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Merge pull request #38 from jeanluciano/Imagespace
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Submodule CommonLibSSE-NG
updated
21 files
+4 −0 | cmake/sourcelist.cmake | |
+7 −0 | include/RE/B/BGSLoadGameBuffer.h | |
+49 −0 | include/RE/B/BGSNumericIDIndex.h | |
+26 −0 | include/RE/B/BGSSaveFormBuffer.h | |
+35 −0 | include/RE/B/BGSSaveGameBuffer.h | |
+93 −0 | include/RE/B/BGSSaveLoadGame.h | |
+1 −1 | include/RE/B/BSInputEventQueue.h | |
+20 −1 | include/RE/B/BSTimer.h | |
+2 −0 | include/RE/C/ControlMap.h | |
+6 −6 | include/RE/F/FreeCameraState.h | |
+2 −2 | include/RE/H/HighProcessData.h | |
+1 −0 | include/RE/I/InventoryChanges.h | |
+4 −0 | include/RE/Skyrim.h | |
+2 −0 | include/RE/T/TESDataHandler.h | |
+7 −0 | include/RE/T/TESFullName.h | |
+12 −14 | include/RE/T/TESObjectREFR.h | |
+2 −1 | include/RE/T/TESWaterSystem.h | |
+14 −0 | src/RE/C/ControlMap.cpp | |
+7 −0 | src/RE/I/InventoryChanges.cpp | |
+7 −0 | src/RE/T/TESDataHandler.cpp | |
+2 −1 | vcpkg.json |
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#include "Common/DummyVSTexCoord.hlsl" | ||
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typedef VS_OUTPUT PS_INPUT; | ||
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struct PS_OUTPUT | ||
{ | ||
float4 Color : SV_Target0; | ||
}; | ||
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#if defined(PSHADER) | ||
SamplerState TintMask0Sampler : register(s0); | ||
SamplerState TintMask1Sampler : register(s1); | ||
SamplerState TintMask2Sampler : register(s2); | ||
SamplerState TintMask3Sampler : register(s3); | ||
SamplerState TintMask4Sampler : register(s4); | ||
SamplerState TintMask5Sampler : register(s5); | ||
SamplerState TintMask6Sampler : register(s6); | ||
SamplerState TintMask7Sampler : register(s7); | ||
SamplerState TintMask8Sampler : register(s8); | ||
SamplerState TintMask9Sampler : register(s9); | ||
SamplerState TintMask10Sampler : register(s10); | ||
SamplerState TintMask11Sampler : register(s11); | ||
SamplerState TintMask12Sampler : register(s12); | ||
SamplerState TintMask13Sampler : register(s13); | ||
SamplerState TintMask14Sampler : register(s14); | ||
SamplerState TintMask15Sampler : register(s15); | ||
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Texture2D<float4> TintMask0Tex : register(t0); | ||
Texture2D<float4> TintMask1Tex : register(t1); | ||
Texture2D<float4> TintMask2Tex : register(t2); | ||
Texture2D<float4> TintMask3Tex : register(t3); | ||
Texture2D<float4> TintMask4Tex : register(t4); | ||
Texture2D<float4> TintMask5Tex : register(t5); | ||
Texture2D<float4> TintMask6Tex : register(t6); | ||
Texture2D<float4> TintMask7Tex : register(t7); | ||
Texture2D<float4> TintMask8Tex : register(t8); | ||
Texture2D<float4> TintMask9Tex : register(t9); | ||
Texture2D<float4> TintMask10Tex : register(t10); | ||
Texture2D<float4> TintMask11Tex : register(t11); | ||
Texture2D<float4> TintMask12Tex : register(t12); | ||
Texture2D<float4> TintMask13Tex : register(t13); | ||
Texture2D<float4> TintMask14Tex : register(t14); | ||
Texture2D<float4> TintMask15Tex : register(t15); | ||
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cbuffer PerGeometry : register(b2) | ||
{ | ||
float4 Color[16] : packoffset(c0); | ||
}; | ||
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float3 BlendAlpha(Texture2D<float4> tintMaskTex, SamplerState tintMaskSamplerState, float2 texCoord, float4 blendColor, float3 color) | ||
{ | ||
float tintMask = tintMaskTex.Sample(tintMaskSamplerState, texCoord).x; | ||
return blendColor.xyz * (1 - tintMask * blendColor.w) + (blendColor.w * tintMask) * color; | ||
} | ||
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PS_OUTPUT main(PS_INPUT input) | ||
{ | ||
PS_OUTPUT psout; | ||
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float3 color = 0.5.xxx; | ||
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color = BlendAlpha(TintMask0Tex, TintMask0Sampler, input.TexCoord, Color[0], color); | ||
color = BlendAlpha(TintMask1Tex, TintMask1Sampler, input.TexCoord, Color[1], color); | ||
color = BlendAlpha(TintMask2Tex, TintMask2Sampler, input.TexCoord, Color[2], color); | ||
color = BlendAlpha(TintMask3Tex, TintMask3Sampler, input.TexCoord, Color[3], color); | ||
