From 624f8952a49640293fdf744930d1f24a5b40a15f Mon Sep 17 00:00:00 2001 From: garamond13 <98652255+garamond13@users.noreply.github.com> Date: Fri, 6 Mar 2026 21:55:06 +0100 Subject: [PATCH] Dishonored 2: Delete shader, not needed anymore. --- .../Downsample_0x42873B15.ps_5_0.hlsl | 109 ------------------ 1 file changed, 109 deletions(-) delete mode 100644 Shaders/Dishonored 2/Downsample_0x42873B15.ps_5_0.hlsl diff --git a/Shaders/Dishonored 2/Downsample_0x42873B15.ps_5_0.hlsl b/Shaders/Dishonored 2/Downsample_0x42873B15.ps_5_0.hlsl deleted file mode 100644 index 9b749c6..0000000 --- a/Shaders/Dishonored 2/Downsample_0x42873B15.ps_5_0.hlsl +++ /dev/null @@ -1,109 +0,0 @@ -struct postfx_luminance_autoexposure_t -{ - float EngineLuminanceFactor; // Offset: 0 - float LuminanceFactor; // Offset: 4 - float MinLuminanceLDR; // Offset: 8 - float MaxLuminanceLDR; // Offset: 12 - float MiddleGreyLuminanceLDR; // Offset: 16 - float EV; // Offset: 20 - float Fstop; // Offset: 24 - uint PeakHistogramValue; // Offset: 28 -}; - -cbuffer PerInstanceCB : register(b2) -{ - float4 cb_positiontoviewtexture : packoffset(c0); - uint2 cb_postfx_luminance_exposureindex : packoffset(c1); - float cb_view_white_level : packoffset(c1.z); -} - -cbuffer PerViewCB : register(b1) -{ - float4 cb_alwaystweak : packoffset(c0); - float4 cb_viewrandom : packoffset(c1); - float4x4 cb_viewprojectionmatrix : packoffset(c2); - float4x4 cb_viewmatrix : packoffset(c6); - float4 cb_subpixeloffset : packoffset(c10); - float4x4 cb_projectionmatrix : packoffset(c11); - float4x4 cb_previousviewprojectionmatrix : packoffset(c15); - float4x4 cb_previousviewmatrix : packoffset(c19); - float4x4 cb_previousprojectionmatrix : packoffset(c23); - float4 cb_mousecursorposition : packoffset(c27); - float4 cb_mousebuttonsdown : packoffset(c28); - float4 cb_jittervectors : packoffset(c29); - float4x4 cb_inverseviewprojectionmatrix : packoffset(c30); - float4x4 cb_inverseviewmatrix : packoffset(c34); - float4x4 cb_inverseprojectionmatrix : packoffset(c38); - float4 cb_globalviewinfos : packoffset(c42); - float3 cb_wscamforwarddir : packoffset(c43); - uint cb_alwaysone : packoffset(c43.w); - float3 cb_wscamupdir : packoffset(c44); - uint cb_usecompressedhdrbuffers : packoffset(c44.w); - float3 cb_wscampos : packoffset(c45); - float cb_time : packoffset(c45.w); - float3 cb_wscamleftdir : packoffset(c46); - float cb_systime : packoffset(c46.w); - float2 cb_jitterrelativetopreviousframe : packoffset(c47); - float2 cb_worldtime : packoffset(c47.z); - float2 cb_shadowmapatlasslicedimensions : packoffset(c48); - float2 cb_resolutionscale : packoffset(c48.z); - float2 cb_parallelshadowmapslicedimensions : packoffset(c49); - float cb_framenumber : packoffset(c49.z); - uint cb_alwayszero : packoffset(c49.w); -} - -// From TAA. -// Some are renamed (prefix _) cause we already have them. -cbuffer PerInstanceCB : register(b3) -{ - float4 _cb_positiontoviewtexture : packoffset(c0); - float4 cb_taatexsize : packoffset(c1); - float4 cb_taaditherandviewportsize : packoffset(c2); - float4 cb_postfx_tonemapping_tonemappingparms : packoffset(c3); - float4 cb_postfx_tonemapping_tonemappingcoeffsinverse1 : packoffset(c4); - float4 cb_postfx_tonemapping_tonemappingcoeffsinverse0 : packoffset(c5); - float4 cb_postfx_tonemapping_tonemappingcoeffs1 : packoffset(c6); - float4 cb_postfx_tonemapping_tonemappingcoeffs0 : packoffset(c7); - uint2 _cb_postfx_luminance_exposureindex : packoffset(c8); - float2 cb_prevresolutionscale : packoffset(c8.z); - float cb_env_tonemapping_white_level : packoffset(c9); - float _cb_view_white_level : packoffset(c9.y); - float cb_taaamount : packoffset(c9.z); - float cb_postfx_luminance_customevbias : packoffset(c9.w); -} - -SamplerState smp_linearclamp_s : register(s0); -Texture2D ro_viewcolormap : register(t0); -StructuredBuffer ro_postfx_luminance_buffautoexposure : register(t1); - - -// 3Dmigoto declarations -#define cmp - - - -void main( - float4 v0 : SV_POSITION0, - out float4 o0 : SV_TARGET0) -{ - float4 r0,r1; - uint4 bitmask, uiDest; - float4 fDest; - - r0.x = ro_postfx_luminance_buffautoexposure[cb_postfx_luminance_exposureindex.y].EngineLuminanceFactor; - r0.x = cb_view_white_level * r0.x; - r0.yz = cb_positiontoviewtexture.zw * v0.xy; - r0.yzw = ro_viewcolormap.Sample(smp_linearclamp_s, r0.yz).xyz; - r1.xyz = r0.yzw * r0.xxx; - r0.xyz = cb_usecompressedhdrbuffers ? r1.xyz : r0.yzw; - r0.xyz = max(float3(0,0,0), r0.xyz); - - // Limit colors to cb_env_tonemapping_white_level, - // cause after DLSS pass highlihghts explode otherwise. - // - // We only need to do this in case of DLSS, but it doesnt hurt the native TAA. - r0.xyz = min(cb_env_tonemapping_white_level, r0.xyz); - - o0.w = dot(r0.xyz, float3(0.212599993,0.715200007,0.0722000003)); - o0.xyz = r0.xyz; - return; -} \ No newline at end of file