Skip to content

Instantly share code, notes, and snippets.

@robertkirkman
Last active January 26, 2024 05:26
Show Gist options
  • Star 1 You must be signed in to star a gist
  • Fork 0 You must be signed in to fork a gist
  • Save robertkirkman/a918e568bc7486ef9b62e4f3dc8d2489 to your computer and use it in GitHub Desktop.
Save robertkirkman/a918e568bc7486ef9b62e4f3dc8d2489 to your computer and use it in GitHub Desktop.
Alternative player 1 on left player 2 on right solution (AKA "2PV", "SbS") using 3DToElse and vkBasalt. For any splitscreen game. Edit paths etc. to fit your needs
reshadeTexturePath = /home/tacokoneko/.local/share/reshade/Textures
reshadeIncludePath = /home/tacokoneko/.local/share/reshade/Shaders
3DToElse = /home/tacokoneko/.local/share/reshade/Shaders/3DToElse.fx
toggleKey = Home
effects = 3DToElse
////------------//
///**3DToElse**///
//------------////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//* Stereo Input Converter 1.2 *//
//* For Reshade 3.0 *//
//* -------------------------- *//
//* This work is licensed under a Creative Commons Attribution 3.0 Unported License. *//
//* So you are free to share, modify and adapt it for your needs, and even use it for commercial use. *//
//* I would also love to hear about a project you are using it with. *//
//* https://creativecommons.org/licenses/by/3.0/us/ *//
//* *//
//* Have fun, *//
//* Jose Negrete AKA BlueSkyDefender *//
//* *//
//* http://reshade.me/forum/shader-presentation/2128-sidebyside-3d-depth-map-based-stereoscopic-shader *//
//* --------------------------------- *//
//* *//
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
uniform bool SbS_Half_Full <
ui_label = "Half / Full";
ui_tooltip = "Switch Aspect Ratio From Half to Full for Side by Side Video.";
ui_category = "Stereoscopic Conversion";
> = false;
uniform int Stereoscopic_Mode_Input <
ui_type = "combo";
ui_items = "Off\0Side by Side\0Top and Bottom\0Line Interlaced\0Checkerboard 3D\0Frame Sequential\0";
ui_label = "Stereoscopic Mode Input";
ui_tooltip = "Change to the proper stereoscopic input.";
ui_category = "Stereoscopic Conversion";
> = 2;
uniform int Stereoscopic_Mode <
ui_type = "combo";
ui_items = "Side by Side\0Top and Bottom\0Line Interlaced\0Column Interlaced\0Checkerboard 3D\0Anaglyph\0";
ui_label = "3D Display Mode";
ui_tooltip = "Stereoscopic 3D display output selection.";
ui_category = "Stereoscopic Conversion";
> = 0;
uniform int Anaglyph_Colors <
ui_type = "combo";
ui_items = "Anaglyph 3D Red/Cyan\0Anaglyph 3D Red/Cyan Dubois\0Anaglyph 3D Red/Cyan Anachrome\0Anaglyph 3D Green/Magenta\0Anaglyph 3D Green/Magenta Dubois\0Anaglyph 3D Green/Magenta Triochrome\0Anaglyph 3D Blue/Amber ColorCode\0";
ui_label = "Anaglyph Color Mode";
ui_tooltip = "Select colors for your 3D anaglyph glasses.";
ui_category = "Stereoscopic Conversion";
> = 0;
uniform int Perspective <
ui_type = "drag";
ui_min = -100; ui_max = 100;
ui_label = "Perspective Slider";
ui_tooltip = "Determines the perspective point.";
ui_category = "Stereoscopic Options";
> = 0;
uniform int Scaling_Support <
ui_type = "combo";
ui_items = " 2160p\0 Native\0 1080p A\0 1080p B\0 1050p A\0 1050p B\0 720p A\0 720p B\0";
ui_label = "Scaling Support";
ui_tooltip = "Dynamic Super Resolution , Virtual Super Resolution, downscaling, or Upscaling support for Line Interlaced, Column Interlaced, & Checkerboard 3D displays.";
