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Gpu Shader Filter 0.5, weekend experiment
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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:
CODE

float4 vd_time;


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. smile.gif

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:

user posted image


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

user posted image


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:

user posted image

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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. smile.gif

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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

user posted image

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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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ohmy.gif 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 wub.gif
 
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Loadus
Posted: Oct 24 2008, 05:30 AM


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QUOTE (stefmixo @ Oct 23 2008, 08:49 AM)
ohmy.gif  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  wub.gif

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 wink.gif
 
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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?

user posted image


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;


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:

user posted image

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