// license:BSD-3-Clause // copyright-holders:Ryan Holtz, W. M. Martinez //----------------------------------------------------------------------------- // Primary Effect //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // Macros //----------------------------------------------------------------------------- #define LUT_TEXTURE_WIDTH 4096.0f #define LUT_SIZE 64.0f #define LUT_SCALE float2(1.0f / LUT_TEXTURE_WIDTH, 1.0f / LUT_SIZE) //----------------------------------------------------------------------------- // Sampler Definitions //----------------------------------------------------------------------------- texture Diffuse; texture LutTexture; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; sampler DiffuseWrapSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = WRAP; AddressV = WRAP; AddressW = WRAP; }; sampler2D LutSampler = sampler_state { Texture = ; MinFilter = LINEAR; MagFilter = LINEAR; MipFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Utilities //----------------------------------------------------------------------------- float3 apply_lut(float3 color) { // NOTE: Do not change the order of parameters here. float3 lutcoord = float3((color.rg * (LUT_SIZE - 1.0f) + 0.5f) * LUT_SCALE, color.b * (LUT_SIZE - 1.0f)); float shift = floor(lutcoord.z); lutcoord.x += shift * LUT_SCALE.y; color.rgb = lerp(tex2D(LutSampler, lutcoord.xy).rgb, tex2D(LutSampler, float2(lutcoord.x + LUT_SCALE.y, lutcoord.y)).rgb, lutcoord.z - shift); return color; } //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { float3 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Primary Vertex Shaders //----------------------------------------------------------------------------- //static const float Epsilon = 1.0e-7f; uniform float2 ScreenDims; uniform float2 TargetDims; VS_OUTPUT vs_screen_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.TexCoord = Input.TexCoord; // Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.Color = Input.Color; return Output; } VS_OUTPUT vs_vector_buffer_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.TexCoord = Input.TexCoord; Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.Color = Input.Color; return Output; } VS_OUTPUT vs_ui_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.xy /= ScreenDims; Output.Position.y = 1.0f - Output.Position.y; // flip y Output.Position.xy -= 0.5f; // center Output.Position.xy *= 2.0f; // zoom Output.TexCoord = Input.TexCoord; // Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9) Output.Color = Input.Color; return Output; } //----------------------------------------------------------------------------- // Primary Pixel Shaders //----------------------------------------------------------------------------- uniform bool LutEnable; uniform bool UiLutEnable; float4 ps_screen_main(PS_INPUT Input) : COLOR { return tex2D(DiffuseSampler, Input.TexCoord); } float4 ps_vector_buffer_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); if (LutEnable) BaseTexel.rgb = apply_lut(BaseTexel.rgb); return BaseTexel; } float4 ps_ui_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord); BaseTexel *= Input.Color; if (UiLutEnable) BaseTexel.rgb = apply_lut(BaseTexel.rgb); return BaseTexel; } float4 ps_ui_wrap_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseWrapSampler, Input.TexCoord); BaseTexel *= Input.Color; if (UiLutEnable) BaseTexel.rgb = apply_lut(BaseTexel.rgb); return BaseTexel; } //----------------------------------------------------------------------------- // Primary Techniques //----------------------------------------------------------------------------- technique ScreenTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_screen_main(); PixelShader = compile ps_2_0 ps_screen_main(); } } technique VectorBufferTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_vector_buffer_main(); PixelShader = compile ps_2_0 ps_vector_buffer_main(); } } technique UiTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_ui_main(); PixelShader = compile ps_2_0 ps_ui_main(); } } technique UiWrapTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_2_0 vs_ui_main(); PixelShader = compile ps_2_0 ps_ui_wrap_main(); } }