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Alternative player 1 on left player 2 on right solution (AKA "2PV", "SbS") using 3DToElse and vkBasalt. For any splitscreen game. Edit paths etc. to fit your needs
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reshadeTexturePath = /home/tacokoneko/.local/share/reshade/Textures | |
reshadeIncludePath = /home/tacokoneko/.local/share/reshade/Shaders | |
3DToElse = /home/tacokoneko/.local/share/reshade/Shaders/3DToElse.fx | |
toggleKey = Home | |
effects = 3DToElse |
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////------------// | |
///**3DToElse**/// | |
//------------//// | |
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | |
//* Stereo Input Converter 1.2 *// | |
//* For Reshade 3.0 *// | |
//* -------------------------- *// | |
//* This work is licensed under a Creative Commons Attribution 3.0 Unported License. *// | |
//* So you are free to share, modify and adapt it for your needs, and even use it for commercial use. *// | |
//* I would also love to hear about a project you are using it with. *// | |
//* https://creativecommons.org/licenses/by/3.0/us/ *// | |
//* *// | |
//* Have fun, *// | |
//* Jose Negrete AKA BlueSkyDefender *// | |
//* *// | |
//* http://reshade.me/forum/shader-presentation/2128-sidebyside-3d-depth-map-based-stereoscopic-shader *// | |
//* --------------------------------- *// | |
//* *// | |
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | |
uniform bool SbS_Half_Full < | |
ui_label = "Half / Full"; | |
ui_tooltip = "Switch Aspect Ratio From Half to Full for Side by Side Video."; | |
ui_category = "Stereoscopic Conversion"; | |
> = false; | |
uniform int Stereoscopic_Mode_Input < | |
ui_type = "combo"; | |
ui_items = "Off\0Side by Side\0Top and Bottom\0Line Interlaced\0Checkerboard 3D\0Frame Sequential\0"; | |
ui_label = "Stereoscopic Mode Input"; | |
ui_tooltip = "Change to the proper stereoscopic input."; | |
ui_category = "Stereoscopic Conversion"; | |
> = 2; | |
uniform int Stereoscopic_Mode < | |
ui_type = "combo"; | |
ui_items = "Side by Side\0Top and Bottom\0Line Interlaced\0Column Interlaced\0Checkerboard 3D\0Anaglyph\0"; | |
ui_label = "3D Display Mode"; | |
ui_tooltip = "Stereoscopic 3D display output selection."; | |
ui_category = "Stereoscopic Conversion"; | |
> = 0; | |
uniform int Anaglyph_Colors < | |
ui_type = "combo"; | |
ui_items = "Anaglyph 3D Red/Cyan\0Anaglyph 3D Red/Cyan Dubois\0Anaglyph 3D Red/Cyan Anachrome\0Anaglyph 3D Green/Magenta\0Anaglyph 3D Green/Magenta Dubois\0Anaglyph 3D Green/Magenta Triochrome\0Anaglyph 3D Blue/Amber ColorCode\0"; | |
ui_label = "Anaglyph Color Mode"; | |
ui_tooltip = "Select colors for your 3D anaglyph glasses."; | |
ui_category = "Stereoscopic Conversion"; | |
> = 0; | |
uniform int Perspective < | |
ui_type = "drag"; | |
ui_min = -100; ui_max = 100; | |
ui_label = "Perspective Slider"; | |
ui_tooltip = "Determines the perspective point."; | |
ui_category = "Stereoscopic Options"; | |
> = 0; | |
uniform int Scaling_Support < | |
ui_type = "combo"; | |
ui_items = " 2160p\0 Native\0 1080p A\0 1080p B\0 1050p A\0 1050p B\0 720p A\0 720p B\0"; | |
