#define RFX_UIMask_Directđ // 1: loads the mask from memory 0: loads the mask from disk #define RFX_UIMask_Helperđ // Helps to automatically create a UI - Mask for static elements #define RFX_UIMask_ToggleKey RFX_ToggleKey #define RFX_ShowToggleMessageđ // Shows toggle message when using toggle key #define RFX_ShowClock 1 // Include a clock in the statistics #define RFX_ShowFPS 1 // Include FPS in the statistics #define RFX_ShowStatistics 1 // Controls the display of the statistics (fps and timecounters). #define RFX_DepthBufferCalcđ // Set this to 0 if run an application that does not allow depth buffer access or you use no depth dependent effects and want some additional fps (overwrites RFX_SmartPerfCheck if set to 0) #define RFX_InitialStorageđ // Set this to 0 if you !only! use the SweetFX suite and want some additional fps (overwrites RFX_SmartPerfCheck if set to 0) #define RFX_SmartPerfCheckđ // If set to 1, checks your settings to set the following two values automatically #define RFX_Screenshot_Format 2 // Sets the screenshot format (1 = bmp, 2 = png) You can take screenshots by pressing PrintScreen #define RFX_Start_Enabled 1 // Start with the effects enabled or disabled? #define RFX_ToggleKey VK_F12 //Set the global key that should toggle the effects On/Off #define RFX_LogDepth 0 // Needed to retrieve values from logarithmic depth buffer (e.g. #define RFX_DisplayDepth 0 // Display Depth : Enables the possibility to display the depth buffer - You will still need to toogle it on/off with (F12) in-game #define RFX_SplitScreen 0 // Allows the various comparisons with the original image #define RFX_Border 0 // A mask that defines where a border effect is drawn #define RFX_UIMask 0 // A mask that defines which areas of the screen will have no effects applied Effects are listed in the order that they are applied. Return float4( LastBlur(texcoord).rgb, 1./*. Out = float4( SecondaryBlur(texcoords), 1.) įloat4 Past_BackSingleBuffer( float4 pos : SV_Position, float2 texcoord : TEXCOORD) : SV_Target Do the post-tonemapping gamma correctionĬolor = pow( abs(Color),HDRNESS) + (Color * 0.5) Ĭolor = pow( abs(Color),HDRNESS) + (Color * 0.375) square root expansion on output (value increase)Ĭolor = sqrt( smoothstep( 0., 1.,Color)) Ĭolor = HableTonemap(ExposureBias*Color) / HableTonemap(WP) White Point and Black Point loggging Pev Exosure contro llĬolor = exp2( log2(Color) * (white_point - (black_point * white_point))) Avoid division by zero if the white and black point are the sameįloat white_point = W = B ? 255. #define A_Power Bloom_Spread_A * rcp(BlurSamples)
#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) Uniform bool Auto_Bloom_Intensity = true WIP Automatic Blur Adjustment based on Resolutionsup to 8k considered. #define BS 10 //Blur Samples = # * 4 with temporal mixing The ammount of samples used for the Bloom, This is used for Blur quality This lets you addjust BlurSamples in ReShade UI and disables BlurSamples below. Tone Mapping calulations, this changes the shader at an fundamental level.
#RESHADE 3.0 FFXIV DOWNLOAD LICENSE#
No additional restrictions - You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. NoDerivatives - If you remix, transform, or build upon the material, you may not distribute the modified material. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. Attribution - You must give appropriate credit, provide a link to the license, and indicate if changes were made. The licensor cannot revoke these freedoms as long as you follow the license terms. Share - copy and redistribute the material in any medium or format Blooming HDR is licenses under: Attribution-NoDerivatives 4.0 International For Reshade 3.0 HDR Bloom AKA FakeHDR + Bloom