You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
111 lines
2.3 KiB
111 lines
2.3 KiB
// DYNAMIC: "MODE" "0..9" |
|
|
|
#include "common_ps_fxc.h" |
|
|
|
const float g_Alpha : register( c0 ); |
|
|
|
sampler BaseTextureSampler : register( s0 ); |
|
sampler BaseTextureSampler2 : register( s1 ); |
|
|
|
struct PS_INPUT |
|
{ |
|
float2 baseTexCoord : TEXCOORD0; |
|
float2 baseTexCoord2 : TEXCOORD1; |
|
}; |
|
|
|
HALF Grey( HALF3 input ) |
|
{ |
|
return dot( ( float3 )( 1.0f / 3.0f ), input ); |
|
} |
|
|
|
HALF4 main( PS_INPUT i ) : COLOR |
|
{ |
|
float3 scene = tex2D( BaseTextureSampler, i.baseTexCoord ); |
|
float3 gman = tex2D( BaseTextureSampler2, i.baseTexCoord2 ); |
|
|
|
#if MODE == 0 |
|
// negative greyscale of scene * gman |
|
float scale = 1.0f / 3.0f; |
|
scene.xyz = dot( float3( scale, scale, scale), scene.xyz ); |
|
scene = 1.0f - scene; |
|
|
|
return float4( scene * gman, g_Alpha ); |
|
#endif |
|
|
|
#if MODE == 1 |
|
if( Grey( gman ) < 0.3 ) |
|
{ |
|
return float4( 1.0f - gman, g_Alpha ); |
|
} |
|
else |
|
{ |
|
return float4( ( 1.0f - gman ) * scene, g_Alpha ); |
|
} |
|
#endif |
|
|
|
#if MODE == 2 |
|
return float4( lerp( scene, gman, g_Alpha ), g_Alpha ); |
|
#endif |
|
|
|
#if MODE == 3 |
|
return float4( lerp( scene, Grey( gman ), Grey( gman ) ), g_Alpha ); |
|
#endif |
|
|
|
#if MODE == 4 |
|
return float4( lerp( scene, gman, g_Alpha ), g_Alpha ); |
|
#endif |
|
|
|
#if MODE == 5 |
|
float sceneLum = scene.r; |
|
if( sceneLum > 0.0f ) |
|
{ |
|
return float4( scene, g_Alpha ); |
|
} |
|
else |
|
{ |
|
return float4( gman, g_Alpha ); |
|
} |
|
#endif |
|
|
|
#if MODE == 6 |
|
return float4( scene + gman, g_Alpha ); |
|
#endif |
|
|
|
#if MODE == 7 |
|
return float4( scene, g_Alpha ); |
|
#endif |
|
|
|
#if MODE == 8 |
|
return float4( lerp( scene, gman, g_Alpha ), g_Alpha ); |
|
#endif |
|
|
|
#if MODE == 9 |
|
/* |
|
float3 cGammaLayer1 = scene; |
|
float3 cGammaLayer2 = gman; |
|
|
|
float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) ); |
|
|
|
float3 cGammaOverlayResult; |
|
if ( flLayer1Brightness < 0.5f ) |
|
{ |
|
cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb ); |
|
} |
|
else |
|
{ |
|
cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) ); |
|
} |
|
//*/ |
|
|
|
float3 cLayer1 = scene; |
|
float3 cLayer2 = gman; |
|
|
|
float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) ); |
|
|
|
// Modify layer 1 to be more contrasty. |
|
cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f ); |
|
float3 cGammaOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f ); |
|
|
|
return float4( cGammaOverlayResult.rgb, g_Alpha ); |
|
#endif |
|
}
|
|
|