ui_category = "Stereoscopic Options";
> = 1;
uniform float2 Interlace_Anaglyph <
ui_type = "drag";
ui_min = 0.0; ui_max = 1.0;
ui_label = " Interlace & Anaglyph";
ui_tooltip = "Interlace Optimization is used to reduce aliasing in a Line or Column interlaced image. This has the side effect of softening the image.\n"
"Anaglyph Desaturation allows for removing color from an anaglyph 3D image. Zero is Black & White, One is full color.\n"
"Default for Interlace Optimization is 0.5 and for Anaglyph Desaturation is One.";
ui_category = "Stereoscopic Options";
> = float2(0.5,1.0);
uniform bool Eye_Swap <
ui_label = "Eye Swap";
ui_tooltip = "Left right image change.";
ui_category = "Stereoscopic Options";
> = true;
/////////////////////////////////////////////D3D Starts Here/////////////////////////////////////////////////////////////////
#define pix float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT)
#define TextureSize float2(BUFFER_WIDTH, BUFFER_HEIGHT)
uniform float frametime < source = "frametime";>;
uniform float timer < source = "timer"; >;
texture BackBufferTex : COLOR;
sampler BackBuffer
{
Texture = BackBufferTex;
MagFilter = POINT;
MinFilter = POINT;
MipFilter = POINT;
};
texture texCL { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;};
texture texCR { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;};
sampler SamplerCL
{
Texture = texCL;
AddressU = BORDER;
AddressV = BORDER;
AddressW = BORDER;
};
sampler SamplerCR
{
Texture = texCR;
AddressU = BORDER;
AddressV = BORDER;
AddressW = BORDER;
};
texture Current_BackBuffer_Tex { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8; };
sampler CBackBuffer
{
Texture = Current_BackBuffer_Tex;
MagFilter = POINT;
MinFilter = POINT;
MipFilter = POINT;
};
texture PastSingleBackBuffer { Width = BUFFER_WIDTH; Height = BUFFER_HEIGHT; Format = RGBA8;};
sampler PSBackBuffer
{
Texture = PastSingleBackBuffer;
MagFilter = POINT;
MinFilter = POINT;
MipFilter = POINT;
};
////////////////////////////////////////////////Left/Right Eye////////////////////////////////////////////////////////
uniform uint framecount < source = "framecount"; >;
//Total amount of frames since the game started.
float fmod(float a, float b)
{
float c = frac(abs(a / b)) * abs(b);
return a < 0 ? -c : c;
}
//Stereo Texture grabber
float4 BB_Texture(float2 TC)
{
if(Stereoscopic_Mode_Input == 1)
TC.y = SbS_Half_Full ? TC.y * 0.5 + 0.25 : TC.y;
float4 Color = tex2Dlod(BackBuffer, float4(TC,0,0) ), Exp_Darks, Exp_Brights;
float3 AdaptColor = tex2Dlod(BackBuffer, float4(TC,0,0) ).rgb;
return float4(Color.rgb,max(AdaptColor.r, max(AdaptColor.g, AdaptColor.b)));
}
//Unilinear Left / Right
float4 U_LR(in float2 texcoord,in int Switcher)
{
float gridy = floor(texcoord.y*TextureSize.y); //Native
if(Switcher == 1)
return fmod(gridy,2) ? 0 : tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) ;
else
return fmod(gridy,2) ? tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) : 0 ;
}
float4 Uni_LR(in float2 texcoord,in int Switcher )
{
float4 tl = U_LR(texcoord, Switcher),
tr = U_LR(texcoord + float2(0.0,-pix.y), Switcher),
bl = U_LR(texcoord + float2(0.0, pix.y), Switcher);
float2 f = frac( texcoord * TextureSize );
float4 tA = lerp( tl, tr, f.x );
float4 tB = lerp( tl, bl, f.x );
float4 done = lerp( tA, tB, f.y ) * 2.0;//2.0 Gamma correction.
