summaryrefslogtreecommitdiffstats
path: root/hlsl/color.fx
blob: d74f523fcc2d61abf7a32d921fcb0822ca8c9d89 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
//-----------------------------------------------------------------------------
// 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;

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();
	}
}