// license:BSD-3-Clause // copyright-holders:W. M. Martinez //----------------------------------------------------------------------------- // Phosphor Chromaticity to sRGB Transform Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; 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 PrevCoord : TEXCOORD1; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 PrevCoord : TEXCOORD1; }; //----------------------------------------------------------------------------- // Chroma Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 TargetDims; uniform bool Passthrough; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0.0; Output.Position = float4(Input.Position.xyz, 1.0); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0 - Output.Position.y; // flip y Output.Position.xy -= 0.5; // center Output.Position.xy *= 2.0; // zoom Output.TexCoord = Input.TexCoord; Output.TexCoord += 0.5 / TargetDims; // half texel offset correction (DX9) Output.PrevCoord = Output.TexCoord; Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Chroma Pixel Shader //----------------------------------------------------------------------------- uniform float3 YGain = float3(0.2126, 0.7152, 0.0722); uniform float2 ChromaA = float2(0.630, 0.340); uniform float2 ChromaB = float2(0.310, 0.595); uniform float2 ChromaC = float2(0.155, 0.070); static const float3x3 XYZ_TO_sRGB = { 3.2406, -1.5372, -0.4986, -0.9689, 1.8758, 0.0415, 0.0557, -0.2040, 1.0570 }; float4 ps_main(PS_INPUT Input) : COLOR { const float4 cin = tex2D(DiffuseSampler, Input.TexCoord); float4 cout = float4(0.0, 0.0, 0.0, cin.a); const float3x2 xy = { ChromaA, ChromaB, ChromaC }; for (int i = 0; i < 3; ++i) { const float Y = YGain[i] * cin[i]; const float X = xy[i].x * (Y / xy[i].y); const float Z = (1.0 - xy[i].x - xy[i].y) * (Y / xy[i].y); cout.rgb += mul(XYZ_TO_sRGB, float3(X, Y, Z)); } return cout; } //----------------------------------------------------------------------------- // Phosphor Technique //----------------------------------------------------------------------------- technique DefaultTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_main(); PixelShader = compile ps_2_0 ps_main(); } }