return done;
}
//Bilinear Left
float4 B_LR(in float2 texcoord,in int Switcher)
{
float gridy = floor(texcoord.y*(BUFFER_HEIGHT)); //Native
float gridx = floor(texcoord.x*(BUFFER_WIDTH)); //Native
if(Switcher == 1)
return fmod(gridy+gridx,2) ? 0 : tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) ;
else
return fmod(gridy+gridx,2) ? tex2Dlod(CBackBuffer, float4(texcoord,0,0) ) : 0 ;
}
float4 Bi_LR(in float2 texcoord,in int Switcher )
{
float4 tl = B_LR(texcoord, Switcher);
float4 tr = B_LR(texcoord + float2( pix.x, 0.0 ), Switcher);
float4 bl = B_LR(texcoord + float2( 0.0 , pix.y), Switcher);
float4 br = B_LR(texcoord + float2( pix.x, pix.y), Switcher);
float2 f = frac( texcoord * TextureSize );
float4 tA = lerp( tl, tr, f.x );
float4 tB = lerp( bl, br, f.x );
float4 done = lerp( tA, tB, f.y ) * 2.0;//2.0 Gamma correction.
return done;
}
void PS_InputLR(in float4 position : SV_Position, in float2 texcoord : TEXCOORD0, out float4 colorA : SV_Target0 , out float4 colorB: SV_Target1)
{
float4 Left, Right;
float P = Perspective * pix.x;
if(Stereoscopic_Mode_Input == 1) //SbS
{
Left = BB_Texture(float2((texcoord.x*0.5) + P,texcoord.y));
Right = BB_Texture(float2((texcoord.x*0.5+0.5)- P,texcoord.y));
}
else if(Stereoscopic_Mode_Input == 2) //TnB
{
Left = BB_Texture(float2(texcoord.x + P,texcoord.y*0.5));
Right = BB_Texture(float2(texcoord.x - P,texcoord.y*0.5+0.5));
}
else if(Stereoscopic_Mode_Input == 3) //Line_Interlaced Unilateral.
{
Left = Uni_LR(float2(texcoord.x + P,texcoord.y), 0);
Right = Uni_LR(float2(texcoord.x - P,texcoord.y), 1);
}
else if(Stereoscopic_Mode_Input == 4) //CB_3D Bilateral Reconstruction.
{
Left = Bi_LR(float2(texcoord.x + P,texcoord.y), 0);
Right = Bi_LR(float2(texcoord.x - P,texcoord.y), 1);
}
if(Stereoscopic_Mode_Input == 5) //Frame Sequential Conversion.
{
float OddEven = framecount % 2 == 0;
//Past Single Frame
Left = tex2D(PSBackBuffer,float2(texcoord.x + P,texcoord.y));
Right = tex2D(PSBackBuffer,float2(texcoord.x - P,texcoord.y));
//Current Single Frame
if (OddEven)
Left = BB_Texture(float2(texcoord.x+P,texcoord.y));
else
Right = BB_Texture(float2(texcoord.x-P,texcoord.y));
}
colorA = Left;
colorB = Right;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
float4 toElse(float2 texcoord)
{
float4 image = 1, cL, cR, L, R, Out, accum;
float2 TCL, TCR, StoreTC = texcoord;
float P = 0;//Perspective * pix.x;
if (Stereoscopic_Mode == 0)
{
TCR.x = (texcoord.x*2-1) - P;
TCL.x = (texcoord.x*2) + P;
TCR.y = texcoord.y;
TCL.y = texcoord.y;
}
else if(Stereoscopic_Mode == 1)
{
TCR.x = texcoord.x - P;
TCL.x = texcoord.x + P;
TCR.y = (texcoord.y*2-1);
TCL.y = (texcoord.y*2);
}
else
{
TCR.x = texcoord.x - P;
TCL.x = texcoord.x + P;
TCR.y = texcoord.y;
TCL.y = texcoord.y;
}
//Optimization for line & column interlaced out.
