#include "ReShade.fxh" texture FontTexture < source = "font.png"; > { Width = 512; Height = 512; Format = RGBA8; }; sampler FontSampler { Texture = FontTexture; }; // Time dilation uniform bool OSD_ShowTD = false; uniform bool TD_Enabled = false; uniform float TD_World = 1.0; uniform float TD_AI = 1.0; // God mode uniform bool OSD_ShowGodMode = false; uniform bool GodMode_Enabled = false; // Invulnerability uniform bool OSD_ShowInvuln = false; uniform bool Invulnerability_Enabled = false; // Stealth uniform bool OSD_ShowStealth = false; uniform bool Stealth_Enabled = false; // --- Character arrays for labels --- static const int ON_LENGTH = 2; static float ON_CHARS[32] = { 79-32, 78-32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // "ON" static const int OFF_LENGTH = 3; static float OFF_CHARS[32] = { 79-32, 70-32, 70-32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // "OFF" static const int TD_LABEL_LEN = 14; static float TD_LABEL[32] = { 84-32, 105-32, 109-32, 101-32, 32-32, 100-32, 105-32, 108-32, // Time dilation : 97-32, 116-32, 105-32, 111-32, 110-32, 32-32,0,0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; static const int WORLD_LEN = 8; static float WORLD_CHARS[32] = { 32-32, 87-32, 111-32, 114-32, 108-32, 100-32, 58-32, 32-32, // World : 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] = { 32-32,65-32,73-32,58-32,32-32,0,0,0, // AI : 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // New labels static const int GOD_LEN = 9; static float GOD_CHARS[32] = { 71-32, 111-32, 100-32, 32-32, 77-32, 111-32, 100-32, 101-32, // God Mode 32 -32, 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 INV_LEN = 12; static float INV_CHARS[32] = { 73-32, 103-32, 110-32, 111-32, 114-32, 101-32, 32-32, 104-32, // "Ignore hits" 105-32, 116-32, 115-32, 32-32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; static const int STEALTH_LEN = 13; static float STEALTH_CHARS[32] = { 83-32, 116-32, 101-32, 97-32, 108-32, 116-32, 104-32, 32-32, // "Stealth Mode" 77-32, 111-32, 100-32, 101-32, 32-32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; // --- SDF Rectangle --- 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 text 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); 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]); col.rgb = lerp(col.rgb,glyph.rgb,glyph.a); col.a = max(col.a,glyph.a); } } return col; } // --- Draw float number as text --- 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; //float chars[4] = { i0 + 16, 14, i1 + 16, 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; } // --- Alpha blend --- void AlphaBlend(inout float4 dst, float4 src) { dst.rgb = lerp(dst.rgb, src.rgb, src.a); dst.a = max(dst.a, src.a); } // --- Draw ON/OFF flag dynamically --- float4 DrawFlag(float2 uv, inout float2 pen, float2 charSize, const float label[32], int labelLen, bool enabled) { float4 combined = DrawText(uv, pen, charSize, label, labelLen); pen.x += labelLen*charSize.x; float4 state = enabled ? DrawText(uv, pen, charSize, ON_CHARS, ON_LENGTH) : DrawText(uv, pen, charSize, OFF_CHARS, OFF_LENGTH); pen.x += (enabled ? ON_LENGTH : OFF_LENGTH)*charSize.x; AlphaBlend(combined, state); return combined; } // --- Pixel Shader --- float4 PS_OSD(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float4 col = tex2D(ReShade::BackBuffer, uv); if (!OSD_ShowTD && !OSD_ShowGodMode && !OSD_ShowInvuln && !OSD_ShowStealth) return col; float margin_top = 20.0; float2 center_uv = float2(0.5, margin_top / ReShade::ScreenSize.y + 0.01); float2 p = uv - center_uv; p.x *= ReShade::AspectRatio; // --- Frame rect --- float charAdvance = 0.003; float2 charSize = float2(0.003, 0.02); // widht * height float totalLen = 0; float3 color; if (TD_Enabled && OSD_ShowTD) { totalLen = TD_LABEL_LEN + ON_LENGTH + WORLD_LEN + 4 + AI_LEN + 4; color = float3(0.3, 1.0, 0.3); // Green } if (!TD_Enabled && OSD_ShowTD) { totalLen = TD_LABEL_LEN + OFF_LENGTH; color = float3(1.0, 0.3, 0.3); // Red } if (GodMode_Enabled && OSD_ShowGodMode) { totalLen = GOD_LEN + ON_LENGTH; color = float3(0.3, 1.0, 0.3); } if (!GodMode_Enabled && OSD_ShowGodMode) { totalLen = GOD_LEN + OFF_LENGTH; color = float3(1.0, 0.3, 0.3); } if (Invulnerability_Enabled && OSD_ShowInvuln) { totalLen = INV_LEN + ON_LENGTH; color = float3(0.3, 1.0, 0.3); } if (!Invulnerability_Enabled && OSD_ShowInvuln) { totalLen = INV_LEN + OFF_LENGTH; color = float3(1.0, 0.3, 0.3); } if (Stealth_Enabled && OSD_ShowStealth) { totalLen = STEALTH_LEN + ON_LENGTH; color = float3(0.3, 1.0, 0.3); } if (!Stealth_Enabled && OSD_ShowStealth) { totalLen = STEALTH_LEN + OFF_LENGTH; color = float3(1.0, 0.3, 0.3); } float2 size_uv = float2((totalLen* charAdvance * 0.5 + charAdvance * 1.0) * ReShade::AspectRatio, 20.0 / ReShade::ScreenSize.y); 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); if (abs(d)