libobs: Add color spaces to scale shaders
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@ -210,6 +210,7 @@ if(NOT OS_MACOS)
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PRIVATE data/area.effect
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data/bicubic_scale.effect
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data/bilinear_lowres_scale.effect
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data/color.effect
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data/default.effect
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data/default_rect.effect
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data/deinterlace_base.effect
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@ -1,7 +1,10 @@
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#include "color.effect"
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uniform float4x4 ViewProj;
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uniform float2 base_dimension;
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uniform float2 base_dimension_i;
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uniform texture2d image;
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uniform float multiplier;
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sampler_state textureSampler {
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Filter = Linear;
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@ -31,8 +34,9 @@ VertInOut VSDefault(VertData vert_in)
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return vert_out;
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}
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float4 DrawArea(float2 uv)
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float4 DrawArea(FragData frag_in)
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{
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float2 uv = frag_in.uv;
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float2 uv_delta = float2(ddx(uv.x), ddy(uv.y));
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// Handle potential OpenGL flip.
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@ -84,18 +88,44 @@ float4 DrawArea(float2 uv)
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float4 PSDrawAreaRGBA(FragData frag_in) : TARGET
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{
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return DrawArea(frag_in.uv);
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return DrawArea(frag_in);
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}
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float4 PSDrawAreaRGBAMultiply(FragData frag_in) : TARGET
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{
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float4 rgba = DrawArea(frag_in);
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rgba.rgb *= multiplier;
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return rgba;
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}
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float4 PSDrawAreaRGBATonemap(FragData frag_in) : TARGET
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{
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float4 rgba = DrawArea(frag_in);
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawAreaRGBAMultiplyTonemap(FragData frag_in) : TARGET
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{
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float4 rgba = DrawArea(frag_in);
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rgba.rgb *= multiplier;
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawAreaRGBADivide(FragData frag_in) : TARGET
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{
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float4 rgba = DrawArea(frag_in.uv);
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float4 rgba = DrawArea(frag_in);
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float alpha = rgba.a;
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float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
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return float4(rgba.rgb * multiplier, alpha);
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}
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float4 PSDrawAreaRGBAUpscale(FragData frag_in) : TARGET
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float4 DrawAreaUpscale(FragData frag_in)
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{
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float2 uv = frag_in.uv;
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float2 uv_delta = float2(ddx(uv.x), ddy(uv.y));
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@ -124,6 +154,37 @@ float4 PSDrawAreaRGBAUpscale(FragData frag_in) : TARGET
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return image.Sample(textureSampler, uv);
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}
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float4 PSDrawAreaRGBAUpscale(FragData frag_in) : TARGET
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{
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return DrawAreaUpscale(frag_in);
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}
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float4 PSDrawAreaRGBAUpscaleMultiply(FragData frag_in) : TARGET
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{
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float4 rgba = DrawAreaUpscale(frag_in);
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rgba.rgb *= multiplier;
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return rgba;
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}
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float4 PSDrawAreaRGBAUpscaleTonemap(FragData frag_in) : TARGET
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{
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float4 rgba = DrawAreaUpscale(frag_in);
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawAreaRGBAUpscaleMultiplyTonemap(FragData frag_in) : TARGET
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{
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float4 rgba = DrawAreaUpscale(frag_in);
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rgba.rgb *= multiplier;
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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technique Draw
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{
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pass
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@ -133,6 +194,33 @@ technique Draw
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}
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}
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technique DrawMultiply
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAreaRGBAMultiply(frag_in);
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}
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}
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technique DrawTonemap
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAreaRGBATonemap(frag_in);
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}
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}
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technique DrawMultiplyTonemap
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAreaRGBAMultiplyTonemap(frag_in);
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}
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}
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technique DrawAlphaDivide
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{
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pass
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@ -150,3 +238,30 @@ technique DrawUpscale
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pixel_shader = PSDrawAreaRGBAUpscale(frag_in);
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}
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}
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technique DrawUpscaleMultiply
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAreaRGBAUpscaleMultiply(frag_in);
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}
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}
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technique DrawUpscaleTonemap
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAreaRGBAUpscaleTonemap(frag_in);
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}
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}
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technique DrawUpscaleMultiplyTonemap
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = PSDrawAreaRGBAUpscaleMultiplyTonemap(frag_in);
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}
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}
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@ -4,11 +4,14 @@
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* there.
