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| Loadus |
| Posted: Jan 25 2008, 08:38 AM |
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| QUOTE (phaeron @ Jan 25 2008, 12:57 AM) | It probably won't be very random, but:
vd_time.x will hold a value from 0-1 which repeats every 30 seconds.
Note that this value will be exactly the same for every vertex and pixel processed. If you need a per-pixel noise value, then you need to create a noise texture. | Yuh, I'll just have to learn to do it, I guess. 
Thanks again for tips n info.
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| Loadus |
| Posted: Feb 5 2008, 06:35 AM |
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Adjusting the values inside the .fx file can be a bit tedious, especially if you're not familiar with the code and the values. So I made a tweakable version of the 35mm filter, based on the adjustable versions of some of the .fx shaders from Phaeron.
The default values look like this:

But you can now freely adjust the various parameters of the effect with preview:

Here's the .fx file. Put this into your \plugins\gpushaders\ -folder:
http://www.loadusfx.net/virtualdub/film.fx
EDIT:
Here's the same shader but this time with a more subtle effect, base on "softlight" blending. You can crank up the sliders and don't have to worry about banding:
http://www.loadusfx.net/virtualdub/Film%20II.fx
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| phaeron |
| Posted: Feb 5 2008, 07:22 AM |
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| QUOTE | Here's the same shader but this time with a more subtle effect, base on "softlight" blending. You can crank up the sliders and don't have to worry about banding: |
Not sure what end you're getting banding on, but if it's on the output end, it's possible to use a texture to apply dithering to the output to recover a fractional bit or so of color precision. |
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| Loadus |
| Posted: Feb 5 2008, 07:25 AM |
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| QUOTE (phaeron @ Feb 5 2008, 01:22 AM) | | QUOTE | Here's the same shader but this time with a more subtle effect, base on "softlight" blending. You can crank up the sliders and don't have to worry about banding: |
Not sure what end you're getting banding on, but if it's on the output end, it's possible to use a texture to apply dithering to the output to recover a fractional bit or so of color precision. |
Well, not really banding, but the Hardlight blend is really -hard- so light tones got a real "ramp blooming" (or whatchamacallit) when pulling the EffectGamma sliders to full. Looked really ugly, specially on skintones.
EDIT: Like this. Bleeaarrgh. My calculations suck:
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| Loadus |
| Posted: Feb 6 2008, 07:53 PM |
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A quick guide to the basics of the film shader's settings: http://www.loadusfx.net/virtualdub/filmfxguide.htm
It's kind of rough at the moment, factual errors n stuff but it should give a good start in using it. I'll update the details on the shown effects in the future.
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| Loadus |
| Posted: Mar 3 2008, 05:22 AM |
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Here's the latest tweak version of the Film Shader. This one's a bit rough, so be careful. It limits your "visual dynamic range" very much, giving the video an almost "Saving Private Ryan" look.
http://www.loadusfx.net/virtualdub/Film%20v1.6.fx
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| prettylove99 |
| Posted: Jul 16 2008, 12:10 AM |
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dear bro. there is a problem with me while using GPU filters i have downloaded the d3dx9d_25.dll and put it in the folder c:\windows\system32 but when i try to use any of gpu filters it still say :unable to start filters,can't start gpushader ,unable to load april 2005version .....(d3dx9d_25.dll) what can i do 3ks in advance n best regards |
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| phaeron |
| Posted: Jul 16 2008, 05:33 AM |
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Wrong DLL. You downloaded d3dx9d_25.dll, which is the debug version of the D3DX library, but you need d3dx9_25.dll, the release version.
Try installing it through this: http://www.microsoft.com/downloads/details...&displaylang=en |
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| gioblecch |
| Posted: Oct 9 2008, 12:25 PM |
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Hi! this tool is very very usefull...
I want convert neat video plugin in .fx is it possible? |
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| stefmixo |
| Posted: Oct 23 2008, 02:49 PM |
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This looks really interesting !!! Is there a list of available GPU filters ? (Name - What it does - Where to find it)
@Loadus : Is your "Inversed Overlay" filter (page1) available ? I'm using exactly the same technique but in a WAAAAYYY slower ... way. (extract frames -> batch filter in PSP -> import filtered frames -> pain in the @sss) Your filter would be REALLY useful for me PLEASE |
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| Loadus |
| Posted: Oct 24 2008, 05:30 AM |
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| QUOTE (stefmixo @ Oct 23 2008, 08:49 AM) | This looks really interesting !!! Is there a list of available GPU filters ? (Name - What it does - Where to find it)
@Loadus : Is your "Inversed Overlay" filter (page1) available ? I'm using exactly the same technique but in a WAAAAYYY slower ... way. (extract frames -> batch filter in PSP -> import filtered frames -> pain in the @sss) Your filter would be REALLY useful for me PLEASE |
It's available for download on my last post.
There's also a guide on how to use it (see the link in the previous page). ^^
EDIT: Actually, the guide was on this page, but the GPU Filter how-to is on the previous page.
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| stefmixo |
| Posted: Oct 24 2008, 12:23 PM |
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ThanXXXXXXX |
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| Loadus |
| Posted: Nov 12 2008, 09:44 AM |
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@phaeron: How could this effect be done in a shader?

I do that in a Avisynth script by separating the luma from the color but it's not so easy in a shader ...
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| phaeron |
| Posted: Nov 13 2008, 07:14 AM |
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I'm not quite sure exactly what you're going after or why you'd do this, but there are two ways.
The first way is to extract a chroma difference, which is what you'd get from the C part of YCbCr:
| CODE | float3 px = tex2D(src, uv).rgb; float luma = dot(px, float3(0.30, 0.59, 0.11)); float3 chroma = px - luma;
chroma = f(chroma);
return luma + chroma;
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The second way is to extract a color in HSV style:
| CODE | float3 px = tex2D(src, uv).rgb; px.r += 1e-10f; // slew to red as color approaches black
float3 value = max(max(px.r, px.g), px.b); float3 color = px / value;
color = f(color);
return color * value;
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| Loadus |
| Posted: Nov 13 2008, 05:39 PM |
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| QUOTE (phaeron @ Nov 13 2008, 01:14 AM) | | I'm not quite sure exactly what you're going after or why you'd do this, but there are two ways ... |
Thanks Phaeron. I'm just trying to emigrate one of my tonetricks into a shader. The color separation just eluded me (still does, but I'll learn). The effect is very simple on oversaturated (linearized) sources:
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