color = BlendAlpha(TintMask4Tex, TintMask4Sampler, input.TexCoord, Color[4], color); | ||
color = BlendAlpha(TintMask5Tex, TintMask5Sampler, input.TexCoord, Color[5], color); | ||
color = BlendAlpha(TintMask6Tex, TintMask6Sampler, input.TexCoord, Color[6], color); | ||
color = BlendAlpha(TintMask7Tex, TintMask7Sampler, input.TexCoord, Color[7], color); | ||
color = BlendAlpha(TintMask8Tex, TintMask8Sampler, input.TexCoord, Color[8], color); | ||
color = BlendAlpha(TintMask9Tex, TintMask9Sampler, input.TexCoord, Color[9], color); | ||
color = BlendAlpha(TintMask10Tex, TintMask10Sampler, input.TexCoord, Color[10], color); | ||
color = BlendAlpha(TintMask11Tex, TintMask11Sampler, input.TexCoord, Color[11], color); | ||
color = BlendAlpha(TintMask12Tex, TintMask12Sampler, input.TexCoord, Color[12], color); | ||
color = BlendAlpha(TintMask13Tex, TintMask13Sampler, input.TexCoord, Color[13], color); | ||
color = BlendAlpha(TintMask14Tex, TintMask14Sampler, input.TexCoord, Color[14], color); | ||
color = BlendAlpha(TintMask15Tex, TintMask15Sampler, input.TexCoord, Color[15], color); | ||
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psout.Color = float4(color, 1); | ||
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return psout; | ||
} | ||
#endif |
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#include "Common/DummyVSTexCoord.hlsl" | ||
#include "Common/FrameBuffer.hlsl" | ||
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typedef VS_OUTPUT PS_INPUT; | ||
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struct PS_OUTPUT | ||
{ | ||
float3 Color : SV_Target0; | ||
}; | ||
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#if defined(PSHADER) | ||
SamplerState SSRSourceSampler : register(s0); | ||
SamplerState WaterMaskSampler : register(s1); | ||
SamplerState MainBufferSampler : register(s2); | ||
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Texture2D<float4> SSRSourceTex : register(t0); | ||
Texture2D<float4> WaterMaskTex : register(t1); | ||
Texture2D<float4> MainBufferTex : register(t2); | ||
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cbuffer PerGeometry : register(b2) | ||
{ | ||
float4 SSRParams : packoffset(c0); | ||
}; | ||
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PS_OUTPUT main(PS_INPUT input) | ||
{ | ||
PS_OUTPUT psout; | ||
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float2 adjustedScreenPosition = GetDynamicResolutionAdjustedScreenPosition(input.TexCoord.xy); | ||
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float2 waterMask = WaterMaskTex.SampleLevel(WaterMaskSampler, adjustedScreenPosition, 0).zw; | ||
float3 mainColor = MainBufferTex.Sample(MainBufferSampler, adjustedScreenPosition).xyz; | ||
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float3 colorOffset = 0.0.xxx; | ||
if (waterMask.x >= 1e-5 && waterMask.y > 1e-5) { | ||
float4 ssrSourceColor = SSRSourceTex.Sample(SSRSourceSampler, adjustedScreenPosition); | ||
colorOffset = clamp(SSRParams.x * (ssrSourceColor.xyz * ssrSourceColor.w), | ||
0, SSRParams.y * mainColor); | ||
} | ||
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psout.Color = colorOffset + mainColor; | ||
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return psout; | ||
} | ||
#endif |
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#include "Common/DummyVSTexCoord.hlsl" | ||
#include "Common/FrameBuffer.hlsl" | ||
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typedef VS_OUTPUT PS_INPUT; | ||
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struct PS_OUTPUT | ||
{ | ||
float4 Color : SV_Target0; | ||
}; | ||
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#if defined(PSHADER) | ||
SamplerState DownScaledBlurredHDRSampler : register(s0); | ||
SamplerState RampsSampler : register(s1); | ||
SamplerState MasksSampler : register(s2); | ||
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Texture2D<float4> DownScaledBlurredHDRTex : register(t0); | ||
Texture2D<float4> RampsTex : register(t1); | ||
Texture2D<float4> MasksTex : register(t2); | ||
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cbuffer PerGeometry : register(b2) | ||
{ | ||
float lensCount : packoffset(c0.x); | ||
float flareDispersal : packoffset(c0.y); | ||
float lightsRangeDownshift : packoffset(c0.z); | ||
float invLightsRangeDownshift : packoffset(c0.w); | ||
float lateralRepeat : packoffset(c1.x); | ||
