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-rw-r--r--hlsl/color_light.fx154
1 files changed, 0 insertions, 154 deletions
diff --git a/hlsl/color_light.fx b/hlsl/color_light.fx
deleted file mode 100644
index d83a4012473..00000000000
--- a/hlsl/color_light.fx
+++ /dev/null
@@ -1,154 +0,0 @@
-//-----------------------------------------------------------------------------
-// Color-Convolution Effect
-//-----------------------------------------------------------------------------
-
-texture Diffuse;
-
-sampler DiffuseSampler = sampler_state
-{
- Texture = <Diffuse>;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
-//-----------------------------------------------------------------------------
-// Vertex Definitions
-//-----------------------------------------------------------------------------
-
-struct VS_OUTPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 ExtraInfo : TEXCOORD1;
-};
-
-struct VS_INPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 ExtraInfo : TEXCOORD1;
-};
-
-struct PS_INPUT
-{
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 ExtraInfo : TEXCOORD1;
-};
-
-//-----------------------------------------------------------------------------
-// Post-Processing Vertex Shader
-//-----------------------------------------------------------------------------
-
-uniform float TargetWidth;
-uniform float TargetHeight;
-
-uniform float RawWidth;
-uniform float RawHeight;
-
-uniform float WidthRatio;
-uniform float HeightRatio;
-
-VS_OUTPUT vs_main(VS_INPUT Input)
-{
- VS_OUTPUT Output = (VS_OUTPUT)0;
-
- Output.Position = float4(Input.Position.xyz, 1.0f);
- Output.Position.x /= TargetWidth;
- Output.Position.y /= TargetHeight;
- Output.Position.y = 1.0f - Output.Position.y;
- Output.Position.x -= 0.5f;
- Output.Position.y -= 0.5f;
- Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f);
- Output.Color = Input.Color;
- Output.TexCoord = Input.TexCoord;//(Input.TexCoord - float2(0.5f, 0.5f)) / 8.0f + float2(0.25f, 0.25f);
- Output.ExtraInfo = Input.ExtraInfo;
-
- return Output;
-}
-
-//-----------------------------------------------------------------------------
-// Post-Processing Pixel Shader
-//-----------------------------------------------------------------------------
-
-uniform float RedFromRed = 1.0f;
-uniform float RedFromGrn = 0.0f;
-uniform float RedFromBlu = 0.0f;
-uniform float GrnFromRed = 0.0f;
-uniform float GrnFromGrn = 1.0f;
-uniform float GrnFromBlu = 0.0f;
-uniform float BluFromRed = 0.0f;
-uniform float BluFromGrn = 0.0f;
-uniform float BluFromBlu = 1.0f;
-
-uniform float RedOffset = 0.0f;
-uniform float GrnOffset = 0.0f;
-uniform float BluOffset = 0.0f;
-
-uniform float RedScale = 1.0f;
-uniform float GrnScale = 1.0f;
-uniform float BluScale = 1.0f;
-
-uniform float RedFloor = 0.0f;
-uniform float GrnFloor = 0.0f;
-uniform float BluFloor = 0.0f;
-
-uniform float Saturation = 1.0f;
-
-uniform float RedPower = 2.2f;
-uniform float GrnPower = 2.2f;
-uniform float BluPower = 2.2f;
-
-float4 ps_main(PS_INPUT Input) : COLOR
-{
- float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
-
- // -- RGB Tint & Shift --
- float ShiftedRed = dot(BaseTexel, float3(RedFromRed, RedFromGrn, RedFromBlu));
- float ShiftedGrn = dot(BaseTexel, float3(GrnFromRed, GrnFromGrn, GrnFromBlu));
- float ShiftedBlu = dot(BaseTexel, float3(BluFromRed, BluFromGrn, BluFromBlu));
-
- // -- RGB Offset & Scale --
- float3 RGBScale = float3(RedScale, GrnScale, BluScale);
- float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset);
- float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * RGBScale + RGBShift;
-
- // -- Saturation --
- float3 Gray = float3(0.3f, 0.59f, 0.11f);
- float OutLuma = dot(OutTexel, Gray);
- float3 OutChroma = OutTexel - OutLuma;
- float3 OutRGB = OutLuma + OutChroma * Saturation;
-
- OutRGB.r = pow(OutRGB.r, RedPower);
- OutRGB.g = pow(OutRGB.g, GrnPower);
- OutRGB.b = pow(OutRGB.b, BluPower);
-
- // -- Color Compression (increasing the floor of the signal without affecting the ceiling) --
- OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b);
-
- // -- Final Pixel --
- float4 Output = lerp(Input.Color, float4(OutRGB, BaseTexel.a) * Input.Color, Input.ExtraInfo.x);
-
- return BaseTexel;
-}
-
-//-----------------------------------------------------------------------------
-// Color-Convolution Technique
-//-----------------------------------------------------------------------------
-
-technique ColorTechnique
-{
- pass Pass0
- {
- Lighting = FALSE;
-
- VertexShader = compile vs_3_0 vs_main();
- PixelShader = compile ps_3_0 ps_main();
- }
-}