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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