307 lines
7.6 KiB
HLSL
307 lines
7.6 KiB
HLSL
/*------------------.
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| :: Description :: |
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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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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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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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| :: Textures :: |
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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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// 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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// 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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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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// Sample display depth image
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float SourceDepth = ReShade::GetLinearizedDepth(UvCoord);
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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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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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// 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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[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(
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tex2D(BackBuffer, NorSouWesEst[s]).rgb
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));
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DepthMask +=
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ReShade::GetLinearizedDepth(NorSouWesEst[s])
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+ReShade::GetLinearizedDepth(DepthNorSouWesEst[s]);
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}
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HighPassColor = 0.5-0.5*(HighPassColor*0.25-ColorConvert::RGB_to_Luma(Source));
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DepthMask = 1f-DepthMask*0.125+SourceDepth;
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DepthMask = min(1f, DepthMask)+1f-max(1f, DepthMask);
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DepthMask = saturate(DepthMaskContrast*DepthMask+1f-DepthMaskContrast);
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// Sharpen strength
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HighPassColor = lerp(0.5, HighPassColor, Mask*DepthMask);
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// Clamping sharpen
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/*
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// original
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HighPassColor = Clamp!=1f ? max(min(HighPassColor, Clamp), 1f-Clamp) : HighPassColor;
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*/
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// !!! Clamp in settings above is restricted to 0.5 to 1.0
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// !!! 1.0 - Clamp is the low value, while Clamp is the high value
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// !!! so we can literally just use the clamp() func instead of min/max.
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// !!! not sure if author was trying to take advantage of some kind of
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// !!! compiler "cheat" using min/max instead of clamp to improve
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// !!! performance. doesn't make sense to min/max otherwise.
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HighPassColor = Clamp!=1f ? clamp(HighPassColor, 1f-Clamp, Clamp ) : HighPassColor;
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float3 Sharpen = float3(
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Overlay(Source.r, HighPassColor),
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Overlay(Source.g, HighPassColor),
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Overlay(Source.b, HighPassColor)
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);
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if(Preview) // Preview mode ON
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{
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float PreviewChannel = lerp(HighPassColor, HighPassColor*DepthMask, 0.5);
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return
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GammaConvert::to_display(float3(
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1f-DepthMask * (1f-HighPassColor),
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PreviewChannel,
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PreviewChannel
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));
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}
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return GammaConvert::to_display(Sharpen);
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}
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else
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{
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Pixel *= Offset;
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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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// Luma high-pass color
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float HighPassColor = 0f;
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[unroll] for(uint s=0u; s<4u; s++)
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HighPassColor +=
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ColorConvert::RGB_to_Luma(
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GammaConvert::to_linear(
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tex2D(BackBuffer, NorSouWesEst[s]).rgb
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));
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// !!! added space above to make it more obvious
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// !!! that loop is now a one-liner in this else branch
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// !!! where-as loop in branch above was multi-part
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HighPassColor = 0.5-0.5*(HighPassColor*0.25-ColorConvert::RGB_to_Luma(Source));
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// Sharpen strength
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HighPassColor = lerp(0.5, HighPassColor, Mask);
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// Clamping sharpen
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/*
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// original
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HighPassColor = Clamp!=1f ? max(min(HighPassColor, Clamp), 1f-Clamp) : HighPassColor;
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*/
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// !!! Clamp in settings above is restricted to 0.5 to 1.0
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// !!! 1.0 - Clamp is the low value, while Clamp is the high value
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// !!! so we can literally just use the clamp() func instead of min/max.
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// !!! not sure if author was trying to take advantage of some kind of
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// !!! compiler "cheat" using min/max instead of clamp to improve
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// !!! performance. doesn't make sense to min/max otherwise.
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HighPassColor = Clamp!=1f ? clamp(HighPassColor, 1f-Clamp, Clamp) : HighPassColor;
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float3 Sharpen = float3(
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Overlay(Source.r, HighPassColor),
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Overlay(Source.g, HighPassColor),
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Overlay(Source.b, HighPassColor)
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);
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return GammaConvert::to_display(
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Preview // preview mode ON
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? HighPassColor
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: Sharpen
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);
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}
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}
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/*-------------.
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| :: Output :: |
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'-------------*/
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technique FilmicAnamorphSharpen
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<
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ui_label = "Filmic Anamorphic Sharpen";
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ui_tooltip =
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"This effect © 2018-2023 Jakub Maksymilian Fober\n"
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"Licensed under CC BY-SA 4.0";
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>
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = FilmicAnamorphSharpenPS;
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}
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}
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