if (Stereoscopic_Mode == 2)
{
TCL.y = TCL.y + (Interlace_Anaglyph.x * pix.y);
TCR.y = TCR.y - (Interlace_Anaglyph.x * pix.y);
}
else if (Stereoscopic_Mode == 3)
{
TCL.x = TCL.x + (Interlace_Anaglyph.x * pix.x);
TCR.x = TCR.x - (Interlace_Anaglyph.x * pix.x);
}
if(Eye_Swap)
{
cL = tex2D(SamplerCL,float2(TCL.x,TCL.y));
cR = tex2D(SamplerCR,float2(TCR.x,TCR.y));
}
else
{
cL = tex2D(SamplerCR,float2(TCL.x,TCL.y));
cR = tex2D(SamplerCL,float2(TCR.x,TCR.y));
}
float2 gridxy;
if(Scaling_Support == 0)
gridxy = floor(float2(texcoord.x*3840.0,texcoord.y*2160.0));
else if(Scaling_Support == 1)
gridxy = floor(float2(texcoord.x*BUFFER_WIDTH,texcoord.y*BUFFER_HEIGHT));
else if(Scaling_Support == 2)
gridxy = floor(float2((texcoord.x*1920.0)*0.5,(texcoord.y*1080.0)*0.5));
else if(Scaling_Support == 3)
gridxy = floor(float2((texcoord.x*1921.0)*0.5,(texcoord.y*1081.0)*0.5));
else if(Scaling_Support == 4)
gridxy = floor(float2((texcoord.x*1680.0)*0.5,(texcoord.y*1050.0)*0.5));
else if(Scaling_Support == 5)
gridxy = floor(float2((texcoord.x*1681.0)*0.5,(texcoord.y*1051.0)*0.5));
else if(Scaling_Support == 6)
gridxy = floor(float2((texcoord.x*1280.0)*0.5,(texcoord.y*720.0)*0.5));
else if(Scaling_Support == 7)
gridxy = floor(float2((texcoord.x*1281.0)*0.5,(texcoord.y*721.0)*0.5));
if(Stereoscopic_Mode == 0)
Out = texcoord.x < 0.5 ? cL : cR;
else if(Stereoscopic_Mode == 1)
Out = texcoord.y < 0.5 ? cL : cR;
else if(Stereoscopic_Mode == 2)
Out = fmod(gridxy.y,2.0) ? cR : cL;
else if(Stereoscopic_Mode == 3)
Out = fmod(gridxy.x,2.0) ? cR : cL;
else if(Stereoscopic_Mode == 4)
Out = fmod(gridxy.x+gridxy.y,2.0) ? cR : cL;
else if(Stereoscopic_Mode == 5)
{
float Contrast = 1.0, DeGhost = 0.06, LOne, ROne;
float3 HalfLA = dot(cL.rgb,float3(0.299, 0.587, 0.114));
float3 HalfRA = dot(cR.rgb,float3(0.299, 0.587, 0.114));
float3 LMA = lerp(HalfLA,cL.rgb,Interlace_Anaglyph.y);
float3 RMA = lerp(HalfRA,cR.rgb,Interlace_Anaglyph.y);
float contrast = (Contrast*0.5)+0.5;
// Left/Right Image
float4 cA = float4(LMA,1);
float4 cB = float4(RMA,1);
if (Anaglyph_Colors == 0) // Anaglyph 3D Colors Red/Cyan
Out = float4(cA.r,cB.g,cB.b,1.0);
else if (Anaglyph_Colors == 1) // Anaglyph 3D Dubois Red/Cyan
{
float red = 0.437 * cA.r + 0.449 * cA.g + 0.164 * cA.b - 0.011 * cB.r - 0.032 * cB.g - 0.007 * cB.b;
if (red > 1) { red = 1; } if (red < 0) { red = 0; }
float green = -0.062 * cA.r -0.062 * cA.g -0.024 * cA.b + 0.377 * cB.r + 0.761 * cB.g + 0.009 * cB.b;
if (green > 1) { green = 1; } if (green < 0) { green = 0; }
float blue = -0.048 * cA.r - 0.050 * cA.g - 0.017 * cA.b -0.026 * cB.r -0.093 * cB.g + 1.234 * cB.b;
if (blue > 1) { blue = 1; } if (blue < 0) { blue = 0; }
Out = float4(red, green, blue, 0);
}
