[777] | 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 defaultVS(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 |
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| 12 | OUT.hPosition = float4(sign(position.xy),0,1);
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| 13 |
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| 14 | OUT.texCoord = (float2(OUT.hPosition.x,
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| 15 | - OUT.hPosition.y) + 1.0) / 2.0;
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| 16 |
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| 17 | return OUT;
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| 18 | }
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| 19 |
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| 20 |
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| 21 | float4 defaultPS(VS_OUT IN,
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| 22 | uniform sampler2D Texture: register(s0)
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| 23 | ):COLOR
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| 24 | {
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| 25 |
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| 26 | /*float intens = length(tex2D(Texture,IN.texCoord ).rgb) / sqrt(3.0);
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| 27 | return float4(intens,intens,intens,1);*/
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| 28 |
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| 29 | float4 sample = tex2D(Texture,IN.texCoord );
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| 30 | if (sample.r + sample.g + sample.b < 1.7f) sample = float4(0,0,0,0);
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| 31 | return sample;
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| 32 |
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| 33 | //return tex2D(Texture,IN.texCoord ).b;
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| 34 | }
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| 35 |
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| 36 |
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| 37 | float4 GlowCutPS(VS_OUT IN,
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| 38 | uniform float width,
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| 39 | uniform float height,
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| 40 | uniform sampler2D Texture: register(s0)
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| 41 | ,uniform sampler2D LastTexture: register(s1)
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| 42 | ):COLOR
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| 43 | {
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| 44 |
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| 45 | /*float intens = length(tex2D(Texture,IN.texCoord ).rgb) / sqrt(3.0);
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| 46 | return float4(intens,intens,intens,1);*/
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| 47 | IN.texCoord += float2(0.5/width, 0.5/height);
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| 48 | float4 sample = tex2D(Texture,IN.texCoord );
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| 49 | float luminance = dot(sample.rgb, float3(1.0, 4.5907, 0.0601));
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| 50 | if (luminance < 5.0) sample = float4(0,0,0,0);
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| 51 | //if (sample.r + sample.g + sample.b < 1.7f) sample = float4(0,0,0,0);
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| 52 |
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| 53 | float alpha = 0.05;
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| 54 | sample = sample * alpha + tex2D(LastTexture, IN.texCoord) * (1.0 - alpha);
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| 55 |
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| 56 | return sample;
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| 57 | }
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| 58 |
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| 59 | half4 LuminancePS(VS_OUT IN,
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| 60 | uniform half width,
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| 61 | uniform half height,
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| 62 | uniform sampler2D Texture: register(s0)
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| 63 | ):COLOR
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| 64 | {
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| 65 |
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| 66 | IN.texCoord += half2(0.5/width, 0.5/height);
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| 67 | half4 sample = tex2D(Texture,IN.texCoord );
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| 68 |
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| 69 | // D65 white conversion and weighting
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| 70 | half avg = sample.r * 0.21f + sample.g * 0.39f + sample.b * 0.4f;
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| 71 | return half4(avg, 0, 0, 1);
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| 72 | }
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| 73 |
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| 74 | float4 GlowAddPS(VS_OUT IN,
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| 75 | uniform float width,
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| 76 | uniform float height,
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| 77 | uniform sampler2D Texture: register(s0),
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| 78 | uniform sampler2D GlowTexture: register(s1)
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| 79 | ):COLOR
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| 80 | {
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| 81 | IN.texCoord += float2(0.5/width, 0.5/height);
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| 82 | /*float intens = length(tex2D(Texture,IN.texCoord ).rgb) / sqrt(3.0);
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| 83 | return float4(intens,intens,intens,1);*/
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| 84 | //return 1;
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| 85 | return tex2D(Texture,IN.texCoord ) + tex2D(GlowTexture,IN.texCoord );
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| 86 | }
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| 87 |
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| 88 | float4 ToneMapPS(VS_OUT IN,
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| 89 | uniform half width,
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| 90 | uniform half height,
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| 91 | uniform half Gain,
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| 92 | uniform sampler2D Scene: register(s0),
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| 93 | uniform sampler2D AvrLuminanceTexture: register(s1),
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| 94 | uniform sampler2D LuminanceTexture: register(s2)
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| 95 | ):COLOR