ui_label = "Scaling Support"; | |
ui_tooltip = "Dynamic Super Resolution , Virtual Super Resolution, downscaling, or Upscaling support for Line Interlaced, Column Interlaced, & Checkerboard 3D displays."; | |
ui_category = "Stereoscopic Options"; | |
> = 1; | |
uniform float2 Interlace_Anaglyph < | |
ui_type = "drag"; | |
ui_min = 0.0; ui_max = 1.0; | |
ui_label = " Interlace & Anaglyph"; | |
ui_tooltip = "Interlace Optimization is used to reduce aliasing in a Line or Column interlaced image. This has the side effect of softening the image.\n" | |
"Anaglyph Desaturation allows for removing color from an anaglyph 3D image. Zero is Black & White, One is full color.\n" | |
"Default for Interlace Optimization is 0.5 and for Anaglyph Desaturation is One."; | |
ui_category = "Stereoscopic Options"; | |
> = float2(0.5,1.0); | |
uniform bool Eye_Swap < | |
ui_label = "Eye Swap"; | |
ui_tooltip = "Left right image change."; | |
ui_category = "Stereoscopic Options"; | |
> = true; | |
/////////////////////////////////////////////D3D Starts Here///////////////////////////////////////////////////////////////// | |
#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) | |
#define TextureSize float2(BUFFER_WIDTH, BUFFER_HEIGHT) | |
uniform float frametime < source = "frametime";>; | |
uniform float timer < source = "timer"; >; | |
texture BackBufferTex : COLOR; | |
sampler BackBuffer | |
{ | |
Texture = BackBufferTex; | |
MagFilter = POINT; | |
MinFilter = POINT; | |
MipFilter = POINT; | |
}; | |
texture texCL { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;}; | |
texture texCR { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;}; | |
sampler SamplerCL | |
{ | |
Texture = texCL; | |
AddressU = BORDER; | |
AddressV = BORDER; | |
AddressW = BORDER; | |
}; | |
sampler SamplerCR | |
{ | |
Texture = texCR; | |
AddressU = BORDER; | |
AddressV = BORDER; | |
AddressW = BORDER; | |
}; | |
texture Current_BackBuffer_Tex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; }; | |
sampler CBackBuffer | |
{ | |
Texture = Current_BackBuffer_Tex; | |
MagFilter = POINT; | |
MinFilter = POINT; | |
MipFilter = POINT; | |
}; | |
texture PastSingleBackBuffer { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;}; | |
sampler PSBackBuffer | |
{ | |
Texture = PastSingleBackBuffer; | |
MagFilter = POINT; | |
MinFilter = POINT; | |
MipFilter = POINT; | |
}; | |
////////////////////////////////////////////////Left/Right Eye//////////////////////////////////////////////////////// | |
uniform uint framecount < source = "framecount"; >; | |
//Total amount of frames since the game started. | |
float fmod(float a, float b) | |
{ | |
float c = frac(abs(a / b)) * abs(b); | |
return a < 0 ? -c : c; | |
} | |
//Stereo Texture grabber | |
float4 BB_Texture(float2 TC) | |
{ | |
if(Stereoscopic_Mode_Input == 1) | |
TC.y = SbS_Half_Full ? TC.y * 0.5 + 0.25 : TC.y; | |
float4 Color = tex2Dlod(BackBuffer, float4(TC,0,0) ), Exp_Darks, Exp_Brights; | |
float3 AdaptColor = tex2Dlod(BackBuffer, float4(TC,0,0) ).rgb; | |
return float4(Color.rgb,max(AdaptColor.r, max(AdaptColor.g, AdaptColor.b))); | |
} | |
//Unilinear Left / Right | |
