diff --git a/external/reshade/shaders/TimeDilationOSD.fx b/external/reshade/shaders/TimeDilationOSD.fx deleted file mode 100644 index 9d9f01d..0000000 --- a/external/reshade/shaders/TimeDilationOSD.fx +++ /dev/null @@ -1,225 +0,0 @@ -#include "ReShade.fxh" - -texture FontTexture < source = "font.png"; > -{ - Width = 512; - Height = 512; - Format = RGBA8; -}; -sampler FontSampler { - Texture = FontTexture; -}; - -uniform bool TD_Show = false; -uniform bool TD_Enabled = false; -uniform float TD_World = 1.0; -uniform float TD_AI = 1.0; - - -// Define caracters for "Time Dilation ON" (size 32) -static const int ON_LENGTH = 17; -static float ON_CHARS[32] = { - 84 - 32, 105 - 32, 109 - 32, 101 - 32, // T, i, m, e - 32 - 32, 100 - 32, 105 - 32, 108 - 32, // , d, i, l - 97 - 32, 116 - 32, 105 - 32, 111 - 32, // a, t, i, o - 110 - 32, 32 - 32, 79 - 32, 78 - 32, // n, , O, N - 32 - 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 // ' ' + filling -}; - -// Define caracters for "Time Dilation OFF" (size 32) -static const int OFF_LENGTH = 17; -static float OFF_CHARS[32] = { - 84 - 32, 105 - 32, 109 - 32, 101 - 32, // T, i, m, e - 32 - 32, 100 - 32, 105 - 32, 108 - 32, // , d, i, l - 97 - 32, 116 - 32, 105 - 32, 111 - 32, // a, t, i, o - 110 - 32, 32 - 32, 79 - 32, 70 - 32, // n, , O, F - 70 - 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 // F + filling -}; - -static const int WORLD_LEN = 7; -static float WORLD_CHARS[32] = { - 87 - 32,111 - 32,114 - 32, 108 - 32, // W, o, r, l - 100 - 32, 58 - 32, 32 - 32, 0, // d, :, , - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0 -}; - -static const int AI_LEN = 5; -static float AI_CHARS[32] = { - 32 - 32, 65 - 32, 73 - 32, 58 - 32, // ' ', A, I, : - 32 - 32, 0, 0, 0, // ' ' + filling - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0, - 0, 0, 0, 0, 0, 0, 0, 0 -}; - -// Fonction SDF pour le rectangle (inchangée) -float sdRoundRect(float2 p, float2 b, float r) { - float2 q = abs(p) - b + r; - return min(max(q.x, q.y), 0.0) + length(max(q, 0.0)) - r; -} - -// Draw a character -float4 DrawChar(float2 uv, float2 pos, float2 charSize, float charIndex) { - float2 texSize = float2(14.0, 7.0); - float2 fontUV = float2(charIndex % texSize.x, floor(charIndex / texSize.x)) / texSize; - float2 fontUVSize = 1.0 / texSize; - float2 localUV = (uv - pos) / charSize; - float2 finalFontUV = fontUV + fontUVSize * localUV; - return tex2D(FontSampler, finalFontUV); -} - -// Draw a characters array -float4 DrawText(float2 uv, float2 startPos, float2 charSize, float chars[32], int length) { - float4 col = float4(0, 0, 0, 0); - - [unroll] - for (int i = 0; i < 32; i++) - { - if (i >= length) break; - - float2 charPos = startPos + float2(i * charSize.x, 0.0); - - // test si le pixel est dans le quad du caractère - if (uv.x >= charPos.x && uv.x < charPos.x + charSize.x && - uv.y >= charPos.y && uv.y < charPos.y + charSize.y) { - float4 glyph = DrawChar(uv, charPos, charSize, chars[i]); - - // proper alpha-over - col.rgb = lerp(col.rgb, glyph.rgb, glyph.a); - col.a = max(col.a, glyph.a); - } - } - - return col; -} - -float4 DrawFloat(float2 uv, float2 startPos, float2 charSize, float value) { - float4 col = float4(0,0,0,0); - - float v = abs(value); - int iv = (int)(v * 100.0 + 0.5); - int i0 = iv / 100; - int i1 = (iv / 10) % 10; - int i2 = iv % 10; - - float