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| 96 | {
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| 97 | IN.texCoord += half2(0.5/width, 0.5/height);
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| 98 |
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| 99 | // Automatic key calculation
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| 100 | //half Key = 1.03f - 2.0f / (2.0f + log10(tex2D(AvrLuminanceTexture, IN.texCoord).r + 1.0f));
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| 101 | half Key = 1 / (tex2D(AvrLuminanceTexture, IN.texCoord).r / 1 + tex2D(AvrLuminanceTexture, IN.texCoord).r);
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| 102 | //return 1 / Key;
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| 103 | // Relative luminance
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| 104 | half RelLum = Key* tex2D(LuminanceTexture, IN.texCoord).r /
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| 105 | tex2D(AvrLuminanceTexture, IN.texCoord).r;
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| 106 | half Lum = RelLum / (1 + RelLum);
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| 107 | // Color weghting
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| 108 | half4 Color = tex2D(Scene, IN.texCoord) * Lum;
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| 109 | // Gamma correction
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| 110 |
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| 111 | //Color = pow(Color * half4(1.05f, 0.97f, 1.27f, 1.0f), Gain);
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| 112 | return Color;
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| 113 |
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| 114 | }
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| 115 |
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| 116 | float4 GlowBlurHPS(VS_OUT IN,
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| 117 | uniform float Stretch,
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| 118 | uniform float width,
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| 119 | uniform float height,
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| 120 | uniform sampler2D Texture: register(s0)) : COLOR {
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| 121 | float2 tex0 = IN.texCoord + float2(0.5/width, 0.5/height);
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| 122 | float4 texLookUp_h;
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| 123 |
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| 124 | /*texLookUp_h = tex2D(Texture, float2(tex0.x-(3.86979f*Stretch/width), tex0.y)) +
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| 125 | tex2D(Texture, float2(tex0.x-(1.72291f*Stretch/width ), tex0.y)) +
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| 126 | tex2D(Texture, tex0) +
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| 127 | tex2D(Texture, float2(tex0.x+(1.72291f*Stretch/width), tex0.y)) +
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| 128 | tex2D(Texture, float2(tex0.x+(3.86979f*Stretch/width), tex0.y));*/
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| 129 |
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| 130 | texLookUp_h = tex2D(Texture, float2(tex0.x-(2.0*Stretch/width), tex0.y)) +
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| 131 | tex2D(Texture, float2(tex0.x-(1.0*Stretch/width ), tex0.y)) +
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| 132 | tex2D(Texture, tex0) +
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| 133 | tex2D(Texture, float2(tex0.x+(1.0*Stretch/width), tex0.y)) +
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| 134 | tex2D(Texture, float2(tex0.x+(2.0*Stretch/width), tex0.y));
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| 135 |
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| 136 | return texLookUp_h / 5.0 ;
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| 137 | //return texLookUp_h /5;
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| 138 | }
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| 139 |
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| 140 | float4 GlowBlurVPS(VS_OUT IN,
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| 141 | uniform float Stretch,
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| 142 | uniform float width,
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| 143 | uniform float height,
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| 144 | uniform sampler2D Texture: register(s0)) : COLOR {
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| 145 | float2 tex0 = IN.texCoord + float2(0.5/width, 0.5/height);
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| 146 | float4 texLookUp_v;
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| 147 |
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| 148 | /*texLookUp_v = tex2D(Texture, float2(tex0.x, tex0.y-(3.86979f*Stretch/height)))+
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| 149 | tex2D(Texture, float2(tex0.x, tex0.y-(1.72291f*Stretch/height)))+
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| 150 | tex2D(Texture, tex0)+
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| 151 | tex2D(Texture, float2(tex0.x, tex0.y+(1.72291f*Stretch/height)))+
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| 152 | tex2D(Texture, float2(tex0.x, tex0.y+(3.86979f*Stretch/height)));*/
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| 153 |
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| 154 | texLookUp_v = tex2D(Texture, float2(tex0.x, tex0.y-(2*Stretch/height)))+
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| 155 | tex2D(Texture, float2(tex0.x, tex0.y-(1*Stretch/height)))+
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| 156 | tex2D(Texture, tex0) +
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| 157 | tex2D(Texture, float2(tex0.x, tex0.y+(1*Stretch/height)))+
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| 158 | tex2D(Texture, float2(tex0.x, tex0.y+(2*Stretch/height)));
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| 159 |
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| 160 | return texLookUp_v / 5.0;
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| 161 | }
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| 162 |
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| 163 | float4 CopyPS(VS_OUT IN,
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| 164 | uniform float width,
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| 165 | uniform float height,
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| 166 | uniform sampler2D Texture: register(s0)) : COLOR
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| 167 | {
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| 168 | IN.texCoord += float2(0.5/width, 0.5/height);
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| 169 | return tex2D(Texture,IN.texCoord );
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| 170 | }
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| 171 |
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| 172 |
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