1 | struct VS_OUT
|
---|
2 | {
|
---|
3 | float4 hPosition : POSITION;
|
---|
4 | float2 texCoord : TEXCOORD0;
|
---|
5 | };
|
---|
6 |
|
---|
7 | VS_OUT defaultVS(float4 position : POSITION,
|
---|
8 | float4 texCoord : TEXCOORD0)
|
---|
9 | {
|
---|
10 | VS_OUT OUT;
|
---|
11 |
|
---|
12 | OUT.hPosition = float4(sign(position.xy),0,1);
|
---|
13 |
|
---|
14 | OUT.texCoord = (float2(OUT.hPosition.x,
|
---|
15 | - OUT.hPosition.y) + 1.0) / 2.0;
|
---|
16 |
|
---|
17 | return OUT;
|
---|
18 | }
|
---|
19 |
|
---|
20 |
|
---|
21 | float4 defaultPS(VS_OUT IN,
|
---|
22 | uniform sampler2D Texture: register(s0)
|
---|
23 | ):COLOR
|
---|
24 | {
|
---|
25 |
|
---|
26 | /*float intens = length(tex2D(Texture,IN.texCoord ).rgb) / sqrt(3.0);
|
---|
27 | return float4(intens,intens,intens,1);*/
|
---|
28 |
|
---|
29 | float4 sample = tex2D(Texture,IN.texCoord );
|
---|
30 | if (sample.r + sample.g + sample.b < 1.7f) sample = float4(0,0,0,0);
|
---|
31 | return sample;
|
---|
32 |
|
---|
33 | //return tex2D(Texture,IN.texCoord ).b;
|
---|
34 | }
|
---|
35 |
|
---|
36 | float4 BlackPS(VS_OUT IN):COLOR
|
---|
37 | {
|
---|
38 | return float4(0,0,0,1);
|
---|
39 | }
|
---|
40 |
|
---|
41 | float4 GlowCutPS(VS_OUT IN,
|
---|
42 | uniform float width,
|
---|
43 | uniform float height,
|
---|
44 | uniform sampler2D Texture: register(s0)
|
---|
45 | ,uniform sampler2D LastTexture: register(s1)
|
---|
46 | ):COLOR
|
---|
47 | {
|
---|
48 |
|
---|
49 | /*float intens = length(tex2D(Texture,IN.texCoord ).rgb) / sqrt(3.0);
|
---|
50 | return float4(intens,intens,intens,1);*/
|
---|
51 | IN.texCoord += float2(0.5/width, 0.5/height);
|
---|
52 | float4 sample = tex2D(Texture,IN.texCoord );
|
---|
53 | float luminance = dot(sample.rgb, float3(1.0, 4.5907, 0.0601));
|
---|
54 | if (luminance < 5.0) sample = float4(0,0,0,0);
|
---|
55 | //if (sample.r + sample.g + sample.b < 1.7f) sample = float4(0,0,0,0);
|
---|
56 |
|
---|
57 | float alpha = 0.06;
|
---|
58 | sample = sample * alpha + tex2D(LastTexture, IN.texCoord) * (1.0 - alpha);
|
---|
59 |
|
---|
60 | return sample;
|
---|
61 | }
|
---|
62 |
|
---|
63 | half4 LuminancePS(VS_OUT IN,
|
---|
64 | uniform half width,
|
---|
65 | uniform half height,
|
---|
66 | uniform sampler2D Texture: register(s0)
|
---|
67 | ):COLOR
|
---|
68 | {
|
---|
69 |
|
---|
70 | IN.texCoord += half2(0.5/width, 0.5/height);
|
---|
71 | half4 sample = tex2D(Texture,IN.texCoord );
|
---|
72 |
|
---|
73 | // D65 white conversion and weighting
|
---|
74 | half avg = sample.r * 0.21f + sample.g * 0.39f + sample.b * 0.4f;
|
---|
75 | return half4(avg, 0, 0, 1);
|
---|
76 | }
|
---|
77 |
|
---|
78 | float4 GlowAddPS(VS_OUT IN,
|
---|
79 | uniform float width,
|
---|
80 | uniform float height,
|
---|
81 | uniform sampler2D Texture: register(s0),
|
---|
82 | uniform sampler2D GlowTexture: register(s1)
|
---|
83 | ):COLOR
|
---|
84 | {
|
---|
85 | IN.texCoord += float2(0.5/width, 0.5/height);
|
---|
86 | /*float intens = length(tex2D(Texture,IN.texCoord ).rgb) / sqrt(3.0);
|
---|
87 | return float4(intens,intens,intens,1);*/
|
---|
88 | //return 1;
|
---|
89 | return tex2D(Texture,IN.texCoord ) + tex2D(GlowTexture,IN.texCoord ) ;
|
---|
90 | }
|
---|
91 |
|
---|
92 | float4 ToneMapPS(VS_OUT IN,
|
---|
93 | uniform half width,
|
---|
94 | uniform half height,
|
---|
95 | uniform half Gain,
|
---|
96 | uniform sampler2D Scene: register(s0),
|
---|
97 | uniform sampler2D AvrLuminanceTexture: register(s1),
|
---|
98 | uniform sampler2D LuminanceTexture: register(s2)
|
---|