float4 U_LR(in float2 texcoord,in int Switcher) | |
{ | |
float gridy = floor(texcoord.y*TextureSize.y); //Native | |
if(Switcher == 1) | |
return fmod(gridy,2) ? 0 : tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) ; | |
else | |
return fmod(gridy,2) ? tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) : 0 ; | |
} | |
float4 Uni_LR(in float2 texcoord,in int Switcher ) | |
{ | |
float4 tl = U_LR(texcoord, Switcher), | |
tr = U_LR(texcoord + float2(0.0,-pix.y), Switcher), | |
bl = U_LR(texcoord + float2(0.0, pix.y), Switcher); | |
float2 f = frac( texcoord * TextureSize ); | |
float4 tA = lerp( tl, tr, f.x ); | |
float4 tB = lerp( tl, bl, f.x ); | |
float4 done = lerp( tA, tB, f.y ) * 2.0;//2.0 Gamma correction. | |
return done; | |
} | |
//Bilinear Left | |
float4 B_LR(in float2 texcoord,in int Switcher) | |
{ | |
float gridy = floor(texcoord.y*(BUFFER_HEIGHT)); //Native | |
float gridx = floor(texcoord.x*(BUFFER_WIDTH)); //Native | |
if(Switcher == 1) | |
return fmod(gridy+gridx,2) ? 0 : tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) ; | |
else | |
return fmod(gridy+gridx,2) ? tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) : 0 ; | |
} | |
float4 Bi_LR(in float2 texcoord,in int Switcher ) | |
{ | |
float4 tl = B_LR(texcoord, Switcher); | |
float4 tr = B_LR(texcoord + float2( pix.x, 0.0 ), Switcher); | |
float4 bl = B_LR(texcoord + float2( 0.0 , pix.y), Switcher); | |
float4 br = B_LR(texcoord + float2( pix.x, pix.y), Switcher); | |
float2 f = frac( texcoord * TextureSize ); | |
float4 tA = lerp( tl, tr, f.x ); | |
float4 tB = lerp( bl, br, f.x ); | |
float4 done = lerp( tA, tB, f.y ) * 2.0;//2.0 Gamma correction. | |
return done; | |
} | |
void PS_InputLR(in float4 position : SV_Position, in float2 texcoord : TEXCOORD0, out float4 colorA : SV_Target0 , out float4 colorB: SV_Target1) | |
{ | |
float4 Left, Right; | |
float P = Perspective * pix.x; | |
if(Stereoscopic_Mode_Input == 1) //SbS | |
{ | |
Left = BB_Texture(float2((texcoord.x*0.5) + P,texcoord.y)); | |
Right = BB_Texture(float2((texcoord.x*0.5+0.5)- P,texcoord.y)); | |
} | |
else if(Stereoscopic_Mode_Input == 2) //TnB | |
{ | |
Left = BB_Texture(float2(texcoord.x + P,texcoord.y*0.5)); | |
Right = BB_Texture(float2(texcoord.x - P,texcoord.y*0.5+0.5)); | |
} | |
else if(Stereoscopic_Mode_Input == 3) //Line_Interlaced Unilateral. | |
{ | |
Left = Uni_LR(float2(texcoord.x + P,texcoord.y), 0); | |
Right = Uni_LR(float2(texcoord.x - P,texcoord.y), 1); | |
} | |
else if(Stereoscopic_Mode_Input == 4) //CB_3D Bilateral Reconstruction. | |
{ | |
Left = Bi_LR(float2(texcoord.x + P,texcoord.y), 0); | |
Right = Bi_LR(float2(texcoord.x - P,texcoord.y), 1); | |
} | |
if(Stereoscopic_Mode_Input == 5) //Frame Sequential Conversion. | |
{ | |
float OddEven = framecount % 2 == 0; | |
//Past Single Frame | |
Left = tex2D(PSBackBuffer,float2(texcoord.x + P,texcoord.y)); | |
Right = tex2D(PSBackBuffer,float2(texcoord.x - P,texcoord.y)); | |
//Current Single Frame | |
if (OddEven) | |
Left = BB_Texture(float2(texcoord.x+P,texcoord.y)); | |
else | |
Right = BB_Texture(float2(texcoord.x-P,texcoord.y)); | |
} | |
colorA = Left; | |
colorB = Right; | |
