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Add smolbbsoop_RadialBlur.fx
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Mortalitas committed Mar 3, 2025
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181 changes: 181 additions & 0 deletions ComputeShaders/smolbbsoop_Global.fxh
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/* ===================================================================================
Copyright © Violet Cleathero - 2024
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be included in all copies
or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE,ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
=================================================================================== */
#define SOOP_SRGB 1
#define SOOP_SCRGB 2
#define SOOP_HDR10 3

#ifndef _SOOP_COLOUR_SPACE
#if (BUFFER_COLOR_SPACE == 1)
#define _SOOP_COLOUR_SPACE SOOP_SRGB
#elif (BUFFER_COLOR_SPACE == 2)
#define _SOOP_COLOUR_SPACE SOOP_SCRGB
#elif (BUFFER_COLOR_SPACE == 3)
#define _SOOP_COLOUR_SPACE SOOP_HDR10
#else
#define _SOOP_COLOUR_SPACE SOOP_SRGB
#endif
#endif

//============================================================================================
// sRGB Functions
//============================================================================================

#if _SOOP_COLOUR_SPACE == 1

// thanks to TreyM for posting this in the ReShade Discord's code chat :3
float3 sRGBToLinear(float3 x)
{
if (x.r < 0.04045)
return x / 12.92;
else
return pow((x + 0.055) / 1.055, 2.4);
}

// thanks to TreyM for posting this in the ReShade Discord's code chat :3
float3 LinearTosRGB(float3 x)
{
if (x.r < 0.0031308)
return 12.92 * x;
else
return 1.055 * pow(x, 1.0 / 2.4) - 0.055;
}

//============================================================================================
// scRGB Functions
//============================================================================================

#elif _SOOP_COLOUR_SPACE == 2

//==============================================================
// Functions (Before)
//==============================================================

float3 Reinhard(float3 x)
{
return x / (1.0 + x);
}

// thanks to TreyM for posting this in the ReShade Discord's code chat :3
float3 LinearToSRGB(float3 x)
{
if (x.r < 0.0031308)
return 12.92 * x;
else
return 1.055 * pow(x, 1.0 / 2.4) - 0.055;
}

//==============================================================
// Functions (After)
//==============================================================

float3 InvReinhard(float3 x)
{
return x / (1.0 - x);
}

// thanks to TreyM for posting this in the ReShade Discord's code chat :3
float3 sRGBToLinear(float3 colour)
{
if (x.r < 0.04045)
return x / 12.92;
else
return pow((x + 0.055) / 1.055, 2.4);
}

//============================================================================================
// HDR10 PQ Functions
//============================================================================================

#elif _SOOP_COLOUR_SPACE == 3

#define PQ_m1 0.1593017578125
#define PQ_m2 78.84375
#define PQ_c1 0.8359375
#define PQ_c2 18.8515625
#define PQ_c3 18.6875

uniform int PeakBrightness <
ui_type = "drag";
ui_label = "Peak Brightness";
ui_category = "Global";
ui_min = 100; ui_max = 10000;
//hidden = true;
ui_tooltip = "Input HDR Peak Brightness. Setting the correct value ensures the conversion is as accurate as possible";
> = 1000;

//==============================================================
// Functions (After)
//==============================================================

float3 PQToLinear(float3 x)
{
const float3 num = max(pow(x, 1.0 / PQ_m2) - PQ_c1, 0.0);
const float3 den = PQ_c2 - PQ_c3 * pow(x, 1.0 / PQ_m2);

const float scalingFactor = 20375.99 * pow(PeakBrightness, -0.995);

return pow(num / den, 1.0 / PQ_m1) * scalingFactor;
}

float3 Reinhard(float3 x)
{
return x / (1.0 + x);
}

// thanks to TreyM for posting this in the ReShade Discord's code chat :3
float3 LinearTosRGB(float3 x)
{
if (x.r < 0.0031308)
return 12.92 * x;
else
return 1.055 * pow(x, 1.0 / 2.4) - 0.055;
}