chars[4]; - chars[0] = i0 + 16; // '0' - chars[1] = 14; // '.' - chars[2] = i1 + 16; - chars[3] = i2 + 16; - - [unroll] - for (int i = 0; i < 4; i++) - { - float2 pos = startPos + float2(i * charSize.x, 0); - if (uv.x >= pos.x && uv.x < pos.x + charSize.x && uv.y >= pos.y && uv.y < pos.y + charSize.y) { - float4 g = DrawChar(uv, pos, charSize, chars[i]); - col.rgb = lerp(col.rgb, g.rgb, g.a); - col.a = max(col.a, g.a); - } - } - - return col; -} - -void AlphaBlend(inout float4 dst, float4 src) { - dst.rgb = lerp(dst.rgb, src.rgb, src.a); - dst.a = max(dst.a, src.a); -} - -float4 PS_OSD(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { - float4 col = tex2D(ReShade::BackBuffer, uv); - - if (TD_Show) { - // ---- Size & position of the frame ---- - float margin_top = 20.0; - - // ---- aspect ratio correction for SDF ---- - float2 screen_size = float2(BUFFER_WIDTH, BUFFER_HEIGHT); - float aspect = screen_size.x / screen_size.y; - - // Pure UV Center (for text) - float2 center_uv = float2(0.5, margin_top / screen_size.y + 0.01); - float2 p = uv - center_uv; - p.x *= aspect; - - // Compute total text length to center it horizontally - float totalLen = (TD_Enabled ? ON_LENGTH + WORLD_LEN + 4 + AI_LEN + 4 : OFF_LENGTH) ; // 4 = 3 chiffres + '.' - float2 charSize = float2(0.003, 0.02); // width, height - float charAdvance = charSize.x; - - // SDF center (for the frame) - float textWidthUV = totalLen * charAdvance; - float padding = charAdvance * 1.0; - float2 size_uv = float2((textWidthUV * 0.5 + padding) * aspect, 20.0 / screen_size.y); - - // ---- Thickness and radius in pixels ---- - float thickness_px = 1.0; - float thickness = thickness_px * ReShade::PixelSize.y; - float radius_px = 2.0; - float radius = radius_px * ReShade::PixelSize.y; - - float d = sdRoundRect(p, size_uv, radius); - - // ---- Border drawing ---- - if (abs(d) < thickness) { - float3 border = TD_Enabled ? float3(0.3, 1.0, 0.3) : float3(1.0, 0.3, 0.3); // green ON , red OFF - col.rgb = lerp(col.rgb, border, 0.85); - } - - // ---- Draw the text (ON/OFF + World + AI) ---- - - float2 pen = center_uv; - pen.x -= totalLen * charAdvance * 0.5; // horizontal centering - pen.y -= charSize.y * 0.5; // vertical centering - - float4 t0, t1, wv, t2, av; - float4 textCol = float4(0,0,0,0); - - if (TD_Enabled) { // "Time Dilation ON" - t0 = DrawText(uv, pen, charSize, ON_CHARS, ON_LENGTH); - pen.x += charAdvance * ON_LENGTH; - - // "World: " - t1 = DrawText(uv, pen, charSize, WORLD_CHARS, WORLD_LEN); - pen.x += charAdvance * WORLD_LEN; - - // World value - wv = DrawFloat(uv, pen, charSize, TD_World); - pen.x += charAdvance * 4; - - // "AI: " - t2 = DrawText(uv, pen, charSize, AI_CHARS, AI_LEN); - pen.x += charAdvance * AI_LEN; - - // AI value - av = DrawFloat(uv, pen, charSize, TD_AI); - } - else // "Time Dilation OFF" - t0 = DrawText(uv, pen, charSize, OFF_CHARS, OFF_LENGTH); - - // ---- Combine all glyphs ---- - float4 combined = t0; - AlphaBlend(combined, t1); - AlphaBlend(combined, wv); - AlphaBlend(combined, t2); - AlphaBlend(combined, av); - - float3 textColor = TD_Enabled ? float3(0.3,1.0,0.3) : float3(1.0,0.3,0.3); - combined.rgb *= textColor; - - // ---- final blend ---- - col.rgb = lerp(col.rgb, combined.rgb, combined.a); - } - - return col; -} - -technique TimeDilationOSD { - pass { - VertexShader = PostProcessVS; - PixelShader = PS_OSD; - } -}