mirror of
https://github.com/BC46/freelancer-hd-edition
synced 2024-08-30 18:32:47 +00:00
73 lines
2.0 KiB
HLSL
73 lines
2.0 KiB
HLSL
/**
|
|
* Tonemap version 1.1
|
|
* by Christian Cann Schuldt Jensen ~ CeeJay.dk
|
|
*/
|
|
|
|
#include "ReShadeUI.fxh"
|
|
|
|
uniform float Gamma < __UNIFORM_SLIDER_FLOAT1
|
|
ui_min = 0.0; ui_max = 2.0;
|
|
ui_tooltip = "Adjust midtones. 1.0 is neutral. This setting does exactly the same as the one in Lift Gamma Gain, only with less control.";
|
|
> = 1.0;
|
|
uniform float Exposure < __UNIFORM_SLIDER_FLOAT1
|
|
ui_min = -1.0; ui_max = 1.0;
|
|
ui_tooltip = "Adjust exposure";
|
|
> = 0.0;
|
|
uniform float Saturation < __UNIFORM_SLIDER_FLOAT1
|
|
ui_min = -1.0; ui_max = 1.0;
|
|
ui_tooltip = "Adjust saturation";
|
|
> = 0.0;
|
|
|
|
uniform float Bleach < __UNIFORM_SLIDER_FLOAT1
|
|
ui_min = 0.0; ui_max = 1.0;
|
|
ui_tooltip = "Brightens the shadows and fades the colors";
|
|
> = 0.0;
|
|
|
|
uniform float Defog < __UNIFORM_SLIDER_FLOAT1
|
|
ui_min = 0.0; ui_max = 1.0;
|
|
ui_tooltip = "How much of the color tint to remove";
|
|
> = 0.0;
|
|
uniform float3 FogColor < __UNIFORM_COLOR_FLOAT3
|
|
ui_label = "Defog Color";
|
|
ui_tooltip = "Which color tint to remove";
|
|
> = float3(0.0, 0.0, 1.0);
|
|
|
|
|
|
#include "ReShade.fxh"
|
|
|
|
float3 TonemapPass(float4 position : SV_Position, float2 texcoord : TexCoord) : SV_Target
|
|
{
|
|
float3 color = tex2D(ReShade::BackBuffer, texcoord).rgb;
|
|
color = saturate(color - Defog * FogColor * 2.55); // Defog
|
|
color *= pow(2.0f, Exposure); // Exposure
|
|
color = pow(color, Gamma); // Gamma
|
|
|
|
const float3 coefLuma = float3(0.2126, 0.7152, 0.0722);
|
|
float lum = dot(coefLuma, color);
|
|
|
|
float L = saturate(10.0 * (lum - 0.45));
|
|
float3 A2 = Bleach * color;
|
|
|
|
float3 result1 = 2.0f * color * lum;
|
|
float3 result2 = 1.0f - 2.0f * (1.0f - lum) * (1.0f - color);
|
|
|
|
float3 newColor = lerp(result1, result2, L);
|
|
float3 mixRGB = A2 * newColor;
|
|
color += ((1.0f - A2) * mixRGB);
|
|
|
|
float3 middlegray = dot(color, (1.0 / 3.0));
|
|
float3 diffcolor = color - middlegray;
|
|
color = (color + diffcolor * Saturation) / (1 + (diffcolor * Saturation)); // Saturation
|
|
|
|
return color;
|
|
}
|
|
|
|
technique Tonemap
|
|
{
|
|
pass
|
|
{
|
|
VertexShader = PostProcessVS;
|
|
PixelShader = TonemapPass;
|
|
}
|
|
}
|