//----------------------------------------------------------------------------- // Color-Convolution Effect //----------------------------------------------------------------------------- texture Diffuse; sampler DiffuseSampler = sampler_state { Texture = ; MipFilter = LINEAR; MinFilter = LINEAR; MagFilter = LINEAR; AddressU = CLAMP; AddressV = CLAMP; AddressW = CLAMP; }; //----------------------------------------------------------------------------- // Vertex Definitions //----------------------------------------------------------------------------- struct VS_OUTPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct VS_INPUT { float4 Position : POSITION; float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; struct PS_INPUT { float4 Color : COLOR0; float2 TexCoord : TEXCOORD0; }; //----------------------------------------------------------------------------- // Post-Processing Vertex Shader //----------------------------------------------------------------------------- uniform float TargetWidth; uniform float TargetHeight; uniform float RawWidth; uniform float RawHeight; uniform float WidthRatio; uniform float HeightRatio; uniform float YIQEnable; VS_OUTPUT vs_main(VS_INPUT Input) { VS_OUTPUT Output = (VS_OUTPUT)0; Output.Position = float4(Input.Position.xyz, 1.0f); Output.Position.x /= TargetWidth; Output.Position.y /= TargetHeight; Output.Position.y = 1.0f - Output.Position.y; Output.Position.x -= 0.5f; Output.Position.y -= 0.5f; Output.Position *= float4(2.0f, 2.0f, 1.0f, 1.0f); Output.Color = Input.Color; Output.TexCoord = Input.TexCoord; return Output; } //----------------------------------------------------------------------------- // Post-Processing Pixel Shader //----------------------------------------------------------------------------- uniform float RedFromRed = 1.0f; uniform float RedFromGrn = 0.0f; uniform float RedFromBlu = 0.0f; uniform float GrnFromRed = 0.0f; uniform float GrnFromGrn = 1.0f; uniform float GrnFromBlu = 0.0f; uniform float BluFromRed = 0.0f; uniform float BluFromGrn = 0.0f; uniform float BluFromBlu = 1.0f; uniform float RedOffset = 0.0f; uniform float GrnOffset = 0.0f; uniform float BluOffset = 0.0f; uniform float RedScale = 1.0f; uniform float GrnScale = 1.0f; uniform float BluScale = 1.0f; uniform float RedFloor = 0.0f; uniform float GrnFloor = 0.0f; uniform float BluFloor = 0.0f; uniform float Saturation = 1.0f; uniform float RedPower = 2.2f; uniform float GrnPower = 2.2f; uniform float BluPower = 2.2f; float4 ps_main(PS_INPUT Input) : COLOR { float4 BaseTexel = tex2D(DiffuseSampler, Input.TexCoord + 0.5f / float2(-RawWidth, -RawHeight)); float3 OutRGB = BaseTexel.rgb; // -- RGB Tint & Shift -- float ShiftedRed = dot(OutRGB, float3(RedFromRed, RedFromGrn, RedFromBlu)); float ShiftedGrn = dot(OutRGB, float3(GrnFromRed, GrnFromGrn, GrnFromBlu)); float ShiftedBlu = dot(OutRGB, float3(BluFromRed, BluFromGrn, BluFromBlu)); // -- RGB Offset & Scale -- float3 RGBScale = float3(RedScale, GrnScale, BluScale); float3 RGBShift = float3(RedOffset, GrnOffset, BluOffset); float3 OutTexel = float3(ShiftedRed, ShiftedGrn, ShiftedBlu) * RGBScale + RGBShift; // -- Saturation -- float3 Gray = float3(0.3f, 0.59f, 0.11f); float OutLuma = dot(OutTexel, Gray); float3 OutChroma = OutTexel - OutLuma; float3 Saturated = OutLuma + OutChroma * Saturation; OutRGB.r = pow(Saturated.r, RedPower); OutRGB.g = pow(Saturated.g, GrnPower); OutRGB.b = pow(Saturated.b, BluPower); // -- Color Compression (increasing the floor of the signal without affecting the ceiling) -- OutRGB = float3(RedFloor + (1.0f - RedFloor) * OutRGB.r, GrnFloor + (1.0f - GrnFloor) * OutRGB.g, BluFloor + (1.0f - BluFloor) * OutRGB.b); return float4(OutRGB, BaseTexel.a); } //----------------------------------------------------------------------------- // Color-Convolution Technique //----------------------------------------------------------------------------- technique ColorTechnique { pass Pass0 { Lighting = FALSE; VertexShader = compile vs_3_0 vs_main(); PixelShader = compile ps_3_0 ps_main(); } }