Converting SweetFX Effects To ENB

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Re: Converting SweetFX Effects To ENB

ENBSeries wrote:Vertex shader is faster, because it have only 6 vertices of two triangles for computing anything, instead of each pixel on the screen for pixel shader. For example:
Oooooh. So if I wanted a performance boost, I would do complicated float calculations in the vertex shader (that don't use any colour data), then use the result in the pixel shader?
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Re: Converting SweetFX Effects To ENB

Decided to take a gander ReShade's GemFX motion blur...Yeah, I'm a bit lost.

One of the first roadblocks is getting the screen resolution. To do that, would I just need to do something like:

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float FyTyMotionBlueScreenWidth = res.x;
float FyTyMotionBlueScreenHeight = res.y;
Or is that not what res is for?

There is the float4 Screensize, but it doesn't have a way to access the height; just the width. So ya have to do this:

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float FyTyMotionBlurScreenHeight = ScreenSize.x * ScreenSize.z;

Then there are these Texture2D and Sampler2D lines. I've not much clue how to port these; we're not to add/remove any of these as stated in the enbeffect.fx file. There's probably no need for these, since ENB has it's own Texture2D's and stuff, but...Yeah, dunno how to go about that.

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texture2D ambCurrBlurTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
texture2D ambPrevBlurTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
texture2D ambPrevTex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
sampler2D ambCurrBlurColor { Texture = ambCurrBlurTex; };
sampler2D ambPrevBlurColor { Texture = ambPrevBlurTex; };
sampler2D ambPrevColor { Texture = ambPrevTex; };
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Re: Converting SweetFX Effects To ENB

If those textures are for previous frame too, you can't do such code in ENBSeries, because i use the same textures everywhere to reduce video memory usage, only temporal antialiasing have cross frame textures. Also if that motion blur is what i'm thinking about, you don't have access to current and previous camera positions and time when it's rendered is not synced with game timer when camera is set and frame time is captured, so blur will be annoying distance flickering crap. But if this blur is just accumulative, similar to long exposure mode in Skyrim mod, still no data saved as old frame. At this moment you may use render targets provided in enbeffectpostpass, they are not cleared, but when i'll use them for any other purposes effect will be ruined. The last, sli/crossfire have poor performance with textures from previous frame.
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Re: Converting SweetFX Effects To ENB

ENBSeries wrote:If those textures are for previous frame too, you can't do such code in ENBSeries, because i use the same textures everywhere to reduce video memory usage, only temporal antialiasing have cross frame textures. Also if that motion blur is what i'm thinking about, you don't have access to current and previous camera positions and time when it's rendered is not synced with game timer when camera is set and frame time is captured, so blur will be annoying distance flickering crap. But if this blur is just accumulative, similar to long exposure mode in Skyrim mod, still no data saved as old frame. At this moment you may use render targets provided in enbeffectpostpass, they are not cleared, but when i'll use them for any other purposes effect will be ruined. The last, sli/crossfire have poor performance with textures from previous frame.
Aye, the shader appears to use the current and previous frames to make the motion blur.

Oh well. I'll see what else looks cool to bugger around with.
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Re: Converting SweetFX Effects To ENB

Found a DOS shader from an old ENB preset. Sadly, it's not a straight port; the preset is broken up into individual shader files. Naturally, I attempted to get it to work.

ENB seems happy with my port; no errors are outputted, but it does nothing; when enabled/disabled, there is no change to the screen.

Here's the original shader:

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//===================================================================
// DOS game effect originally by Boris Vorontsov (http://enbdev.com)
//===================================================================

#include "common.fxh"

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Configuration flags
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

// DO NOT CHANGE THESE HERE, CHANGE THEM IN effect.txt

// The pixel size, larger = more pixelated. A value of 1 should be identical to the original game,
// but a bug in ENBSeries currently means some lines might still be blended vertically (AR bug)
#ifndef PIXELSIZE
#define PIXELSIZE 6
#endif

// Change all of the colors to feel more like a limited color palette
// #define DOSCOLORS

// The additional post brightness curve to apply, to make things less dark - only with DOSCOLORS
#ifndef POSTCURVE
#define POSTCURVE 0.5
#endif

//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Post-processing pixel shader
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

float4 PS_DosGame(VS_OUTPUT_POST IN, float2 vPos : VPOS) : COLOR
{
	float4 coord=0.0;

	coord.xy=IN.txcoord.xy;
	float4 origcolor;

	coord.w=0.0;

	float2 xs = ScreenRect / PIXELSIZE;
	float EColorsCount=16.0001;

	coord.xy=floor(IN.txcoord.xy * xs)/xs;

	origcolor=tex2Dlod(SamplerColor, coord);

	#ifdef DOSCOLORS
	origcolor+=0.0001;
//	origcolor=lerp(origcolor, normalize(origcolor), 0.5);

	float	graymax=max(origcolor.x, max(origcolor.y, origcolor.z));
	float3	ncolor=origcolor.xyz/graymax;
	graymax=floor(graymax * EColorsCount)/EColorsCount;
	origcolor.xyz*=graymax;
//	origcolor=floor(origcolor * EColorsCount)/EColorsCount;
	origcolor.xyz = pow(origcolor.xyz, POSTCURVE);
	#endif

	origcolor.w=1.0;
	return origcolor;
}

#define SHADER PS_DosGame
#include "technique.fxh"
Here are the variables & my port:

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#define FIFTYTIFTY_DOS_GUI

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	bool	bFiftyTiftyDOS
<
	string UIName = "DOS: Enable";
> = {false};

