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// license:BSD-3-Clause
// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// 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;
	float2 Unused : TEXCOORD1;
};

struct PS_INPUT
{
	float4 Color : COLOR0;
	float2 TexCoord : TEXCOORD0;
};

//-----------------------------------------------------------------------------
// Post-Processing Vertex Shader
//-----------------------------------------------------------------------------

uniform float2 ScreenDims;
uniform float2 SourceDims;

VS_OUTPUT vs_main(VS_INPUT Input)
{
	VS_OUTPUT Output = (VS_OUTPUT)0;

	Output.Position = float4(Input.Position.xyz, 1.0f);
	Output.Position.xy /= ScreenDims;
	Output.Position.y = 1.0f - Output.Position.y; // flip y
	Output.Position.xy -= 0.5f; // center
	Output.Position.xy *= 2.0f; // zoom

	Output.TexCoord = Input.TexCoord;
	Output.TexCoord += 0.5f / SourceDims; // half texel offset correction (DX9)

	Output.Color = Input.Color;

	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 Scale & Offset
	float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * Scale + Offset;
	
	// Saturation
	float3 Grayscale = float3(0.299f, 0.587f, 0.114f);
	float OutLuma = dot(OutTexel, Grayscale);
	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();
	}
}