//==============================================================
// Functions (Before)
//==============================================================

float3 LinearToPQ(float3 x)
{
const float S = 0.003789 * PeakBrightness;
const float3 x_scaled = x * S;
const float3 Y = clamp(x_scaled / 80.0, 0.0, 1.0);

const float3 num = PQ_c1 + PQ_c2 * pow(Y, PQ_m1);
const float3 den = 1.0 + PQ_c3 * pow(Y, PQ_m1);

return pow(num / den, PQ_m2);
}

float3 InvReinhard(float3 x)
{
return x / (1.0 - x);
}

// thanks to TreyM for posting this in the ReShade Discord's code chat :3
float3 sRGBToLinear(float3 x)
{
if (x.r < 0.04045)
return x / 12.92;
else
return pow((x + 0.055) / 1.055, 2.4);
}
#endif
198 changes: 198 additions & 0 deletions ComputeShaders/smolbbsoop_RadialBlur.fx
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/* ===================================================================================
Copyright © Violet Cleathero - 2024
Permission is hereby granted, free of charge, to any person obtaining a copy of this
software and associated documentation files (the "Software"), to deal in the Software
without restriction, including without limitation the rights to use, copy, modify,
merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
permit persons to whom the Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be included in all copies
or substantial portions of the Software.
THE SOFTWARE IS PROVIDED “AS IS”, WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE,ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
=================================================================================== */
#if(__RENDERER__ != 0x9000)

//============================================================================================
// UI
//============================================================================================

//==============================================================
// Blur Parameters
//==============================================================

uniform float2 BlurCenter <
ui_type = "slider";
ui_label = "Center of Image";
ui_category = "Blur Adjustments";
ui_min = 0.0;
ui_max = 1.0;
> = float2(0.5, 0.5);

uniform float BlurStrength <
ui_type = "slider";
ui_label = "Intensity";
ui_category = "Blur Adjustments";
ui_min = 0.0;
ui_max = 1.0;
> = 0.75;

uniform float Falloff <
ui_type = "slider";
ui_label = "Falloff Distance";
ui_category = "Blur Adjustments";
ui_min = 0.0;
ui_max = 1.0;
> = 0.6;

//============================================================================================
// Defines / Textures / Samplers
//============================================================================================

#include "ReShade.fxh"
#include "smolbbsoop_Global.fxh"

sampler BackBuffer { Texture = ReShade::BackBufferTex; MagFilter = POINT; MinFilter = POINT; MipFilter = POINT; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; };

#define RES float2(BUFFER_WIDTH, BUFFER_HEIGHT)

//============================================================================================
// Functions
//============================================================================================

float2 Rotate(float2 uv, float2 pivot, float angle)
{
const float s = sin(angle);
const float c = cos(angle);

uv -= pivot;
const float2 rotatedUV = float2(uv.x * c - uv.y * s, uv.x * s + uv.y * c);
return rotatedUV + pivot;
}

//============================================================================================
// Main Function
//============================================================================================

float4 RadialBlur(float2 texCoords, float2 center, float strength, int quality, float falloff, float taperStrength)
{
float4 Colour = float4(0.0, 0.0, 0.0, 1.0);

// there was probably a better way to make it AR agnostic, but this does the trick mostly :)
const float aspectRatio = RES.x / RES.y;
const float2 adjustedCoords = float2(texCoords.x, texCoords.y / aspectRatio);
const float2 adjustedCenter = float2(center.x, center.y / aspectRatio);

const float distance = length(adjustedCoords - adjustedCenter);
const float falloffFactor = pow(distance, falloff);

const float taperBase = 1.0 - taperStrength;
const float taperCompensation = lerp(2.0, 1.0, taperStrength);

for (int i = 0; i < quality; i++)
{
float angle = (0.1 + float(i) * 0.5) * strength * falloffFactor;
float taperWeight = taperBase + taperStrength * (1.0 - abs(float(i) / quality));

