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Current File : C:/Program Files/NVIDIA Corporation/Ansel/ShaderMod/OldFilm.yfx
struct VSOut
{
    float4 position : SV_Position;
    float2 txcoord: TexCoord;
};

cbuffer globalParams
{
	float2 screenSize;
	float elapsedTime;
	int captureState;
	float4 tileUV;
}

cbuffer controlBuf
{
	float g_sldGamma;
	float g_sldExposure;
	float g_sldContrast;
	float g_sldVign;
	float g_sldFilterStrength;
	float g_sldScratchesStrength;
}

Texture2D texColor;
Texture2D texScratches;

SamplerState samLinear;
SamplerState samLinearWrap;

float4 PSMain( VSOut IN ): SV_Target
{
	float GlobalExposure = g_sldExposure;
	float GlobalGamma = lerp(0.4, 0.01, g_sldGamma);
	float GlobalContrast = g_sldContrast;
	float TintIntensity = -2.0 * g_sldFilterStrength;
	float BlackLevel = 0.16;
	float VignetteStrength = g_sldVign * 8.0;

	float4 color = texColor.Sample(samLinear, IN.txcoord.xy);

	color.rgb *= 0.33;
	color.rgb = lerp(color.rgb,dot(color.rgb,float3(0.299,0.587,0.114)), g_sldFilterStrength);
	color.rgb = pow(color.rgb,lerp(3.0,1.0,color.rgb)) * 4.5;

	color.rgb *= GlobalExposure * 1.1;

	color.rgb = pow(color.rgb,GlobalGamma * 0.9);
	color.rgb = lerp(color.rgb,color.rgb*color.rgb*(3-2*color.rgb), GlobalContrast);

	color.rgb *= lerp(1.0,float3(0,0.42,1.28),0.1 * TintIntensity * saturate(1-dot(color.rgb,0.333)));


	float2 vigncoord = IN.txcoord.xy-0.5;
	float vignamount = dot(vigncoord,vigncoord);
	color.rgb *= lerp(1.0,0.0,saturate((1-dot(color.rgb,0.333))*vignamount*VignetteStrength));

	float frames24 = floor(elapsedTime / 83.3);

	float2 flipRand, shiftRand;
	float channelRand;
	//magic numbers for randomization, makes sure the (tileable) textures are shifted and
	//flipped randomly (both x and y axis) and the channel is randomly selected, to minimize
	//repeating patterns without using tons of external textures
	flipRand.x = sin(frames24 * 233.22) > 0;
	flipRand.y = sin(frames24 * 122.1 + 0.22) < 0;
	shiftRand.x = sin(frames24 * 17.1 - 0.25);
	shiftRand.y = sin(frames24 * 23.1 + 4.25);
	channelRand = floor(frac(frames24 * 1.618) * 19.0) % 3;

	float2 lookupCoord;
	lookupCoord = lerp(IN.txcoord.xy, -IN.txcoord.xy, flipRand.xy);
	lookupCoord += shiftRand.xy;

	float3 scratchesSource = texScratches.Sample(samLinearWrap, lookupCoord.xy).rgb;
	float scratchesTex = scratchesSource.x;
	if(channelRand == 1) scratchesTex = scratchesSource.y;
	if(channelRand == 2) scratchesTex = scratchesSource.z;
	scratchesTex = lerp(scratchesTex, 1.0, saturate(1-vignamount*0.8));
	scratchesTex = lerp(1.0, scratchesTex, g_sldScratchesStrength * 3.0);

	color.rgb *= saturate(scratchesTex);

	color.rgb = lerp(saturate(color.rgb),1.0,BlackLevel);

	//if(IN.txcoord.x > 0.9) color.rgb = frac(elapsedTime * 0.001);


	return color;
}

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