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Diffstat (limited to 'hlsl/color_light.fx')
-rw-r--r-- | hlsl/color_light.fx | 154 |
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(); - } -} |