Skip to content

Commit 34e3d2e

Browse files
committed
retro-v2 softlight, further refinements to border & softlight gradations
1 parent 5870471 commit 34e3d2e

File tree

9 files changed

+29
-9
lines changed

9 files changed

+29
-9
lines changed

reshade/retro-v2-softlight-subtle.glslp

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -4,10 +4,13 @@ shader1 = shaders/blendsoftlight/blendsoftlight.glsl
44

55

66

7-
textures = "overlay;BORDER"
7+
textures = "overlay;overlay2;BORDER;BORDERTHICK"
88
# change this path to point to your overlay image
9-
overlay = shaders/blendsoftlight/shine_subtle.png
9+
overlay = shaders/blendsoftlight/shine720_subtle.png
10+
overlay2 = shaders/blendsoftlight/shineblack720.png
1011
BORDER = shaders/blendsoftlight/border.png
12+
BORDERTHICK = shaders/blendsoftlight/borderthick.png
13+
ThickBool = 0.0
1114
OverlayMix = 1.0
1215
ASPECTRATIO = "43.0"
1316

reshade/retro-v2-softlight.glslp

Lines changed: 5 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -4,10 +4,13 @@ shader1 = shaders/blendsoftlight/blendsoftlight.glsl
44

55

66

7-
textures = "overlay;BORDER"
7+
textures = "overlay;overlay2;BORDER;BORDERTHICK"
88
# change this path to point to your overlay image
9-
overlay = shaders/blendsoftlight/shine.png
9+
overlay = shaders/blendsoftlight/shine720.png
10+
overlay2 = shaders/blendsoftlight/shineblack720.png
1011
BORDER = shaders/blendsoftlight/border.png
12+
BORDERTHICK = shaders/blendsoftlight/borderthick.png
13+
ThickBool = 0.0
1114
OverlayMix = 1.0
1215
ASPECTRATIO = "43.0"
1316

reshade/shaders/blendsoftlight/blendsoftlight.glsl

Lines changed: 19 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -15,6 +15,7 @@
1515
#pragma parameter OverlayMix "Overlay Mix" 1.0 0.0 1.0 0.05
1616
#pragma parameter SCALE "Box Scale" 4.0 0.25 4.0 0.05
1717
#pragma parameter ASPECTRATIO "Aspect Ratio" 87.0 43.0 87.0 44.0
18+
#pragma parameter ThickBool "Thick Borders" 0.0 0.0 1.0 1.0
1819

1920
#if defined(VERTEX)
2021

@@ -110,7 +111,9 @@ uniform COMPAT_PRECISION vec2 TextureSize;
110111
uniform COMPAT_PRECISION vec2 InputSize;
111112
uniform sampler2D Texture;
112113
uniform sampler2D BORDER;
114+
uniform sampler2D BORDERTHICK;
113115
uniform sampler2D overlay;
116+
uniform sampler2D overlay2;
114117
COMPAT_VARYING vec4 TEX0;
115118

116119
// compatibility #defines
@@ -123,9 +126,11 @@ COMPAT_VARYING vec4 TEX0;
123126
#ifdef PARAMETER_UNIFORM
124127
uniform COMPAT_PRECISION float OverlayMix;
125128
uniform COMPAT_PRECISION float ASPECTRATIO;
129+
uniform COMPAT_PRECISION float ThickBool;
126130
#else
127131
#define OverlayMix 1.0
128132
#define ASPECTRATIO 43.0
133+
#define ThickBool 0.0
129134
#endif
130135

131136
float blendSoftlight(float base, float blend) {
@@ -135,21 +140,30 @@ float blendSoftlight(float base, float blend) {
135140
void main()
136141
{
137142

138-
vec4 frame = COMPAT_TEXTURE(Source, vTexCoord).rgba;
139-
vec4 softlight = COMPAT_TEXTURE(overlay, vTexCoord).rgba;
143+
vec4 frame = COMPAT_TEXTURE(Source, vTexCoord).rgba;
144+
vec4 softlight = COMPAT_TEXTURE(overlay, vTexCoord).rgba;
145+
if ( OverlayMix < 1.0 ){
146+
softlight = COMPAT_TEXTURE(overlay2, vTexCoord).rgba;
147+
softlight.a = OverlayMix;
148+
}
140149

141150
vec4 ImageFinal = frame;
142151

143152
ImageFinal.r = blendSoftlight(frame.r,softlight.r);
144153
ImageFinal.g = blendSoftlight(frame.g,softlight.g);
145154
ImageFinal.b = blendSoftlight(frame.b,softlight.b);
146155
ImageFinal.a = blendSoftlight(frame.a,softlight.a);
147-
ImageFinal = mix(frame,clamp(ImageFinal,0.0,OverlayMix),softlight.a);
156+
ImageFinal = mix(frame,ImageFinal,softlight.a);
157+
// ImageFinal = mix(frame,clamp(ImageFinal,0.0,OverlayMix),softlight.a);
158+
148159

149160
if (ASPECTRATIO == 87.0) {
150161
vec4 background = COMPAT_TEXTURE(BORDER, vTexCoord);
151-
152-
FragColor = vec4(mix(ImageFinal, background, background.a));
162+
if(ThickBool == 1.0){
163+
background = COMPAT_TEXTURE(BORDERTHICK, vTexCoord);
164+
}
165+
166+
FragColor = vec4(mix(ImageFinal, background, background.a));
153167
}
154168
else{
155169
FragColor = vec4(ImageFinal);
551 Bytes
Loading
7.64 KB
Loading
-3.59 MB
Binary file not shown.
144 KB
Loading
133 KB
Loading
114 KB
Loading

0 commit comments

Comments
 (0)