//==============================================================
// Positive Rotation
//==============================================================

float2 rotatedCoords = Rotate(adjustedCoords, adjustedCenter, angle);
rotatedCoords.y *= aspectRatio;

float3 sampleColour;

#if _SOOP_COLOUR_SPACE == 1 // srgb
sampleColour = sRGBToLinear(tex2D(ReShade::BackBuffer, rotatedCoords).rgb);
#elif _SOOP_COLOUR_SPACE == 2 // scrgb
sampleColour = tex2D(ReShade::BackBuffer, rotatedCoords).rgb;
#elif _SOOP_COLOUR_SPACE == 3 // hdr10
sampleColour = PQToLinear(tex2D(ReShade::BackBuffer, rotatedCoords).rgb);
#endif

Colour.rgb += sampleColour * taperWeight;

//==============================================================
// Negative Rotation
//==============================================================

rotatedCoords = Rotate(adjustedCoords, adjustedCenter, -angle);
rotatedCoords.y *= aspectRatio;

#if _SOOP_COLOUR_SPACE == 1 // srgb
sampleColour = sRGBToLinear(tex2D(ReShade::BackBuffer, rotatedCoords).rgb);
#elif _SOOP_COLOUR_SPACE == 2 // scrgb
sampleColour = tex2D(ReShade::BackBuffer, rotatedCoords).rgb;
#elif _SOOP_COLOUR_SPACE == 3 // hdr10
sampleColour = PQToLinear(tex2D(ReShade::BackBuffer, rotatedCoords).rgb);
#endif

Colour.rgb += sampleColour * taperWeight;
}

// normalise and convert back
Colour.rgb /= (quality * taperCompensation);

#if _SOOP_COLOUR_SPACE == 1
Colour.rgb = LinearTosRGB(Colour.rgb);
#elif _SOOP_COLOUR_SPACE == 2
Colour.rgb = Colour.rgb;
#elif _SOOP_COLOUR_SPACE == 3
Colour.rgb = LinearToPQ(Colour.rgb);
#endif

return Colour;
}

//============================================================================================
// Shader
//============================================================================================

float4 ApplyBlur(float4 pos : SV_Position, float2 texCoords : TexCoord) : SV_Target
{
// this might waste a few 0.00001ms but it makes it neater for me :3
// it was initially controllable but my god the blur looks horrendous without the taper
const float TaperStrength = 1.0;

// adjusted controls (keeps all sliders 0-1 with adapted controls to ensure useable results :3)
const float adjustedBlurStrength = clamp(lerp(0.0, 0.02, BlurStrength), 0.0, 0.02);
const float adjustedFalloff = clamp(lerp(1.0, 5.0, Falloff), 1.0, 5.0);

// i cant figure out how to separate quality from blur strength so this will do as a mediocre compromise
// also has the benefit that the shader can be more performant with reasonable blurs i guess \o/
float dynamicQuality = lerp(5, 100, (adjustedBlurStrength * 50)) * (1.0 / max(adjustedFalloff, 0.001));
dynamicQuality = clamp(dynamicQuality, 5.0, 300);

return RadialBlur(texCoords, BlurCenter, adjustedBlurStrength, dynamicQuality, adjustedFalloff, TaperStrength);
}

//============================================================================================
// Techniques / Passes
//============================================================================================

technique RadialBlur < ui_label = "Symmetrical Radial Blur"; ui_tooltip = "An unoptimised and lazily made radial blur shader that warps the edges of the frame in a radial pattern"; >
{
pass
{
VertexShader = PostProcessVS;
PixelShader = ApplyBlur;
}
}
#else
uniform int DX9Failsafe <
ui_type = "radio";
ui_text = "Sorry! This shader is incompatible with DX9. \nPlease consider using an API wrapper, such as DXVK or DGVoodoo2.";
ui_label = " ";
> = 0;

technique RadialBlur < ui_label = "Symmetrical Radial Blur"; ui_tooltip = "An unoptimised and lazily made radial blur shader that warps the edges of the frame in a radial pattern"; >
{ }
#endif

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