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@steeve
Created February 17, 2012 00:38
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/*======================================================================================
FXAA Injector danoc1 v1.25 SETTINGS
======================================================================================*/
// TODO: Normalize values to be on a human range scale, whole numbers prefered, decimals usable for micro adjustments
// These values should have min/max limit checks included in their functions, so that the end user doesn't get crazy results
/*------------------------------------------------------------------------------
FILTER SELECTION
------------------------------------------------------------------------------*/
// Comment to deactivate an effect.
// Example: To disable the tonemap effect, use // in front of #define USE_TONEMAP
#define USE_ANTI_ALIASING
//#define USE_PRE_SHARPEN
//#define USE_BLOOM
#define USE_TECHNICOLOR
#define USE_TONEMAP
#define USE_SEPIA
//#define USE_VIGNETTE
//#define USE_POST_SHARPEN
//#define USE_FINAL_LIMITER
/*------------------------------------------------------------------------------
FXAA SHADER
------------------------------------------------------------------------------*/
// Set values to calculate the amount of Anti Aliasing applied
float fxaaQualitySubpix = 0.5; // Default: 0.75 Raise to increase amount of blur
float fxaaQualityEdgeThreshold = 0.0360; // Lower the value for more smoothing
float fxaaQualityEdgeThresholdMin = 0.0360; // Lower the value for more smoothing
/*------------------------------------------------------------------------------
PRE_SHARPEN
------------------------------------------------------------------------------*/
//For higher precision in the calculation of contour, requires slightly more processing power
bool highQualitySharpen = 1; //0 = Disable | 1 = Enable
// Set values to calculate the amount of AA produced blur to consider for the sharpening pass
#define Average 0.8
#define CoefBlur 2
// Set values of the sharpening amount
#define SharpenEdge 0.2
#define Sharpen_val0 1.2
/*------------------------------------------------------------------------------
BLOOM
------------------------------------------------------------------------------*/
// Number of samples per pixel taken for the Bloom effect. Don't set it to high! 4 = 25spp, 8 = 81spp, 16 = 289spp
#define NUM_SAMPLES2 16
float BloomPreset = 0;
float BloomThreshold = 0;
float BloomWidth = 0;
float BloomPower = 0;
/*------------------------------------------------------------------------------
TECHNICOLOR
------------------------------------------------------------------------------*/
#define TechniAmount 0.18 // 1.00 = Max
#define TechniPower 3.6
// lower values = stronger channel
#define redNegativeAmount 1.0 // 1.00 = Max
#define greenNegativeAmount 1.0 // 1.00 = Max
#define blueNegativeAmount 1.0 // 1.00 = Max
/*------------------------------------------------------------------------------
TONEMAP
------------------------------------------------------------------------------*/
#define Gamma 1.0
#define Exposure 0.01
#define Saturation 1.0
#define BlueShift 0.01
#define Bleach 0.03
#define Defog 0.1
#define FogColor float4(0.05, 0.11, 0.09, 2.0)
/*------------------------------------------------------------------------------
SEPIA
------------------------------------------------------------------------------*/
#define Earthyellow // Color Tone, available tones can be seen in ColorTones.PNG (Do not use spaces in the name!)
#define GreyPower 0.0
#define SepiaPower 0.2
/*------------------------------------------------------------------------------
VIGNETTE
------------------------------------------------------------------------------*/
// Vignette effect, process by which there is loss in clarity towards the corners and sides of the image, like a picture frame
#define VignetteCenter float2(0.500, 0.500)
#define VignetteRadius 1.00
#define VignetteAmount -0.90
/*------------------------------------------------------------------------------
POST_SHARPEN
------------------------------------------------------------------------------*/
// Controls additional sharpening applied after previous processing. Strength should be max 0.25!
float Sharpen = 0.09;
/*------------------------------------------------------------------------------
FINAL_LIMITER
------------------------------------------------------------------------------*/
// Controls the strenght of the limiter. 1.000 for default setting
int LimiterStrenght = 1.000;
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