float channelsDistortionRed : packoffset(c1.y); | ||
float channelsDistortionGreen : packoffset(c1.z); | ||
float channelsDistortionBlue : packoffset(c1.w); | ||
float texelOffsetX : packoffset(c2.x); | ||
float texelOffsetY : packoffset(c2.y); | ||
float haloFetch : packoffset(c2.z); | ||
float haloWidthPow : packoffset(c2.w); | ||
float dynamicSource : packoffset(c3.x); | ||
float globalIntensity : packoffset(c3.y); | ||
}; | ||
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float4 GetSampleColor(float2 texCoord) | ||
{ | ||
float4 color = DownScaledBlurredHDRTex.Sample(DownScaledBlurredHDRSampler, texCoord); | ||
if (saturate(color.x - lightsRangeDownshift) + saturate(color.y - lightsRangeDownshift) + | ||
saturate(color.z - lightsRangeDownshift) <= | ||
0) { | ||
return 0; | ||
} | ||
return saturate(color); | ||
} | ||
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PS_OUTPUT main(PS_INPUT input) | ||
{ | ||
PS_OUTPUT psout; | ||
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float4 lensColor = 0; | ||
for (int sampleIndex = -asint(lateralRepeat); sampleIndex <= asint(lateralRepeat); ++sampleIndex) { | ||
float4 sampleColor; | ||
if (dynamicSource > 0.5) { | ||
sampleColor = GetSampleColor(GetDynamicResolutionAdjustedScreenPosition( | ||
input.TexCoord + float2(texelOffsetX * sampleIndex, 0))); | ||
} else { | ||
sampleColor = GetSampleColor(input.TexCoord + float2(texelOffsetX * sampleIndex, 0)); | ||
} | ||
lensColor += sampleColor; | ||
} | ||
psout.Color = globalIntensity * lensColor; | ||
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return psout; | ||
} | ||
#endif |
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#include "Common/DummyVSTexCoord.hlsl" | ||
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typedef VS_OUTPUT PS_INPUT; | ||
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struct PS_OUTPUT | ||
{ | ||
float4 Color : SV_Target0; | ||
}; | ||
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#if defined(PSHADER) | ||
SamplerState SourceSampler : register(s0); | ||
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Texture2D<float4> SourceTex : register(t0); | ||
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PS_OUTPUT main(PS_INPUT input) | ||
{ | ||
PS_OUTPUT psout; | ||
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float4 srcColor = SourceTex.Sample(SourceSampler, input.TexCoord); | ||
psout.Color = srcColor; | ||
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return psout; | ||
} | ||
#endif |
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#include "Common/Color.hlsl" | ||
#include "Common/DummyVSTexCoord.hlsl" | ||
#include "Common/FrameBuffer.hlsl" | ||
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typedef VS_OUTPUT PS_INPUT; | ||
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struct PS_OUTPUT | ||
{ | ||
float4 Color : SV_Target0; | ||
}; | ||
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#if defined(PSHADER) | ||
SamplerState ImageSampler : register(s0); | ||
SamplerState AvgLumSampler : register(s1); | ||
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Texture2D<float4> ImageTex : register(t0); | ||
Texture2D<float4> AvgLumTex : register(t1); | ||
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cbuffer PerGeometry : register(b2) | ||
{ | ||
float4 BlurBrightPass : packoffset(c0); | ||
float4 BlurScale : packoffset(c1); | ||
float BlurRadius : packoffset(c2); | ||
float4 BlurOffsets[16] : packoffset(c3); | ||
}; | ||
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PS_OUTPUT main(PS_INPUT input) | ||
{ | ||
PS_OUTPUT psout; | ||
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float4 color = 0.0.xxxx; | ||
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float blurRadius = BLUR_RADIUS; | ||
float2 blurScale = BlurScale.zw; | ||
# if BLUR_RADIUS == 0 | ||
blurRadius = BlurRadius; | ||
# endif | ||
# if BLUR_RADIUS == 0 || defined(BLUR_NON_HDR) | ||
blurScale = 1.0.xx; | ||
# endif | ||
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for (int blurIndex = 0; blurIndex < blurRadius; ++blurIndex) { | ||
float2 screenPosition = BlurOffsets[blurIndex].xy + input.TexCoord.xy; | ||
if (BlurScale.x < 0.5) { | ||
screenPosition = GetDynamicResolutionAdjustedScreenPosition(screenPosition); | ||
} | ||