#ifdef FIFTYTIFTY_DOS_GUI
float	DOSPixelSize
<
	string UIName="DOS: Pixel Size";
	string UIWidget="spinner";
	float UIMin=0.00;
	float UIMax=100.00;
	float UIStep=0.01;
> = {1.00};
#endif

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if(bFiftyTiftyDOS)
{
	float ScreenWidth = ScreenSize.x;
	float ScreenWidthInv = ScreenSize.y;
	float ScreenScaleY = ScreenSize.z;
	float ScreenScaleYInv = ScreenSize.w;
	
	float ScreenHeight = (ScreenWidth / ScreenScaleY);
	float ScreenHeightInv = (ScreenScaleY / ScreenWidth);
	float2 ScreenRect = float2(ScreenWidth, ScreenHeight);
	
	float4 coord=0.0;

	coord.xy=IN.txcoord0.xy;
	float4 origcolor = color.xyzw;

	coord.w=0.0;

	float2 xs = ScreenRect / DOSPixelSize;
	float EColorsCount=16.0001;

	coord.xy=floor(IN.txcoord0.xy * xs)/xs;

/*	if(bDOSCOLORS)
	{
	origcolor+=0.0001;
//	origcolor=lerp(origcolor, normalize(origcolor), 0.5);

	float	graymax=max(origcolor.x, max(origcolor.y, origcolor.z));
	float3	ncolor=origcolor.xyz/graymax;
	graymax=floor(graymax * EColorsCount)/EColorsCount;
	origcolor.xyz*=graymax;
//	origcolor=floor(origcolor * EColorsCount)/EColorsCount;
	origcolor.xyz = pow(origcolor.xyz, POSTCURVE);
	}
	*/

	origcolor.w=1.0;
	color.xyzw = origcolor.xyzw;
}

Just to clarify, outputting the shader can be mixed with rgb and xyz, like so? :

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color.rgb = ChangedColor.xyz
Or

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color.rgba = ChangedColor.xyzw
Or

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color.xyz = ChangedColor.rgb
etc.
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Re: Converting SweetFX Effects To ENB

you missed this line:

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   origcolor=tex2Dlod(SamplerColor, coord);
to

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   origcolor=TextureColor.Sample(Sampler1, coord);
I suppose no need for lod.

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if(bFiftyTiftyDOS)
{
   float2 ScreenRect = float2(ScreenSize.x, ScreenSize.x * ScreenSize.w);
   float2 xs         = ScreenRect / DOSPixelSize;
   float2 coord      = floor(IN.txcoord0.xy * xs)/xs;
   float4 origcolor  = TextureColor.Sample(Sampler1, coord);
   float EColorsCount=16.0001;



/*   if(bDOSCOLORS)
   {
   origcolor+=0.0001;
//   origcolor=lerp(origcolor, normalize(origcolor), 0.5);

   float   graymax=max(origcolor.x, max(origcolor.y, origcolor.z));
   float3   ncolor=origcolor.xyz/graymax;
   graymax=floor(graymax * EColorsCount)/EColorsCount;
   origcolor.xyz*=graymax;
//   origcolor=floor(origcolor * EColorsCount)/EColorsCount;
   origcolor.xyz = pow(origcolor.xyz, POSTCURVE);
   }
   */

   origcolor.w=1.0;
   color.xyzw = origcolor.xyzw;
}
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Re: Converting SweetFX Effects To ENB

kingeric1992 wrote:you missed this line:

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   origcolor=tex2Dlod(SamplerColor, coord);
to

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   origcolor=TextureColor.Sample(Sampler1, coord);
I suppose no need for lod.
I changed the two lines:

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float4 origcolor;
...
origcolor=tex2Dlod(SamplerColor, coord);
to

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float4 origcolor = color.xyzw;
I assumed that Tex2dlod() is just a lengthy way of calling color.rgba. Probably why it didn't work, now that I look at it; it's taking input from the coord variable.

I'll punt it in and see if it works.
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Re: Converting SweetFX Effects To ENB

Tried fluffing with it myself, didn't work out so well. The colour changed, but there was no pixelation.

Your version works, but also has the same colour change; everything is blackened. I think this is because the prior shaders are being "skipped", so to speak, because we're not using the color.rgb shader output.

Image

But adding in:

Code: Select all

OrigColor.rgb = color.rgb;
Causes the image to be unchanged, as if the effect were disabled. Ergh.
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Re: Converting SweetFX Effects To ENB

it modified where to sample color, not just changing current color,
so it should be place into enbeffectpostpass.
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Re: Converting SweetFX Effects To ENB

kingeric1992 wrote:it modified where to sample color, not just changing current color,
so it should be place into enbeffectpostpass.
Isn't Postpass.fx a lesser form of ENBEffect.fx, as was the case of effect.txt (with enbeffectpostpass.fx being the newer version of effect.txt)? Surely it's possible to implement the shader in enbeffect.fx?

We have this code here:

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float2 ScreenRect = float2(ScreenSize.x, ScreenSize.x * ScreenSize.w);
   float2 xs         = ScreenRect / DOSPixelSize;
   float2 coord      = floor(IN.txcoord0.xy * xs)/xs;
Now, I'm no scientist, but shouldn't that go in the vertex-shader, with the variables being called in the pixel-shader? And since we want to Sample() the current image after the other shaders, we should just do Sample(color, coord); no?

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float4 origcolor  = Color.Sample(Sampler1, IN.coord);
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