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Image and video processing shaders for ReShade (convolutions, GPU Horn-Schunk/Lucas-Kanade, etc.)

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Mistarin/BrimsonFX

 
 

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brimsonFX

...Why?

  • Fun
  • New developers can learn
  • Coping mechanism

Goals

  • More mosiac shapes
  • Cascade multigrid fluid simulation

Shaders

Some shaders require ReShade.fxh, ReShade's official helper file.

Shader (click to download) Description
cAbberation Chromatic abberation using vertex shader offset
cAutoExposure 2-pass automatic exposure
cBloom Dual-filtering bloom
cBlur Convolution using Vogel spiral sampling
cCheckerBoard Customizable 2-pattern checkerboard
cColorBlendOp Blend to backbuffer without copying textures
cColorNormalization Various color normalization algoritms
cDefault Initialize graphics pipeline (useful for comparing effects)
cDualFilter Pyramidal convolutions (box, Jorge Jimenez, and Kawase)
cEdgeDetection Edge detection kernels (4 bilinear, 2 discrete)
cFilmGrain Film grain without copying texture
cFrameBlending Frame blending using the previous result
cGaussianBlur HLSL implementation of RasterGrid's linear Gaussian blur
cLetterBox LetterBox without copying textures
cLuminance Various grayscale algoritms
cMedian 3x3 median filter
cMotionBlur Color motion blur
cMotionMask Frame masking based on temporal derivative
cNoiseConvolution Convolution using rotated gradient noise sampling
cOpticalFlowHS Pyramidal Horn-Schunck optical flow with visualization
cOpticalFlowLK Multi-channel, Pyramidal inverse Lucas-Kanade optical flow with visualization
cOverlay Simple backbuffer overlay
cPingPong Gaussian blur approximation using ping-pong box blurs
cScale Buffer scaling using vertex shaders
cShard Simple unmask sharpening
cSimplexNoise Simple noise and noise warp shader
cSMAA Minimalist version of SMAA, medium setting
cSrcDestBlend Backbuffer blending
cThreshold Quadratic color thresholding
kContour Contour line effect
kDatamosh Simulates video compression artifacts
kMirror Mirroring and kaleidoscope effect
kVignette Natural vignetting effect

Coding Convention

Practice Elements
ALLCAPS System-Value semantics, state parameters
ALL_CAPS Preprocessor macros and parameters
_SnakeCase Uniform variables
SnakeCase Discrete local and global variables
Snake_Case Namespace, structs, functions, textures, sampler, and packed data (i.e. float4 TexCoord_Base_Water stores 2 UVs for 2 textures, base and water)
Suffix VS and PS PixelShader and VertexShader

Acknowledgements

  • MartinBFFan and Pao on Discord for reporting bugs
  • BSD for bug propaganda and helping to solve my issue
  • TheGordinho for listening ear and funnies

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Image and video processing shaders for ReShade (convolutions, GPU Horn-Schunk/Lucas-Kanade, etc.)

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  • HLSL 100.0%