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Added tooltip for each shader
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papadanku committed Sep 2, 2024
1 parent 6e32ef6 commit a79081d
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Showing 29 changed files with 30 additions and 31 deletions.
2 changes: 1 addition & 1 deletion shaders/cAntiAliasing.fx
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Expand Up @@ -287,7 +287,7 @@ float4 PS_AntiAliasing(CShade_VS2PS_Quad Input) : SV_TARGET0
}
}

technique CShade_AntiAliasing
technique CShade_AntiAliasing < ui_tooltip = "Fast Approximate Anti-Aliasing (FXAA)"; >
{
pass AntiAliasing
{
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2 changes: 1 addition & 1 deletion shaders/cAutoExposure.fx
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Expand Up @@ -172,7 +172,7 @@ float3 PS_Exposure(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(Output.rgb, _CShadeAlphaFactor));
}

technique CShade_AutoExposure
technique CShade_AutoExposure < ui_tooltip = "Auto-exposure through hardware blending"; >
{
pass
{
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4 changes: 2 additions & 2 deletions shaders/cBlend.fx
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Expand Up @@ -76,7 +76,7 @@ float4 PS_Blend(CShade_VS2PS_Quad Input) : SV_TARGET0
return OutputColor;
}

technique CShade_CopyBuffer
technique CShade_CopyBuffer < ui_tooltip = "Create CBlend's copy texture"; >
{
pass
{
Expand All @@ -88,7 +88,7 @@ technique CShade_CopyBuffer
}
}

technique CShade_BlendBuffer
technique CShade_BlendBuffer < ui_tooltip = "Blend with CBlend's copy texture"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cBloom.fx
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Expand Up @@ -272,7 +272,7 @@ float4 PS_Composite(CShade_VS2PS_Quad Input) : SV_TARGET0
RenderTarget0 = RENDER_TARGET; \
}

technique CShade_Bloom
technique CShade_Bloom < ui_tooltip = "Dual-Kawase bloom with built-in autoexposure"; >
{
// Prefilter stuff, emulate autoexposure
CREATE_PASS(CShade_VS_Quad, PS_Prefilter, TempTex0_RGBA16F, FALSE)
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2 changes: 1 addition & 1 deletion shaders/cCheckerBoard.fx
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Expand Up @@ -45,7 +45,7 @@ float4 PS_Checkerboard(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(Checkerboard, _CShadeAlphaFactor));
}

technique CShade_CheckerBoard
technique CShade_CheckerBoard < ui_tooltip = "Adjustable checkerboard effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cChromaticity.fx
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Expand Up @@ -79,7 +79,7 @@ float4 PS_Chromaticity(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(Chromaticity.rgb, _CShadeAlphaFactor));
}

technique CShade_Chromaticity
technique CShade_Chromaticity < ui_tooltip = "Adjustable chromaticity effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cCircles.fx
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Expand Up @@ -351,7 +351,7 @@ float4 PS_Blit(CShade_VS2PS_Quad Input) : SV_TARGET0
}
#endif

technique CShade_Circles
technique CShade_Circles < ui_tooltip = "Creates circles based on image features"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cColorBand.fx
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Expand Up @@ -63,7 +63,7 @@ float4 PS_Color(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(ColorMap.rgb, _CShadeAlphaFactor));
}

technique CShade_ColorBand
technique CShade_ColorBand < ui_tooltip = "Artificial quantization effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cContrastNormalization.fx
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Expand Up @@ -86,7 +86,7 @@ float4 PS_ContrastNormalization(CShade_VS2PS_Quad Input) : SV_TARGET0
}
}

technique CShade_ContrastNormalization
technique CShade_ContrastNormalization < ui_tooltip = "Local normalization algorithms"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cEnsor.fx
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Expand Up @@ -125,7 +125,7 @@ float4 PS_Censor(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(OutputColor.rgb, _CShadeAlphaFactor));
}

technique CShade_Censor
technique CShade_Censor < ui_tooltip = "Pixelates the screen based on features"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cFrameBlend.fx
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Expand Up @@ -36,7 +36,7 @@ float4 PS_Display(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(tex2D(SampleBlendTex, Input.Tex0).rgb, _CShadeAlphaFactor));
}

technique CShade_FrameBlend
technique CShade_FrameBlend < ui_tooltip = "Frame-blending effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cGaussianBlurH.fx
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@@ -1,7 +1,7 @@

#include "cGaussianBlur.fxh"

technique CShade_HorizontalBlur
technique CShade_HorizontalBlur < ui_tooltip = "Horizonal Gaussian blur effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cGaussianBlurV.fx
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@@ -1,7 +1,7 @@

#include "cGaussianBlur.fxh"

technique CShade_VerticalBlur
technique CShade_VerticalBlur < ui_tooltip = "Horizonal Gaussian blur effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cGrayscale.fx
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Expand Up @@ -25,7 +25,7 @@ float4 PS_Luminance(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(Luma, _CShadeAlphaFactor));
}

technique CShade_Grayscale
technique CShade_Grayscale < ui_tooltip = "Grayscale effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cImageSharpen.fx
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Expand Up @@ -38,7 +38,7 @@ float4 PS_CasFilterNoScaling(CShade_VS2PS_Quad Input): SV_TARGET0
return CBlend_OutputChannels(float4(OutputColor.rgb, _CShadeAlphaFactor));
}

technique CShade_ImageSharpen
technique CShade_ImageSharpen < ui_tooltip = "FidelityFX | Robust Contrast Adaptive Sharpening (RCAS)"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cLens.fx
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Expand Up @@ -106,7 +106,7 @@ float4 PS_Lens(CShade_VS2PS_Quad Input): SV_TARGET0
return CBlend_OutputChannels(float4(OutputColor.rgb, _CShadeAlphaFactor));
}

