1 | struct VS_OUT
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2 | {
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3 | float4 hPosition : POSITION;
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4 | float2 texCoord : TEXCOORD0;
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5 | };
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6 |
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7 | VS_OUT Default_VS(float4 position : POSITION,
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8 | float4 texCoord : TEXCOORD0)
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9 | {
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10 | VS_OUT OUT;
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11 | OUT.hPosition = float4(sign(position.xy),0,1);
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12 | OUT.texCoord = (float2(OUT.hPosition.x, -OUT.hPosition.y) + 1.0) / 2.0;
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13 | return OUT;
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14 | }
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15 |
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16 | float4 Black_PS(VS_OUT IN):COLOR
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17 | {
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18 | return float4(0,0,0,1);
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19 | }
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20 |
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21 | float4 Copy_PS(VS_OUT IN,
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22 | uniform float width,
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23 | uniform float height,
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24 | uniform sampler2D Texture: register(s0)) : COLOR
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25 | {
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26 | IN.texCoord += float2(0.5/width, 0.5/height);
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27 | return tex2D(Texture, IN.texCoord);
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28 | }
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29 |
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30 | float4 Add_PS(VS_OUT IN,
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31 | uniform float width,
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32 | uniform float height,
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33 | uniform sampler2D Texture1: register(s0),
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34 | uniform sampler2D Texture2: register(s1)
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35 | ):COLOR
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36 | {
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37 | IN.texCoord += float2(0.5/width, 0.5/height);
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38 | return tex2D(Texture1,IN.texCoord ) + tex2D(Texture2,IN.texCoord );
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39 | }
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40 |
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41 | half4 Luminance_PS(VS_OUT IN,
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42 | uniform half width,
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43 | uniform half height,
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44 | uniform sampler2D Texture: register(s0)
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45 | ):COLOR
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46 | {
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47 | IN.texCoord += half2(0.5/width, 0.5/height);
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48 | half4 sample = tex2D(Texture,IN.texCoord );
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49 |
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50 | // D65 white conversion and weighting
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51 | half avg = sample.r * 0.21f + sample.g * 0.39f + sample.b * 0.4f;
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52 | return half4(avg, 0, 0, 1);
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53 | }
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54 |
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55 | float4 GlowCut_PS(VS_OUT IN,
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56 | uniform float width,
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57 | uniform float height,
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58 | uniform float cutValue,
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59 | uniform float timeBlur,
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60 | uniform sampler2D Texture: register(s0)
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61 | ,uniform sampler2D LastTexture: register(s1)
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62 | ):COLOR
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63 | {
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64 | IN.texCoord += float2(0.5/width, 0.5/height);
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65 | float4 sample = 2.0 * tex2D(Texture,IN.texCoord );
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66 | float luminance = dot(sample.rgb, float3(1.0, 4.5907, 0.0601));
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67 | if (luminance < cutValue) sample = float4(0,0,0,0);
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68 | float alpha = timeBlur;
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69 | sample = sample * alpha + tex2D(LastTexture, IN.texCoord) * (1.0 - alpha);
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70 |
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71 | return sample;
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72 | }
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73 |
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74 | float4 GlowBlurH_PS(VS_OUT IN,
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75 | uniform float Stretch,
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76 | uniform float width,
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77 | uniform float height,
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78 | uniform float timeBlur,
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79 | uniform sampler2D Texture: register(s0)) : COLOR
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80 | {
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81 | float2 tex0 = IN.texCoord + float2(0.5/width, 0.5/height);
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82 | float4 texLookUp_h;
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83 |
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84 | /*texLookUp_h = tex2D(Texture, float2(tex0.x-(3.86979f*Stretch/width), tex0.y)) +
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85 | tex2D(Texture, float2(tex0.x-(1.72291f*Stretch/width ), tex0.y)) +
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86 | tex2D(Texture, tex0) +