} | |
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// | |
float4 toElse(float2 texcoord) | |
{ | |
float4 image = 1, cL, cR, L, R, Out, accum; | |
float2 TCL, TCR, StoreTC = texcoord; | |
float P = 0;//Perspective * pix.x; | |
if (Stereoscopic_Mode == 0) | |
{ | |
TCR.x = (texcoord.x*2-1) - P; | |
TCL.x = (texcoord.x*2) + P; | |
TCR.y = texcoord.y; | |
TCL.y = texcoord.y; | |
} | |
else if(Stereoscopic_Mode == 1) | |
{ | |
TCR.x = texcoord.x - P; | |
TCL.x = texcoord.x + P; | |
TCR.y = (texcoord.y*2-1); | |
TCL.y = (texcoord.y*2); | |
} | |
else | |
{ | |
TCR.x = texcoord.x - P; | |
TCL.x = texcoord.x + P; | |
TCR.y = texcoord.y; | |
TCL.y = texcoord.y; | |
} | |
//Optimization for line & column interlaced out. | |
if (Stereoscopic_Mode == 2) | |
{ | |
TCL.y = TCL.y + (Interlace_Anaglyph.x * pix.y); | |
TCR.y = TCR.y - (Interlace_Anaglyph.x * pix.y); | |
} | |
else if (Stereoscopic_Mode == 3) | |
{ | |
TCL.x = TCL.x + (Interlace_Anaglyph.x * pix.x); | |
TCR.x = TCR.x - (Interlace_Anaglyph.x * pix.x); | |
} | |
if(Eye_Swap) | |
{ | |
cL = tex2D(SamplerCL,float2(TCL.x,TCL.y)); | |
cR = tex2D(SamplerCR,float2(TCR.x,TCR.y)); | |
} | |
else | |
{ | |
cL = tex2D(SamplerCR,float2(TCL.x,TCL.y)); | |
cR = tex2D(SamplerCL,float2(TCR.x,TCR.y)); | |
} | |
float2 gridxy; | |
if(Scaling_Support == 0) | |
gridxy = floor(float2(texcoord.x*3840.0,texcoord.y*2160.0)); | |
else if(Scaling_Support == 1) | |
gridxy = floor(float2(texcoord.x*BUFFER_WIDTH,texcoord.y*BUFFER_HEIGHT)); | |
else if(Scaling_Support == 2) | |
gridxy = floor(float2((texcoord.x*1920.0)*0.5,(texcoord.y*1080.0)*0.5)); | |
else if(Scaling_Support == 3) | |
gridxy = floor(float2((texcoord.x*1921.0)*0.5,(texcoord.y*1081.0)*0.5)); | |
else if(Scaling_Support == 4) | |
gridxy = floor(float2((texcoord.x*1680.0)*0.5,(texcoord.y*1050.0)*0.5)); | |
else if(Scaling_Support == 5) | |
gridxy = floor(float2((texcoord.x*1681.0)*0.5,(texcoord.y*1051.0)*0.5)); | |
else if(Scaling_Support == 6) | |
gridxy = floor(float2((texcoord.x*1280.0)*0.5,(texcoord.y*720.0)*0.5)); | |
else if(Scaling_Support == 7) | |
gridxy = floor(float2((texcoord.x*1281.0)*0.5,(texcoord.y*721.0)*0.5)); | |
if(Stereoscopic_Mode == 0) | |
Out = texcoord.x < 0.5 ? cL : cR; | |
else if(Stereoscopic_Mode == 1) | |
Out = texcoord.y < 0.5 ? cL : cR; | |
else if(Stereoscopic_Mode == 2) | |
Out = fmod(gridxy.y,2.0) ? cR : cL; | |
else if(Stereoscopic_Mode == 3) | |
Out = fmod(gridxy.x,2.0) ? cR : cL; | |
else if(Stereoscopic_Mode == 4) | |
Out = fmod(gridxy.x+gridxy.y,2.0) ? cR : cL; | |
else if(Stereoscopic_Mode == 5) | |
{ | |
float Contrast = 1.0, DeGhost = 0.06, LOne, ROne; | |
float3 HalfLA = dot(cL.rgb,float3(0.299, 0.587, 0.114)); | |
float3 HalfRA = dot(cR.rgb,float3(0.299, 0.587, 0.114)); | |
float3 LMA = lerp(HalfLA,cL.rgb,Interlace_Anaglyph.y); | |
float3 RMA = lerp(HalfRA,cR.rgb,Interlace_Anaglyph.y); | |
float contrast = (Contrast*0.5)+0.5; | |
// Left/Right Image | |
float4 cA = float4(LMA,1); | |
float4 cB = float4(RMA,1); | |
if (Anaglyph_Colors == 0) // Anaglyph 3D Colors Red/Cyan | |
Out = float4(cA.r,cB.g,cB.b,1.0); | |
else if (Anaglyph_Colors == 1) // Anaglyph 3D Dubois Red/Cyan | |