else if (Anaglyph_Colors == 2) // Anaglyph 3D Deghosted Red/Cyan Code From http://iaian7.com/quartz/AnaglyphCompositing & vectorform.com by John Einselen
{
LOne = contrast*0.45;
ROne = contrast;
DeGhost *= 0.1;
accum = saturate(cA*float4(LOne,(1.0-LOne)*0.5,(1.0-LOne)*0.5,1.0));
image.r = pow(accum.r+accum.g+accum.b, 1.00);
image.a = accum.a;
accum = saturate(cB*float4(1.0-ROne,ROne,0.0,1.0));
image.g = pow(accum.r+accum.g+accum.b, 1.15);
image.a = image.a+accum.a;
accum = saturate(cB*float4(1.0-ROne,0.0,ROne,1.0));
image.b = pow(accum.r+accum.g+accum.b, 1.15);
image.a = (image.a+accum.a)/3.0;
accum = image;
image.r = (accum.r+(accum.r*DeGhost)+(accum.g*(DeGhost*-0.5))+(accum.b*(DeGhost*-0.5)));
image.g = (accum.g+(accum.r*(DeGhost*-0.25))+(accum.g*(DeGhost*0.5))+(accum.b*(DeGhost*-0.25)));
image.b = (accum.b+(accum.r*(DeGhost*-0.25))+(accum.g*(DeGhost*-0.25))+(accum.b*(DeGhost*0.5)));
Out = image;
}
else if (Anaglyph_Colors == 3) // Anaglyph 3D Green/Magenta
Out = float4(cB.r,cA.g,cB.b,1.0);
else if (Anaglyph_Colors == 4) // Anaglyph 3D Dubois Green/Magenta
{
float red = -0.062 * cA.r -0.158 * cA.g -0.039 * cA.b + 0.529 * cB.r + 0.705 * cB.g + 0.024 * cB.b;
if (red > 1) { red = 1; } if (red < 0) { red = 0; }
float green = 0.284 * cA.r + 0.668 * cA.g + 0.143 * cA.b - 0.016 * cB.r - 0.015 * cB.g + 0.065 * cB.b;
if (green > 1) { green = 1; } if (green < 0) { green = 0; }
float blue = -0.015 * cA.r -0.027 * cA.g + 0.021 * cA.b + 0.009 * cB.r + 0.075 * cB.g + 0.937 * cB.b;
if (blue > 1) { blue = 1; } if (blue < 0) { blue = 0; }
Out = float4(red, green, blue, 0);
}
else if (Anaglyph_Colors == 5)// Anaglyph 3D Deghosted Green/Magenta Code From http://iaian7.com/quartz/AnaglyphCompositing & vectorform.com by John Einselen
{
LOne = contrast*0.45;
ROne = contrast*0.8;
DeGhost *= 0.275;
accum = saturate(cB*float4(ROne,1.0-ROne,0.0,1.0));
image.r = pow(accum.r+accum.g+accum.b, 1.15);
image.a = accum.a;
accum = saturate(cA*float4((1.0-LOne)*0.5,LOne,(1.0-LOne)*0.5,1.0));
image.g = pow(accum.r+accum.g+accum.b, 1.05);
image.a = image.a+accum.a;
accum = saturate(cB*float4(0.0,1.0-ROne,ROne,1.0));
image.b = pow(accum.r+accum.g+accum.b, 1.15);
image.a = (image.a+accum.a)*0.33333333;
accum = image;
image.r = accum.r+(accum.r*(DeGhost*0.5))+(accum.g*(DeGhost*-0.25))+(accum.b*(DeGhost*-0.25));
image.g = accum.g+(accum.r*(DeGhost*-0.5))+(accum.g*(DeGhost*0.25))+(accum.b*(DeGhost*-0.5));
image.b = accum.b+(accum.r*(DeGhost*-0.25))+(accum.g*(DeGhost*-0.25))+(accum.b*(DeGhost*0.5));
Out = image;
}
else if (Anaglyph_Colors == 6) // Anaglyph 3D Blue/Amber Code From http://iaian7.com/quartz/AnaglyphCompositing & vectorform.com by John Einselen
{
LOne = contrast*0.45;
ROne = contrast;
float D[1];//The Chronicles of Riddick: Assault on Dark Athena FIX I don't know why it works.......
