From c1f25fb21da4bcd1a4666e65c260d40e210ab844 Mon Sep 17 00:00:00 2001 From: Emmanuel AYME Date: Fri, 20 Feb 2026 07:22:19 +0100 Subject: [PATCH] Unnecessary reshade shader removal --- external/reshade/shaders/ReShade.fxh | 124 --------------------------- 1 file changed, 124 deletions(-) delete mode 100644 external/reshade/shaders/ReShade.fxh diff --git a/external/reshade/shaders/ReShade.fxh b/external/reshade/shaders/ReShade.fxh deleted file mode 100644 index e12b5ba..0000000 --- a/external/reshade/shaders/ReShade.fxh +++ /dev/null @@ -1,124 +0,0 @@ -/* - * SPDX-License-Identifier: CC0-1.0 - */ - -#pragma once - -#if !defined(__RESHADE__) || __RESHADE__ < 30000 - #error "ReShade 3.0+ is required to use this header file" -#endif - -#ifndef RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN - #define RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN 0 -#endif -#ifndef RESHADE_DEPTH_INPUT_IS_REVERSED - #define RESHADE_DEPTH_INPUT_IS_REVERSED 1 -#endif -#ifndef RESHADE_DEPTH_INPUT_IS_MIRRORED - #define RESHADE_DEPTH_INPUT_IS_MIRRORED 0 -#endif -#ifndef RESHADE_DEPTH_INPUT_IS_LOGARITHMIC - #define RESHADE_DEPTH_INPUT_IS_LOGARITHMIC 0 -#endif - -#ifndef RESHADE_DEPTH_MULTIPLIER - #define RESHADE_DEPTH_MULTIPLIER 1 -#endif -#ifndef RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - #define RESHADE_DEPTH_LINEARIZATION_FAR_PLANE 1000.0 -#endif - -// Above 1 expands coordinates, below 1 contracts and 1 is equal to no scaling on any axis -#ifndef RESHADE_DEPTH_INPUT_Y_SCALE - #define RESHADE_DEPTH_INPUT_Y_SCALE 1 -#endif -#ifndef RESHADE_DEPTH_INPUT_X_SCALE - #define RESHADE_DEPTH_INPUT_X_SCALE 1 -#endif -// An offset to add to the Y coordinate, (+) = move up, (-) = move down -#ifndef RESHADE_DEPTH_INPUT_Y_OFFSET - #define RESHADE_DEPTH_INPUT_Y_OFFSET 0 -#endif -#ifndef RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET - #define RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET 0 -#endif -// An offset to add to the X coordinate, (+) = move right, (-) = move left -#ifndef RESHADE_DEPTH_INPUT_X_OFFSET - #define RESHADE_DEPTH_INPUT_X_OFFSET 0 -#endif -#ifndef RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET - #define RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET 0 -#endif - -#define BUFFER_PIXEL_SIZE float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT) -#define BUFFER_SCREEN_SIZE float2(BUFFER_WIDTH, BUFFER_HEIGHT) -#define BUFFER_ASPECT_RATIO (BUFFER_WIDTH * BUFFER_RCP_HEIGHT) - -namespace ReShade -{ -#if defined(__RESHADE_FXC__) - float GetAspectRatio() { return BUFFER_WIDTH * BUFFER_RCP_HEIGHT; } - float2 GetPixelSize() { return float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); } - float2 GetScreenSize() { return float2(BUFFER_WIDTH, BUFFER_HEIGHT); } - #define AspectRatio GetAspectRatio() - #define PixelSize GetPixelSize() - #define ScreenSize GetScreenSize() -#else - // These are deprecated and will be removed eventually. - static const float AspectRatio = BUFFER_WIDTH * BUFFER_RCP_HEIGHT; - static const float2 PixelSize = float2(BUFFER_RCP_WIDTH, BUFFER_RCP_HEIGHT); - static const float2 ScreenSize = float2(BUFFER_WIDTH, BUFFER_HEIGHT); -#endif - - // Global textures and samplers - texture BackBufferTex : COLOR; - texture DepthBufferTex : DEPTH; - - sampler BackBuffer { Texture = BackBufferTex; }; - sampler DepthBuffer { Texture = DepthBufferTex; }; - - // Helper functions - float GetLinearizedDepth(float2 texcoord) - { -#if RESHADE_DEPTH_INPUT_IS_UPSIDE_DOWN - texcoord.y = 1.0 - texcoord.y; -#endif -#if RESHADE_DEPTH_INPUT_IS_MIRRORED - texcoord.x = 1.0 - texcoord.x; -#endif - texcoord.x /= RESHADE_DEPTH_INPUT_X_SCALE; - texcoord.y /= RESHADE_DEPTH_INPUT_Y_SCALE; -#if RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET - texcoord.x -= RESHADE_DEPTH_INPUT_X_PIXEL_OFFSET * BUFFER_RCP_WIDTH; -#else // Do not check RESHADE_DEPTH_INPUT_X_OFFSET, since it may be a decimal number, which the preprocessor cannot handle - texcoord.x -= RESHADE_DEPTH_INPUT_X_OFFSET / 2.000000001; -#endif -#if RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET - texcoord.y += RESHADE_DEPTH_INPUT_Y_PIXEL_OFFSET * BUFFER_RCP_HEIGHT; -#else - texcoord.y += RESHADE_DEPTH_INPUT_Y_OFFSET / 2.000000001; -#endif - float depth = tex2Dlod(DepthBuffer, float4(texcoord, 0, 0)).x * RESHADE_DEPTH_MULTIPLIER; - -#if RESHADE_DEPTH_INPUT_IS_LOGARITHMIC - const float C = 0.01; - depth = (exp(depth * log(C + 1.0)) - 1.0) / C; -#endif -#if RESHADE_DEPTH_INPUT_IS_REVERSED - depth = 1.0 - depth; -#endif - const float N = 1.0; - depth /= RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - depth * (RESHADE_DEPTH_LINEARIZATION_FAR_PLANE - N); - - return depth; - } -} - -// Vertex shader generating a triangle covering the entire screen -// See also https://www.reddit.com/r/gamedev/comments/2j17wk/a_slightly_faster_bufferless_vertex_shader_trick/ -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); -}