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diff --git a/trunk/hlsl/color.fx b/trunk/hlsl/color.fx
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+//-----------------------------------------------------------------------------
+// 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;
+};
+
+struct VS_INPUT
+{
+ float4 Position : POSITION;
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+struct PS_INPUT
+{
+ float4 Color : COLOR0;
+ float2 TexCoord : TEXCOORD0;
+};
+
+//-----------------------------------------------------------------------------
+// Post-Processing Vertex Shader
+//-----------------------------------------------------------------------------
+
+uniform float TargetWidth;
+uniform float TargetHeight;
+
+uniform float RawWidth;
+uniform float RawHeight;
+
+uniform float WidthRatio;
+uniform float HeightRatio;
+
+uniform float YIQEnable;
+
+VS_OUTPUT vs_main(VS_INPUT Input)
+{
+ VS_OUTPUT Output = (VS_OUTPUT)0;
+
+ float2 invDims = float2(1.0f / RawWidth, 1.0f / RawHeight);
+ 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 + float2(0.5f, 0.5f) * invDims;
+
+ return Output;
+}
+
+//-----------------------------------------------------------------------------
+// Post-Processing Pixel Shader
+//-----------------------------------------------------------------------------
+
+uniform float3 RedRatios = float3(1.0f, 0.0f, 0.0f);
+uniform float3 GrnRatios = float3(0.0f, 1.0f, 0.0f);
+uniform float3 BluRatios = float3(0.0f, 0.0f, 1.0f);
+uniform float3 Offset = float3(0.0f, 0.0f, 0.0f);
+uniform float3 Scale = float3(1.0f, 1.0f, 1.0f);
+uniform float Saturation = 1.0f;
+
+float4 ps_main(PS_INPUT Input) : COLOR
+{
+ float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord);
+
+ float3 OutRGB = BaseTexel.rgb;
+
+ // -- RGB Tint & Shift --
+ float ShiftedRed = dot(OutRGB, RedRatios);
+ float ShiftedGrn = dot(OutRGB, GrnRatios);
+ float ShiftedBlu = dot(OutRGB, BluRatios);
+
+ // -- RGB Offset & Scale --
+ float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * Scale + Offset;
+
+ // -- Saturation --
+ float3 Gray = float3(0.3f, 0.59f, 0.11f);
+ float OutLuma = dot(OutTexel, Gray);
+ float3 OutChroma = OutTexel - OutLuma;
+ float3 Saturated = OutLuma + OutChroma * Saturation;
+
+ return float4(Saturated, BaseTexel.a);
+}
+
+//-----------------------------------------------------------------------------
+// Color-Convolution Technique
+//-----------------------------------------------------------------------------
+
+technique ColorTechnique
+{
+ pass Pass0
+ {
+ Lighting = FALSE;
+
+ VertexShader = compile vs_3_0 vs_main();
+ PixelShader = compile ps_3_0 ps_main();
+ }
+}