{ | |
float red = 0.437 * cA.r + 0.449 * cA.g + 0.164 * cA.b - 0.011 * cB.r - 0.032 * cB.g - 0.007 * cB.b; | |
if (red > 1) { red = 1; } if (red < 0) { red = 0; } | |
float green = -0.062 * cA.r -0.062 * cA.g -0.024 * cA.b + 0.377 * cB.r + 0.761 * cB.g + 0.009 * cB.b; | |
if (green > 1) { green = 1; } if (green < 0) { green = 0; } | |
float blue = -0.048 * cA.r - 0.050 * cA.g - 0.017 * cA.b -0.026 * cB.r -0.093 * cB.g + 1.234 * cB.b; | |
if (blue > 1) { blue = 1; } if (blue < 0) { blue = 0; } | |
Out = float4(red, green, blue, 0); | |
} | |
else if (Anaglyph_Colors == 2) // Anaglyph 3D Deghosted Red/Cyan Code From http://iaian7.com/quartz/AnaglyphCompositing & vectorform.com by John Einselen | |
{ | |
LOne = contrast*0.45; | |
ROne = contrast; | |
DeGhost *= 0.1; | |
accum = saturate(cA*float4(LOne,(1.0-LOne)*0.5,(1.0-LOne)*0.5,1.0)); | |
image.r = pow(accum.r+accum.g+accum.b, 1.00); | |
image.a = accum.a; | |
accum = saturate(cB*float4(1.0-ROne,ROne,0.0,1.0)); | |
image.g = pow(accum.r+accum.g+accum.b, 1.15); | |
image.a = image.a+accum.a; | |
accum = saturate(cB*float4(1.0-ROne,0.0,ROne,1.0)); | |
image.b = pow(accum.r+accum.g+accum.b, 1.15); | |
image.a = (image.a+accum.a)/3.0; | |
accum = image; | |
image.r = (accum.r+(accum.r*DeGhost)+(accum.g*(DeGhost*-0.5))+(accum.b*(DeGhost*-0.5))); | |
image.g = (accum.g+(accum.r*(DeGhost*-0.25))+(accum.g*(DeGhost*0.5))+(accum.b*(DeGhost*-0.25))); | |
image.b = (accum.b+(accum.r*(DeGhost*-0.25))+(accum.g*(DeGhost*-0.25))+(accum.b*(DeGhost*0.5))); | |
Out = image; | |
} | |
else if (Anaglyph_Colors == 3) // Anaglyph 3D Green/Magenta | |
Out = float4(cB.r,cA.g,cB.b,1.0); | |
else if (Anaglyph_Colors == 4) // Anaglyph 3D Dubois Green/Magenta | |
{ | |
float red = -0.062 * cA.r -0.158 * cA.g -0.039 * cA.b + 0.529 * cB.r + 0.705 * cB.g + 0.024 * cB.b; | |
if (red > 1) { red = 1; } if (red < 0) { red = 0; } | |
float green = 0.284 * cA.r + 0.668 * cA.g + 0.143 * cA.b - 0.016 * cB.r - 0.015 * cB.g + 0.065 * cB.b; | |
if (green > 1) { green = 1; } if (green < 0) { green = 0; } | |
float blue = -0.015 * cA.r -0.027 * cA.g + 0.021 * cA.b + 0.009 * cB.r + 0.075 * cB.g + 0.937 * cB.b; | |
if (blue > 1) { blue = 1; } if (blue < 0) { blue = 0; } | |
Out = float4(red, green, blue, 0); | |
} | |
else if (Anaglyph_Colors == 5)// Anaglyph 3D Deghosted Green/Magenta Code From http://iaian7.com/quartz/AnaglyphCompositing & vectorform.com by John Einselen | |
{ | |
LOne = contrast*0.45; | |
ROne = contrast*0.8; | |
DeGhost *= 0.275; | |
accum = saturate(cB*float4(ROne,1.0-ROne,0.0,1.0)); | |
image.r = pow(accum.r+accum.g+accum.b, 1.15); | |
image.a = accum.a; | |
accum = saturate(cA*float4((1.0-LOne)*0.5,LOne,(1.0-LOne)*0.5,1.0)); | |
image.g = pow(accum.r+accum.g+accum.b, 1.05); | |
image.a = image.a+accum.a; | |
accum = saturate(cB*float4(0.0,1.0-ROne,ROne,1.0)); | |
image.b = pow(accum.r+accum.g+accum.b, 1.15); | |
image.a = (image.a+accum.a)*0.33333333; | |
accum = image; | |
image.r = accum.r+(accum.r*(DeGhost*0.5))+(accum.g*(DeGhost*-0.25))+(accum.b*(DeGhost*-0.25)); | |
image.g = accum.g+(accum.r*(DeGhost*-0.5))+(accum.g*(DeGhost*0.25))+(accum.b*(DeGhost*-0.5)); | |