DeGhost *= 0.275;
accum = saturate(cA*float4(ROne,0.0,1.0-ROne,1.0));
image.r = pow(accum.r+accum.g+accum.b, 1.05);
image.a = accum.a;
accum = saturate(cA*float4(0.0,ROne,1.0-ROne,1.0));
image.g = pow(accum.r+accum.g+accum.b, 1.10);
image.a = image.a+accum.a;
accum = saturate(cB*float4((1.0-LOne)*0.5,(1.0-LOne)*0.5,LOne,1.0));
image.b = pow(accum.r+accum.g+accum.b, 1.0);
image.b = lerp(pow(image.b,(DeGhost*0.15)+1.0),1.0-pow(abs(1.0-image.b),(DeGhost*0.15)+1.0),image.b);
image.a = (image.a+accum.a)*0.33333333;
accum = image;
image.r = accum.r+(accum.r*(DeGhost*1.5))+(accum.g*(DeGhost*-0.75))+(accum.b*(DeGhost*-0.75));
image.g = accum.g+(accum.r*(DeGhost*-0.75))+(accum.g*(DeGhost*1.5))+(accum.b*(DeGhost*-0.75));
image.b = accum.b+(accum.r*(DeGhost*-1.5))+(accum.g*(DeGhost*-1.5))+(accum.b*(DeGhost*3.0));
Out = saturate(image);
}
}
return Out;
}
void Current_BackBuffer(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float4 color : SV_Target)
{
color = BB_Texture(texcoord);
}
void Past_BackBuffer(float4 position : SV_Position, float2 texcoord : TEXCOORD, out float4 PastSingle : SV_Target0)
{
PastSingle = tex2D(CBackBuffer,texcoord);
}
////////////////////////////////////////////////////////Fin/////////////////////////////////////////////////////////////////////////
float4 Out(float4 position : SV_Position, float2 texcoord : TEXCOORD) : SV_Target
{
float3 Color = Stereoscopic_Mode_Input == 0 ? BB_Texture(texcoord).rgb : toElse(texcoord).rgb;
return float4(Color,1.);
}
///////////////////////////////////////////////////////////ReShade.fxh/////////////////////////////////////////////////////////////
// Vertex shader generating a triangle covering the entire screen
void PostProcessVS(in uint id : SV_VertexID, out float4 position : SV_Position, out float2 texcoord : TEXCOORD)
{
texcoord.x = (id == 2) ? 2.0 : 0.0;
texcoord.y = (id == 1) ? 2.0 : 0.0;
position = float4(texcoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
//*Rendering passes*//
technique To_Else
{
pass PBB
{
VertexShader = PostProcessVS;
PixelShader = Past_BackBuffer;
RenderTarget = PastSingleBackBuffer;
}
pass CBB
{
VertexShader = PostProcessVS;
PixelShader = Current_BackBuffer;
RenderTarget = Current_BackBuffer_Tex;
}
pass StereoInput
{
VertexShader = PostProcessVS;
PixelShader = PS_InputLR;
RenderTarget0 = texCL;
RenderTarget1 = texCR;
}
pass StereoToElse
{
VertexShader = PostProcessVS;
PixelShader = Out;
}
}
@FlySlime
Copy link

Thank you for this!

@robertkirkman
Copy link
Author

You're welcome FlySlime thank you for being the first user! if you need help with it let me know

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment