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Diffstat (limited to 'trunk/hlsl/color.fx')
-rw-r--r-- | trunk/hlsl/color.fx | 122 |
1 files changed, 122 insertions, 0 deletions
diff --git a/trunk/hlsl/color.fx b/trunk/hlsl/color.fx new file mode 100644 index 00000000000..5e62dbd6d9f --- /dev/null +++ b/trunk/hlsl/color.fx @@ -0,0 +1,122 @@ +//----------------------------------------------------------------------------- +// 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(); + } +} |