99 | ):COLOR
|
---|
100 | {
|
---|
101 | IN.texCoord += half2(0.5/width, 0.5/height);
|
---|
102 |
|
---|
103 | // Automatic key calculation
|
---|
104 | //half Key = 1.03f - 2.0f / (2.0f + log10(tex2D(AvrLuminanceTexture, IN.texCoord).r + 1.0f));
|
---|
105 | half Key = 1 / (tex2D(AvrLuminanceTexture, IN.texCoord).r / 1 + tex2D(AvrLuminanceTexture, IN.texCoord).r);
|
---|
106 | //return 1 / Key;
|
---|
107 | // Relative luminance
|
---|
108 | half RelLum = Key* tex2D(LuminanceTexture, IN.texCoord).r /
|
---|
109 | tex2D(AvrLuminanceTexture, IN.texCoord).r;
|
---|
110 | half Lum = RelLum / (1 + RelLum);
|
---|
111 | // Color weghting
|
---|
112 | half4 Color = tex2D(Scene, IN.texCoord) * Lum;
|
---|
113 | // Gamma correction
|
---|
114 |
|
---|
115 | //Color = pow(Color * half4(1.05f, 0.97f, 1.27f, 1.0f), Gain);
|
---|
116 | return Color;
|
---|
117 |
|
---|
118 | }
|
---|
119 |
|
---|
120 | float4 GlowBlurHPS(VS_OUT IN,
|
---|
121 | uniform float Stretch,
|
---|
122 | uniform float width,
|
---|
123 | uniform float height,
|
---|
124 | uniform sampler2D Texture: register(s0)) : COLOR {
|
---|
125 | float2 tex0 = IN.texCoord + float2(0.5/width, 0.5/height);
|
---|
126 | float4 texLookUp_h;
|
---|
127 |
|
---|
128 | /*texLookUp_h = tex2D(Texture, float2(tex0.x-(3.86979f*Stretch/width), tex0.y)) +
|
---|
129 | tex2D(Texture, float2(tex0.x-(1.72291f*Stretch/width ), tex0.y)) +
|
---|
130 | tex2D(Texture, tex0) +
|
---|
131 | tex2D(Texture, float2(tex0.x+(1.72291f*Stretch/width), tex0.y)) +
|
---|
132 | tex2D(Texture, float2(tex0.x+(3.86979f*Stretch/width), tex0.y));*/
|
---|
133 |
|
---|
134 | texLookUp_h = tex2D(Texture, float2(tex0.x-(2.0*Stretch/width), tex0.y)) +
|
---|
135 | tex2D(Texture, float2(tex0.x-(1.0*Stretch/width ), tex0.y)) +
|
---|
136 | tex2D(Texture, tex0) +
|
---|
137 | tex2D(Texture, float2(tex0.x+(1.0*Stretch/width), tex0.y)) +
|
---|
138 | tex2D(Texture, float2(tex0.x+(2.0*Stretch/width), tex0.y));
|
---|
139 |
|
---|
140 | return texLookUp_h / 5.0 ;
|
---|
141 | //return texLookUp_h /5;
|
---|
142 | }
|
---|
143 |
|
---|
144 | float4 GlowBlurVPS(VS_OUT IN,
|
---|
145 | uniform float Stretch,
|
---|
146 | uniform float width,
|
---|
147 | uniform float height,
|
---|
148 | uniform sampler2D Texture: register(s0)) : COLOR {
|
---|
149 | float2 tex0 = IN.texCoord + float2(0.5/width, 0.5/height);
|
---|
150 | float4 texLookUp_v;
|
---|
151 |
|
---|
152 | /*texLookUp_v = tex2D(Texture, float2(tex0.x, tex0.y-(3.86979f*Stretch/height)))+
|
---|
153 | tex2D(Texture, float2(tex0.x, tex0.y-(1.72291f*Stretch/height)))+
|
---|
154 | tex2D(Texture, tex0)+
|
---|
155 | tex2D(Texture, float2(tex0.x, tex0.y+(1.72291f*Stretch/height)))+
|
---|
156 | tex2D(Texture, float2(tex0.x, tex0.y+(3.86979f*Stretch/height)));*/
|
---|
157 |
|
---|
158 | texLookUp_v = tex2D(Texture, float2(tex0.x, tex0.y-(2*Stretch/height)))+
|
---|
159 | tex2D(Texture, float2(tex0.x, tex0.y-(1*Stretch/height)))+
|
---|
160 | tex2D(Texture, tex0) +
|
---|
161 | tex2D(Texture, float2(tex0.x, tex0.y+(1*Stretch/height)))+
|
---|
162 | tex2D(Texture, float2(tex0.x, tex0.y+(2*Stretch/height)));
|
---|
163 |
|
---|
164 | return texLookUp_v / 5.0;
|
---|
165 | }
|
---|
166 |
|
---|
167 | float4 CopyPS(VS_OUT IN,
|
---|
168 | uniform float width,
|
---|
169 | uniform float height,
|
---|
170 | uniform sampler2D Texture: register(s0)) : COLOR
|
---|
171 | {
|
---|
172 | IN.texCoord += float2(0.5/width, 0.5/height);
|
---|
173 | return tex2D(Texture,IN.texCoord );
|
---|
174 | }
|
---|
175 |
|
---|
176 |
|
---|