technique CShade_Lens
technique CShade_Lens < ui_tooltip = "FidelityFX | Lens"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cLetterBox.fx
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Expand Up @@ -58,7 +58,7 @@ float4 PS_Letterbox(CShade_VS2PS_Quad Input) : SV_TARGET0
#define CBLEND_DESTBLENDALPHA ZERO
#endif

technique CShade_LetterBox
technique CShade_LetterBox < ui_tooltip = "Adjustable letterboxing effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cMedian.fx
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Expand Up @@ -32,7 +32,7 @@ CREATE_MEDIAN_PS(PS_Median1, 0.0)
PixelShader = PIXELSHADER; \
} \

technique CShade_Median
technique CShade_Median < ui_tooltip = "CShade_Median"; >
{
#if HIERARCHIAL_LEVELS > 4
CREATE_MEDIAN_PASS(PS_Median5)
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2 changes: 1 addition & 1 deletion shaders/cMotionBlur.fx
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Expand Up @@ -170,7 +170,7 @@ float4 PS_MotionBlur(CShade_VS2PS_Quad Input) : SV_TARGET0
RenderTarget0 = RENDER_TARGET; \
}

technique CShade_MotionBlur
technique CShade_MotionBlur < ui_tooltip = "Motion blur effect"; >
{
// Normalize current frame
CREATE_PASS(CShade_VS_Quad, PS_Normalize, TempTex1_RG8)
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2 changes: 1 addition & 1 deletion shaders/cNoiseBlur.fx
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Expand Up @@ -116,7 +116,7 @@ float4 PS_NoiseBlur(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(OutputColor.rgb / Weight, _CShadeAlphaFactor));
}

technique CShade_NoiseBlur
technique CShade_NoiseBlur < ui_tooltip = "Adjustable noise blur effect"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cOpticalFlow.fx
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Expand Up @@ -239,7 +239,7 @@ float4 PS_Shading(CShade_VS2PS_Quad Input) : SV_TARGET0
RenderTarget0 = RENDER_TARGET; \
}

technique CShade_OpticalFlow
technique CShade_OpticalFlow < ui_tooltip = "Lucas-Kanade optical flow"; >
{
// Normalize current frame
CREATE_PASS(CShade_VS_Quad, PS_Normalize, TempTex1_RG8)
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2 changes: 1 addition & 1 deletion shaders/cOverlay.fx
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Expand Up @@ -99,7 +99,7 @@ float4 PS_Overlay(VS2PS Input) : SV_TARGET0
return float4(Color.rgb, Crop);
}

technique CShade_Overlay
technique CShade_Overlay < ui_tooltip = "Applies a zoomed copy of the backbuffer"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cPixelate.fx
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Expand Up @@ -25,7 +25,7 @@ float4 PS_Color(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(OutputColor.rgb, _CShadeAlphaFactor));
}

technique CShade_Pixelate
technique CShade_Pixelate < ui_tooltip = "Adjustable pixelation effect"; >
{
pass
{
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3 changes: 1 addition & 2 deletions shaders/cSolidColor.fx
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Expand Up @@ -17,8 +17,7 @@ float4 PS_Color(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(_Color, _CShadeAlphaFactor));
}

// Use BlendOp to multiple the backbuffer with this quad's color
technique CShade_SolidColor
technique CShade_SolidColor < ui_tooltip = "Output a solid color (use \"Preprocessor Definitions\" for blending)"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cThreshold.fx
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Expand Up @@ -53,7 +53,7 @@ float4 PS_Threshold(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(saturate(lerp(Brightness, Color.rgb, _Saturation) * _Intensity), _CShadeAlphaFactor));
}

technique CShade_Threshold
technique CShade_Threshold < ui_tooltip = "Threshold the image (use \"Preprocessor Definitions\" for blending)"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/cTransform.fx
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Expand Up @@ -60,7 +60,7 @@ float4 PS_Matrix(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(Color.rgb, _CShadeAlphaFactor));
}

technique CShade_Transform
technique CShade_Transform < ui_tooltip = "Translate, scale, and/or rotate the backbuffer"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/kContour.fx
Original file line number Diff line number Diff line change
Expand Up @@ -158,7 +158,7 @@ float3 PS_Grad(CShade_VS2PS_Quad Input) : SV_TARGET0
return lerp(BackgroundColor, _FrontColor.rgb, Mask * _FrontColor.a);
}

technique CShade_KinoContour
technique CShade_KinoContour < ui_tooltip = "Keijiro Takahashi | Contour line filter"; >
{
pass
{
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2 changes: 1 addition & 1 deletion shaders/kDatamosh.fx
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Expand Up @@ -318,7 +318,7 @@ float4 PS_CopyColorTex(CShade_VS2PS_Quad Input) : SV_TARGET0
RenderTarget0 = RENDER_TARGET; \
}

technique CShade_KinoDatamosh
technique CShade_KinoDatamosh < ui_tooltip = "Keijiro Takahashi | An image effect that simulates video compression artifacts"; >
{
// Normalize current frame
CREATE_PASS(CShade_VS_Quad, PS_Normalize, TempTex1_RG8)
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2 changes: 1 addition & 1 deletion shaders/kMirror.fx
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ float4 PS_Mirror(CShade_VS2PS_Quad Input) : SV_TARGET0
return CBlend_OutputChannels(float4(tex2D(CShade_SampleColorTex, Input.Tex0).rgb, _CShadeAlphaFactor));
}

technique CShade_KinoMirror
technique CShade_KinoMirror < ui_tooltip = "Keijiro Takahashi | Mirroring and kaleidoscope effect"; >
{
pass
{
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