float4 imageColor = ImageTex.Sample(ImageSampler, screenPosition) * float4(blurScale.yyy, 1); | ||
# if defined(BLUR_BRIGHT_PASS) | ||
imageColor = BlurBrightPass.y * max(0.0.xxxx, -BlurBrightPass.x + imageColor); | ||
# endif | ||
color += imageColor * BlurOffsets[blurIndex].z; | ||
} | ||
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# if defined(BLUR_BRIGHT_PASS) | ||
float avgLum = RGBToLuminance(AvgLumTex.Sample(AvgLumSampler, input.TexCoord.xy).xyz); | ||
color.w = avgLum; | ||
# endif | ||
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psout.Color = color * float4(blurScale.xxx, 1); | ||
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return psout; | ||
} | ||
#endif |
44 changes: 44 additions & 0 deletions
44
package/Shaders/ISCompositeLensFlareVolumetricLighting.hlsl
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@@ -0,0 +1,44 @@ | ||
#include "Common/DummyVSTexCoord.hlsl" | ||
#include "Common/FrameBuffer.hlsl" | ||
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typedef VS_OUTPUT PS_INPUT; | ||
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struct PS_OUTPUT | ||
{ | ||
float3 Color : SV_Target0; | ||
}; | ||
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#if defined(PSHADER) | ||
SamplerState VLSourceSampler : register(s0); | ||
SamplerState LFSourceSampler : register(s1); | ||
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Texture2D<float4> VLSourceTex : register(t0); | ||
Texture2D<float4> LFSourceTex : register(t1); | ||
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cbuffer PerGeometry : register(b2) | ||
{ | ||
float4 VolumetricLightingColor : packoffset(c0); | ||
}; | ||
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PS_OUTPUT main(PS_INPUT input) | ||
{ | ||
PS_OUTPUT psout; | ||
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float3 color = 0.0.xxx; | ||
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# if defined(VOLUMETRIC_LIGHTING) | ||
float2 screenPosition = GetDynamicResolutionAdjustedScreenPosition(input.TexCoord); | ||
float volumetricLightingPower = VLSourceTex.Sample(VLSourceSampler, screenPosition).x; | ||
color += VolumetricLightingColor.xyz * volumetricLightingPower; | ||
# endif | ||
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# if defined(LENS_FLARE) | ||
float3 lensFlareColor = LFSourceTex.Sample(LFSourceSampler, input.TexCoord).xyz; | ||
color += lensFlareColor; | ||
# endif | ||
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psout.Color = color; | ||
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return psout; | ||
} | ||
#endif |
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@@ -0,0 +1,45 @@ | ||
#include "Common/DummyVSTexCoord.hlsl" | ||
#include "Common/FrameBuffer.hlsl" | ||
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typedef VS_OUTPUT PS_INPUT; | ||
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struct PS_OUTPUT | ||
{ | ||
float4 Color : SV_Target0; | ||
}; | ||
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#if defined(PSHADER) | ||
SamplerState ImageSampler : register(s0); | ||
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Texture2D<float4> ImageTex : register(t0); | ||
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cbuffer PerGeometry : register(b2) | ||
{ | ||
float4 RotationMatrix : packoffset(c0); | ||
float4 ColorSelect : packoffset(c1); | ||
float4 ScaleBias : packoffset(c2); | ||
}; | ||
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PS_OUTPUT main(PS_INPUT input) | ||
{ | ||
PS_OUTPUT psout; | ||
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# if !defined(DYNAMIC_FETCH_DISABLED) | ||
float2 screenPosition = GetDynamicResolutionAdjustedScreenPosition(input.TexCoord); | ||
# else | ||
float2 screenPosition = input.TexCoord; | ||
# endif | ||
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float4 color = ImageTex.Sample(ImageSampler, screenPosition); | ||
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# if defined(GRAY_SCALE) | ||
color = float4(dot(color, ColorSelect).xxx, color.w); | ||
# elif defined(TEXTURE_MASK) | ||
color.w = 1 - color.x; | ||
# endif | ||
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psout.Color = color; | ||
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return psout; | ||
} | ||
#endif |
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