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87 | tex2D(Texture, float2(tex0.x+(1.72291f*Stretch/width), tex0.y)) +
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88 | tex2D(Texture, float2(tex0.x+(3.86979f*Stretch/width), tex0.y));*/
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89 |
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90 | texLookUp_h = tex2D(Texture, float2(tex0.x-(2.0*Stretch/width), tex0.y)) +
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91 | tex2D(Texture, float2(tex0.x-(1.0*Stretch/width ), tex0.y)) +
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92 | tex2D(Texture, tex0) +
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93 | tex2D(Texture, float2(tex0.x+(1.0*Stretch/width), tex0.y)) +
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94 | tex2D(Texture, float2(tex0.x+(2.0*Stretch/width), tex0.y));
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95 |
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96 | return float4(texLookUp_h.rgb / 5.0, timeBlur) ;
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97 | }
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98 |
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99 | float4 GlowBlurV_PS(VS_OUT IN,
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100 | uniform float Stretch,
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101 | uniform float width,
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102 | uniform float height,
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103 | uniform float timeBlur,
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104 | uniform sampler2D Texture: register(s0)) : COLOR
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105 | {
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106 | float2 tex0 = IN.texCoord + float2(0.5/width, 0.5/height);
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107 | float4 texLookUp_v;
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108 |
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109 | /*texLookUp_v = tex2D(Texture, float2(tex0.x, tex0.y-(3.86979f*Stretch/height)))+
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110 | tex2D(Texture, float2(tex0.x, tex0.y-(1.72291f*Stretch/height)))+
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111 | tex2D(Texture, tex0)+
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112 | tex2D(Texture, float2(tex0.x, tex0.y+(1.72291f*Stretch/height)))+
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113 | tex2D(Texture, float2(tex0.x, tex0.y+(3.86979f*Stretch/height)));*/
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114 |
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115 | texLookUp_v = tex2D(Texture, float2(tex0.x, tex0.y-(2*Stretch/height))) +
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116 | tex2D(Texture, float2(tex0.x, tex0.y-(1*Stretch/height))) +
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117 | tex2D(Texture, tex0) +
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118 | tex2D(Texture, float2(tex0.x, tex0.y+(1*Stretch/height))) +
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119 | tex2D(Texture, float2(tex0.x, tex0.y+(2*Stretch/height)));
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120 |
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121 | return float4(texLookUp_v.rgb / 5.0, timeBlur);
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122 | }
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123 |
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124 | float4 ToneMap_PS(VS_OUT IN,
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125 | uniform half width,
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126 | uniform half height,
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127 | uniform half Gain,
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128 | uniform sampler2D Scene: register(s0),
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129 | uniform sampler2D AvrLuminanceTexture: register(s1),
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130 | uniform sampler2D LuminanceTexture: register(s2),
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131 | uniform sampler2D GlobalLuminanceTexture: register(s3)
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132 | ):COLOR
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133 | {
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134 | IN.texCoord += half2(0.5/width, 0.5/height);
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135 |
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136 | float gLum = tex2D(GlobalLuminanceTexture, float2(0.5,0.5)).r;
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137 | gLum = max(gLum, 0.31415);
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138 |
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139 | // Automatic key calculation
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140 | //half Key = 1.03f - 2.0f / (2.0f + log10(tex2D(AvrLuminanceTexture, IN.texCoord).r + 1.0f));
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141 | //half Key = 1 / (tex2D(AvrLuminanceTexture, IN.texCoord).r / 1 + tex2D(AvrLuminanceTexture, IN.texCoord).r);
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142 | //return 1 / Key;
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143 | // Relative luminance
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144 | //half RelLum = Key* tex2D(LuminanceTexture, IN.texCoord).r /
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145 | // tex2D(AvrLuminanceTexture, IN.texCoord).r;
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146 | half Key = 1.03f - 2.0f / (2.0f + log10(gLum + 1.0f));
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147 | half RelLum = Key* tex2D(LuminanceTexture, IN.texCoord).r / gLum;
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148 | half Lum = RelLum / (1 + RelLum);
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149 | // Color weghting
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150 | half4 Color = tex2D(Scene, IN.texCoord) / gLum * 0.4f;
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151 | // Gamma correction
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152 |
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153 | //Color = pow(Color * half4(1.05f, 0.97f, 1.27f, 1.0f), Gain);
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154 | return Color + 0.0000000000001 * Gain;
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155 | return float4(tex2D(GlobalLuminanceTexture, IN.texCoord).r,
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156 | tex2D(GlobalLuminanceTexture, IN.texCoord).r,
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157 | tex2D(GlobalLuminanceTexture, IN.texCoord).r,
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158 | 1);
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159 | } |
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