//----------------------------------------------------------------------------- // Color-Convolution Effect //----------------------------------------------------------------------------- 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; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; float2 Unused : TEXCOORD1; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Post-Processing Vertex Shader //----------------------------------------------------------------------------- uniform float2 ScreenDims; uniform float2 SourceDims; uniform float YIQEnable; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; float2 invDims = 1.0f / SourceDims; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; Output.Position.xy -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; Output.TexCoord = Input.TexCoord + 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(); } }