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uniform float4x4 ViewProj;
uniform texture2d image;
uniform texture2d output_image;
uniform texture2d glow_fill_source;
uniform float4 glow_fill_color;
uniform texture2d glow_mask;
uniform float intensity;
uniform float2 offset;
uniform float threshold;
// For crop/padding
uniform float2 mul_val;
uniform float2 add_val;
sampler_state textureSampler{
Filter = Linear;
AddressU = Clamp;
AddressV = Clamp;
MinLOD = 0;
MaxLOD = 0;
};
sampler_state padSampler {
Filter = Linear;
AddressU = Border;
AddressV = Border;
BorderColor = 00000000;
};
struct VertData
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};
VertData mainTransform(VertData v_in)
{
v_in.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
return v_in;
}
VertData VSCrop(VertData v_in)
{
VertData vert_out;
vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
vert_out.uv = v_in.uv * mul_val + add_val;
return vert_out;
}
float srgb_nonlinear_to_linear_channel(float u)
{
return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
}
float4 srgb_nonlinear_to_linear(float4 v)
{
return float4(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b), v.a);
}
float srgb_linear_to_nonlinear_channel(float u)
{
return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1. / 2.4)) - 0.055);
}
float4 srgb_linear_to_nonlinear(float4 v)
{
return float4(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b), v.a);
}
float4 PSCrop(VertData v_in) : TARGET
{
float4 rgba = image.Sample(padSampler, v_in.uv);
rgba.rgb *= (rgba.a > 0.) ? (1. / rgba.a) : 0.;
return rgba;
}
float4 drawOutput(VertData v_in) : TARGET
{
float4 px = output_image.Sample(textureSampler, v_in.uv);
return srgb_nonlinear_to_linear(px);
}
float4 mainImageThresholdMask(VertData v_in) : TARGET
{
float4 color = image.Sample(textureSampler, v_in.uv);
return float4(1.0, 1.0, 1.0, clamp(color.a / threshold, 0.0, 1.0));
}
float4 mainImageOuterGlowColor(VertData v_in) : TARGET
{
float4 mask_alpha = glow_mask.Sample(textureSampler, v_in.uv - offset);
float4 color = image.Sample(textureSampler, v_in.uv);
color.rgb *= (color.a > 0.) ? (1. / color.a) : 0.;
float4 glow = float4(glow_fill_color.rgb, clamp(glow_fill_color.a * intensity * mask_alpha.a, 0.0f, 1.0f));
float blend_mask = clamp(step(threshold, color.a) + step(glow.a, 0.0001), 0.0, 1.0);
return blend_mask * float4(color.rgb * color.a, color.a) + (1.0 - blend_mask) * (float4(color.rgb * color.a, color.a) + glow * (1.0 - color.a));
}
float4 mainImageOuterGlowSource(VertData v_in) : TARGET
{
float4 color = image.Sample(textureSampler, v_in.uv);
color.rgb *= (color.a > 0.) ? (1. / color.a) : 0.;
float4 mask_alpha = glow_mask.Sample(textureSampler, v_in.uv - offset);
float4 glow_fill_col = srgb_nonlinear_to_linear(glow_fill_source.Sample(textureSampler, v_in.uv));
glow_fill_col.rgb *= (glow_fill_col.a > 0.) ? (1. / glow_fill_col.a) : 0.;
glow_fill_col= srgb_linear_to_nonlinear(glow_fill_col);
float4 glow = float4(glow_fill_col.rgb, clamp(glow_fill_col.a * intensity * mask_alpha.a, 0.0f, 1.0f));
float blend_mask = clamp(step(threshold, color.a) + step(glow.a, 0.0001), 0.0, 1.0);
return blend_mask * float4(color.rgb * color.a, color.a) + (1.0 - blend_mask) * (float4(color.rgb * color.a, color.a) + glow * (1.0 - color.a));
}
float4 mainImageInnerGlowColor(VertData v_in) : TARGET
{
float3 gamma = float3(2.2f, 2.2f, 2.2f);
float3 gamma_i = float3(0.454545f, 0.454545f, 0.454545f);
float4 mask_col = glow_mask.Sample(textureSampler, v_in.uv - offset);
float4 color = image.Sample(textureSampler, v_in.uv);
color.rgb *= (color.a > 0.) ? (1. / color.a) : 0.;
float3 color_rgb_l = pow(color.rgb, gamma);
float3 glow_fill_l = pow(glow_fill_color.rgb, gamma);
float mask_alpha = clamp(intensity * (1.0f - mask_col.a), 0.0f, 1.0f);
float alpha = clamp(mask_alpha + (1.0f - mask_alpha) * color.a, 0.0f, color.a);
return float4(pow(glow_fill_l.rgb * mask_alpha + color_rgb_l * (1.0 - mask_alpha), gamma_i), alpha);
}
float4 mainImageInnerGlowSource(VertData v_in) : TARGET
{
float3 gamma = float3(2.2f, 2.2f, 2.2f);
float3 gamma_i = float3(0.454545f, 0.454545f, 0.454545f);
float4 mask_col = glow_mask.Sample(textureSampler, v_in.uv - offset);
float4 color = image.Sample(textureSampler, v_in.uv);
color.rgb *= (color.a > 0.) ? (1. / color.a) : 0.;
float4 glow_fill_col = srgb_nonlinear_to_linear(glow_fill_source.Sample(textureSampler, v_in.uv));
glow_fill_col.rgb *= (glow_fill_col.a > 0.) ? (1. / glow_fill_col.a) : 0.;
glow_fill_col= srgb_linear_to_nonlinear(glow_fill_col);
float3 color_rgb_l = pow(color.rgb, gamma);
float3 glow_fill_l = pow(glow_fill_col.rgb, gamma);
float mask_alpha = clamp(intensity * (1.0f - mask_col.a), 0.0f, 1.0f);
float alpha = clamp(mask_alpha + (1.0f - mask_alpha) * color.a, 0.0f, color.a);
return float4(pow(glow_fill_l.rgb * mask_alpha + color_rgb_l * (1.0 - mask_alpha), gamma_i), alpha);
}
technique DrawCropPad
{
pass
{
vertex_shader = VSCrop(v_in);
pixel_shader = PSCrop(v_in);
}
}
technique DrawOutput
{
pass
{
vertex_shader = VSCrop(v_in);
//vertex_shader = mainTransform(v_in);
pixel_shader = drawOutput(v_in);
}
}
technique ThresholdMask
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageThresholdMask(v_in);
}
}
technique FilterOuterGlowColor
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageOuterGlowColor(v_in);
}
}
technique FilterOuterGlowSource
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageOuterGlowSource(v_in);
}
}
technique FilterInnerGlowColor
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageInnerGlowColor(v_in);
}
}
technique FilterInnerGlowSource
{
pass
{
vertex_shader = mainTransform(v_in);
pixel_shader = mainImageInnerGlowSource(v_in);
}
}
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