image.b = accum.b+(accum.r*(DeGhost*-0.25))+(accum.g*(DeGhost*-0.25))+(accum.b*(DeGhost*0.5)); | |
Out = image; | |
} | |
else if (Anaglyph_Colors == 6) // Anaglyph 3D Blue/Amber Code From http://iaian7.com/quartz/AnaglyphCompositing & vectorform.com by John Einselen | |
{ | |
LOne = contrast*0.45; | |
ROne = contrast; | |
float D[1];//The Chronicles of Riddick: Assault on Dark Athena FIX I don't know why it works....... | |
DeGhost *= 0.275; | |
accum = saturate(cA*float4(ROne,0.0,1.0-ROne,1.0)); | |
image.r = pow(accum.r+accum.g+accum.b, 1.05); | |
image.a = accum.a; | |
accum = saturate(cA*float4(0.0,ROne,1.0-ROne,1.0)); | |
image.g = pow(accum.r+accum.g+accum.b, 1.10); | |
image.a = image.a+accum.a; | |
accum = saturate(cB*float4((1.0-LOne)*0.5,(1.0-LOne)*0.5,LOne,1.0)); | |
image.b = pow(accum.r+accum.g+accum.b, 1.0); | |
image.b = lerp(pow(image.b,(DeGhost*0.15)+1.0),1.0-pow(abs(1.0-image.b),(DeGhost*0.15)+1.0),image.b); | |
image.a = (image.a+accum.a)*0.33333333; | |
accum = image; | |
image.r = accum.r+(accum.r*(DeGhost*1.5))+(accum.g*(DeGhost*-0.75))+(accum.b*(DeGhost*-0.75)); | |
image.g = accum.g+(accum.r*(DeGhost*-0.75))+(accum.g*(DeGhost*1.5))+(accum.b*(DeGhost*-0.75)); | |
image.b = accum.b+(accum.r*(DeGhost*-1.5))+(accum.g*(DeGhost*-1.5))+(accum.b*(DeGhost*3.0)); | |
Out = saturate(image); | |
} | |
} | |
return Out; | |
} | |
void Current_BackBuffer(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target) | |
{ | |
color = BB_Texture(texcoord); | |
} | |
void Past_BackBuffer(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float4 PastSingle : SV_Target0) | |
{ | |
PastSingle = tex2D(CBackBuffer,texcoord); | |
} | |
////////////////////////////////////////////////////////Fin///////////////////////////////////////////////////////////////////////// | |
float4 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target | |
{ | |
float3 Color = Stereoscopic_Mode_Input == 0 ? BB_Texture(texcoord).rgb : toElse(texcoord).rgb; | |
return float4(Color,1.); | |
} | |
///////////////////////////////////////////////////////////ReShade.fxh///////////////////////////////////////////////////////////// | |
// Vertex shader generating a triangle covering the entire screen | |
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD) | |
{ | |
texcoord.x = (id == 2) ? 2.0 : 0.0; | |
texcoord.y = (id == 1) ? 2.0 : 0.0; | |
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); | |
} | |
//*Rendering passes*// | |
technique To_Else | |
{ | |
pass PBB | |
{ | |
VertexShader = PostProcessVS; | |
PixelShader = Past_BackBuffer; | |
RenderTarget = PastSingleBackBuffer; | |
} | |
pass CBB | |
{ | |
VertexShader = PostProcessVS; | |
PixelShader = Current_BackBuffer; | |
RenderTarget = Current_BackBuffer_Tex; | |
} | |
pass StereoInput | |
{ | |
VertexShader = PostProcessVS; | |
PixelShader = PS_InputLR; | |
RenderTarget0 = texCL; | |
RenderTarget1 = texCR; | |
} | |
pass StereoToElse | |
{ | |
VertexShader = PostProcessVS; | |
PixelShader = Out; | |
} | |
} |
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You're welcome FlySlime thank you for being the first user! if you need help with it let me know