1 | //Vertex Shader input
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2 | struct VS_INPUT
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3 | {
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4 | float4 pos : POSITION;
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5 | float2 tex0 : TEXCOORD0;
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6 | };
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7 |
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8 | //Vertex Shader output
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9 | struct VS_OUTPUT
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10 | {
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11 | float4 pos : POSITION;
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12 | float2 tex0 : TEXCOORD0;
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13 | };
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14 |
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15 | //Uniform parameters.
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16 | uniform float4x4 modelViewProjection;
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17 | uniform float Gain;
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18 | uniform float dsWidth, dsHeight;
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19 |
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20 | // Texture samplers
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21 | texture SourceTexture;
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22 | sampler2D SourceTextureSampler = sampler_state
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23 | {
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24 | texture = <SourceTexture>;
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25 | mipfilter = LINEAR;
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26 | AddressU = Wrap;
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27 | AddressV = Wrap;
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28 | };
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29 |
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30 | texture LuminanceTexture;
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31 | sampler2D LuminanceTextureSampler = sampler_state
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32 | {
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33 | texture = <LuminanceTexture>;
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34 | mipfilter = LINEAR;
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35 | AddressU = Wrap;
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36 | AddressV = Wrap;
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37 | };
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38 |
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39 | texture AverageLuminanceTexture;
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40 | sampler2D AverageLuminanceTextureSampler = sampler_state
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41 | {
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42 | texture = <AverageLuminanceTexture>;
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43 | mipfilter = LINEAR;
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44 | AddressU = Wrap;
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45 | AddressV = Wrap;
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46 | };
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47 |
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48 | // Simple Vertex Shader with MVP
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49 | VS_OUTPUT VS_myVertexShader(in VS_INPUT input){
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50 | VS_OUTPUT output0;
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51 | output0.pos = mul(input.pos,modelViewProjection);
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52 | output0.tex0 = input.tex0 + 0.5*float2(1.0f/dsWidth, 1.0f/dsHeight);
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53 | return output0;
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54 | }
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55 |
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56 | // Luminance calculation
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57 | float4 PS_Luminance(in float2 tex0:TEXCOORD0) : COLOR {
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58 | half4 texLookUp;
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59 | texLookUp.rgba = tex2D(SourceTextureSampler,tex0).rgba;
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60 |
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61 | // D65 white conversion and weighting
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62 | half avg = texLookUp.r * 0.21f + texLookUp.g * 0.39f + texLookUp.b * 0.4f;
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63 | return half4(avg, 0, 0, 1);
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64 | }
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65 |
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66 | // Horizontal blur
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67 | half4 PS_Blur_h(in float2 tex0:TEXCOORD0) : COLOR {
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68 | half4 texLookUp_h;
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69 |
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70 | texLookUp_h = tex2D(LuminanceTextureSampler, float2(tex0.x-(3.86979f/dsWidth), tex0.y)) +
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71 | tex2D(LuminanceTextureSampler, float2(tex0.x-(1.72291f/dsWidth), tex0.y)) +
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72 | tex2D(LuminanceTextureSampler, tex0) +
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73 | tex2D(LuminanceTextureSampler, float2(tex0.x+(1.72291f/dsWidth), tex0.y)) +
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74 | tex2D(LuminanceTextureSampler, float2(tex0.x+(3.86979f/dsWidth), tex0.y));
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75 |
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76 | return texLookUp_h / 5 ;
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77 | }
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78 |
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79 | // Vertical blur
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80 | half4 PS_Blur_v(in float2 tex0:TEXCOORD0) : COLOR {
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81 | half4 texLookUp_v;
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82 |
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83 | texLookUp_v = tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y-(3.86979f/dsHeight)))+
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84 | tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y-(1.72291f/dsHeight)))+
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85 | tex2D(LuminanceTextureSampler, tex0)+
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86 | tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y+(1.72291f/dsHeight)))+
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87 | tex2D(LuminanceTextureSampler, float2(tex0.x, tex0.y+(3.86979f/dsHeight)));
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88 |
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89 | return texLookUp_v / 5 ;
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90 | }
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91 |
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92 | // Final calculation
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93 | half4 PS_Final(in float2 tex0:TEXCOORD0) : COLOR {
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94 |
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95 | // Automatic key calculation
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96 | half Key = 1.03f - 2.0f / (2.0f + log10(tex2D(AverageLuminanceTextureSampler, tex0).r + 1.0f));
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97 | // Relative luminance
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98 | half RelLum = Key* tex2D(LuminanceTextureSampler, tex0).r /
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99 | tex2D(AverageLuminanceTextureSampler, tex0).r;
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100 | half Lum = RelLum / (1 + RelLum);
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101 | // Color weghting
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102 | half4 Color = tex2D(SourceTextureSampler, tex0) * Lum;
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103 | // Gamma correction
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104 | Color = pow(Color * half4(1.05f, 0.97f, 1.27f, 1.0f), Gain);
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105 | return Color;
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106 | }
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107 |
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108 | technique Blur_h
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109 | {
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110 | pass P0{
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111 | // compiler directives
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112 | VertexShader = compile vs_2_0 VS_myVertexShader();
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113 | PixelShader = compile ps_2_0 PS_Blur_h();
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114 | }
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115 | }
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116 |
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117 | technique Blur_v
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118 | {
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119 | pass P0{
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120 | // compiler directives
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121 | VertexShader = compile vs_2_0 VS_myVertexShader();
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122 | PixelShader = compile ps_2_0 PS_Blur_v();
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123 | }
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124 | }
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125 |
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126 | technique Luminance
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127 | {
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128 | pass P0{
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129 | // compiler directives
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130 | VertexShader = compile vs_2_0 VS_myVertexShader();
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131 | PixelShader = compile ps_2_0 PS_Luminance();
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132 | }
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133 | }
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134 |
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135 | technique FinalTechnique
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136 | {
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137 | pass P0{
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138 | // compiler directives
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139 | VertexShader = compile vs_2_0 VS_myVertexShader();
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140 | PixelShader = compile ps_2_0 PS_Final();
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141 | }
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142 | } |
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