D(BackBuffer, NorSouWesEst[s]).rgb
|
||||||
|
));
|
||||||
|
|
||||||
|
// !!! added space above to make it more obvious
|
||||||
|
// !!! that loop is now a one-liner in this else branch
|
||||||
|
// !!! where-as loop in branch above was multi-part
|
||||||
|
HighPassColor = 0.5-0.5*(HighPassColor*0.25-ColorConvert::RGB_to_Luma(Source));
|
||||||
|
|
||||||
|
// Sharpen strength
|
||||||
|
HighPassColor = lerp(0.5, HighPassColor, Mask);
|
||||||
|
|
||||||
|
// Clamping sharpen
|
||||||
|
/*
|
||||||
|
// original
|
||||||
|
HighPassColor = Clamp!=1f ? max(min(HighPassColor, Clamp), 1f-Clamp) : HighPassColor;
|
||||||
|
*/
|
||||||
|
|
||||||
|
// !!! Clamp in settings above is restricted to 0.5 to 1.0
|
||||||
|
// !!! 1.0 - Clamp is the low value, while Clamp is the high value
|
||||||
|
// !!! so we can literally just use the clamp() func instead of min/max.
|
||||||
|
// !!! not sure if author was trying to take advantage of some kind of
|
||||||
|
// !!! compiler "cheat" using min/max instead of clamp to improve
|
||||||
|
// !!! performance. doesn't make sense to min/max otherwise.
|
||||||
|
HighPassColor = Clamp!=1f ? clamp(HighPassColor, 1f-Clamp, Clamp) : HighPassColor;
|
||||||
|
|
||||||
|
float3 Sharpen = float3(
|
||||||
|
Overlay(Source.r, HighPassColor),
|
||||||
|
Overlay(Source.g, HighPassColor),
|
||||||
|
Overlay(Source.b, HighPassColor)
|
||||||
|
);
|
||||||
|
|
||||||
|
return GammaConvert::to_display(
|
||||||
|
Preview // preview mode ON
|
||||||
|
? HighPassColor
|
||||||
|
: Sharpen
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/*-------------.
|
||||||
|
| :: Output :: |
|
||||||
|
'-------------*/
|
||||||
|
|
||||||
|
technique FilmicAnamorphSharpen
|
||||||
|
<
|
||||||
|
ui_label = "Filmic Anamorphic Sharpen";
|
||||||
|
ui_tooltip =
|
||||||
|
"This effect © 2018-2023 Jakub Maksymilian Fober\n"
|
||||||
|
"Licensed under CC BY-SA 4.0";
|
||||||
|
>
|
||||||
|
{
|
||||||
|
pass
|
||||||
|
{
|
||||||
|
VertexShader = PostProcessVS;
|
||||||
|
PixelShader = FilmicAnamorphSharpenPS;
|
||||||
|
}
|
||||||
|
}
|
||||||
+37
-3
@@ -1,4 +1,7 @@
|
|||||||
#define GLFW_INCLUDE_VULKAN
|
#define GLFW_INCLUDE_VULKAN
|
||||||
|
#define TINYGLTF_IMPLEMENTATION
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#define STB_IMAGE_WRITE_IMPLEMENTATION
|
||||||
|
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
@@ -11,7 +14,35 @@
|
|||||||
#include <vector>
|
#include <vector>
|
||||||
#include <algorithm>
|
#include <algorithm>
|
||||||
#include <filesystem>
|
#include <filesystem>
|
||||||
|
#define TINYGLTF_IMPLEMENTATION
|
||||||
|
#define STB_IMAGE_IMPLEMENTATION
|
||||||
|
#include "tiny_gltf.h"
|
||||||
|
|
||||||
|
using namespace tinygltf;
|
||||||
|
bool load_gltf() {
|
||||||
|
Model model;
|
||||||
|
TinyGLTF loader;
|
||||||
|
std::string err;
|
||||||
|
std::string warn;
|
||||||
|
|
||||||
|
bool ret = loader.LoadASCIIFromFile(&model, &err, &warn, "models/Models/BrainStem/glTF/BrainStem.gltf"); // YOUR GLTF HERE
|
||||||
|
//bool ret = loader.LoadBinaryFromFile(&model, &err, &warn, argv[1]); // for binary glTF(.glb)
|
||||||
|
|
||||||
|
if (!warn.empty()) {
|
||||||
|
printf("Warn: %s\n", warn.c_str());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!err.empty()) {
|
||||||
|
printf("Err: %s\n", err.c_str());
|
||||||
|
}
|
||||||
|
|
||||||
|
if (!ret) {
|
||||||
|
printf("Failed to parse glTF\n");
|
||||||
|
return -1;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo,
|
VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMessengerCreateInfoEXT* pCreateInfo,
|
||||||
const VkAllocationCallbacks* pAllocator,
|
const VkAllocationCallbacks* pAllocator,
|
||||||
@@ -19,7 +50,8 @@ VkResult CreateDebugUtilsMessengerEXT(VkInstance instance, const VkDebugUtilsMes
|
|||||||
auto func = (PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
|
auto func = (PFN_vkCreateDebugUtilsMessengerEXT)vkGetInstanceProcAddr(instance, "vkCreateDebugUtilsMessengerEXT");
|
||||||
if (func != nullptr) {
|
if (func != nullptr) {
|
||||||
return func(instance, pCreateInfo, pAllocator, pDebugMessenger);
|
return func(instance, pCreateInfo, pAllocator, pDebugMessenger);
|
||||||
} else {
|
}
|
||||||
|
else {
|
||||||
return VK_ERROR_EXTENSION_NOT_PRESENT;
|
return VK_ERROR_EXTENSION_NOT_PRESENT;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -166,6 +198,7 @@ public:
|
|||||||
void run() {
|
void run() {
|
||||||
initWindow();
|
initWindow();
|
||||||
initVulkan();
|
initVulkan();
|
||||||
|
|
||||||
mainLoop();
|
mainLoop();
|
||||||
cleanup();
|
cleanup();
|
||||||
}
|
}
|
||||||
@@ -611,7 +644,7 @@ private:
|
|||||||
|
|
||||||
std::vector<VkPipelineShaderStageCreateInfo> shaderStages = {
|
std::vector<VkPipelineShaderStageCreateInfo> shaderStages = {
|
||||||
vertShaderStageInfo,
|
vertShaderStageInfo,
|
||||||
fragShaderStageInfo
|
fragShaderStageInfo,
|
||||||
};
|
};
|
||||||
|
|
||||||
VkPipelineVertexInputStateCreateInfo vertexInputState{};
|
VkPipelineVertexInputStateCreateInfo vertexInputState{};
|
||||||
@@ -895,7 +928,8 @@ int main() {
|
|||||||
|
|
||||||
try {
|
try {
|
||||||
app.run();
|
app.run();
|
||||||
} catch (const std::exception &e) {
|
}
|
||||||
|
catch (const std::exception& e) {
|
||||||
std::cerr << e.what() << std::endl;
|
std::cerr << e.what() << std::endl;
|
||||||
return EXIT_FAILURE;
|
return EXIT_FAILURE;
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user