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*/
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#include "color.effect"
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float2 base_dimension;
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uniform float2 base_dimension_i;
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uniform float undistort_factor = 1.0;
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uniform float multiplier;
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sampler_state textureSampler {
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Filter = Linear;
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@ -134,6 +137,32 @@ float4 PSDrawBicubicRGBA(FragData f_in, bool undistort) : TARGET
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return DrawBicubic(f_in, undistort);
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}
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float4 PSDrawBicubicRGBAMultiply(FragData f_in, bool undistort) : TARGET
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{
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float4 rgba = DrawBicubic(f_in, undistort);
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rgba.rgb *= multiplier;
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return rgba;
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}
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float4 PSDrawBicubicRGBATonemap(FragData f_in, bool undistort) : TARGET
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{
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float4 rgba = DrawBicubic(f_in, undistort);
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawBicubicRGBAMultiplyTonemap(FragData f_in, bool undistort) : TARGET
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{
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float4 rgba = DrawBicubic(f_in, undistort);
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rgba.rgb *= multiplier;
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawBicubicRGBADivide(FragData f_in) : TARGET
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{
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float4 rgba = DrawBicubic(f_in, false);
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@ -151,6 +180,33 @@ technique Draw
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}
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}
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technique DrawMultiply
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBAMultiply(f_in, false);
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}
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}
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technique DrawTonemap
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBATonemap(f_in, false);
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}
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}
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technique DrawMultiplyTonemap
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBAMultiplyTonemap(f_in, false);
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}
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}
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technique DrawAlphaDivide
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{
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pass
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@ -168,3 +224,30 @@ technique DrawUndistort
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pixel_shader = PSDrawBicubicRGBA(f_in, true);
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}
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}
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technique DrawUndistortMultiply
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBAMultiply(f_in, true);
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}
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}
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technique DrawUndistortTonemap
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBATonemap(f_in, true);
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}
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}
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technique DrawUndistortMultiplyTonemap
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawBicubicRGBAMultiplyTonemap(f_in, true);
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}
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}
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@ -3,8 +3,11 @@
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* low resolution image below half size
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*/
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#include "color.effect"
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float multiplier;
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sampler_state textureSampler {
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Filter = Linear;
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@ -30,9 +33,9 @@ float4 pixel(float2 uv)
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return image.Sample(textureSampler, uv);
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}
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float4 DrawLowresBilinear(VertData v_in)
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float4 DrawLowresBilinear(VertData f_in)
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{
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float2 uv = v_in.uv;
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float2 uv = f_in.uv;
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float2 stepxy = float2(ddx(uv.x), ddy(uv.y));
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float2 stepxy1 = stepxy * 0.0625;
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float2 stepxy3 = stepxy * 0.1875;
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@ -52,14 +55,40 @@ float4 DrawLowresBilinear(VertData v_in)
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return out_color * 0.125;
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}
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float4 PSDrawLowresBilinearRGBA(VertData v_in) : TARGET
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float4 PSDrawLowresBilinearRGBA(VertData f_in) : TARGET
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{
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return DrawLowresBilinear(v_in);
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return DrawLowresBilinear(f_in);
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}
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float4 PSDrawLowresBilinearRGBADivide(VertData v_in) : TARGET
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float4 PSDrawLowresBilinearRGBAMultiply(VertData f_in) : TARGET
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{
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float4 rgba = DrawLowresBilinear(v_in);
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float4 rgba = DrawLowresBilinear(f_in);
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rgba.rgb *= multiplier;
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return rgba;
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}
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float4 PSDrawLowresBilinearRGBATonemap(VertData f_in) : TARGET
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{
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float4 rgba = DrawLowresBilinear(f_in);
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawLowresBilinearRGBAMultiplyTonemap(VertData f_in) : TARGET
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{
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float4 rgba = DrawLowresBilinear(f_in);
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rgba.rgb *= multiplier;
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rgba.rgb = rec709_to_rec2020(rgba.rgb);
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rgba.rgb = reinhard(rgba.rgb);
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rgba.rgb = rec2020_to_rec709(rgba.rgb);
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return rgba;
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}
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float4 PSDrawLowresBilinearRGBADivide(VertData f_in) : TARGET
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{
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float4 rgba = DrawLowresBilinear(f_in);
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float alpha = rgba.a;
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float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
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return float4(rgba.rgb * multiplier, alpha);
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@ -70,7 +99,34 @@ technique Draw
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLowresBilinearRGBA(v_in);
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pixel_shader = PSDrawLowresBilinearRGBA(f_in);
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}
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}
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technique DrawMultiply
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLowresBilinearRGBAMultiply(f_in);
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}
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}
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technique DrawTonemap
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLowresBilinearRGBATonemap(f_in);
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}
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}
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technique DrawMultiplyTonemap
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{
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLowresBilinearRGBAMultiplyTonemap(f_in);
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}
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}
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@ -79,7 +135,6 @@ technique DrawAlphaDivide
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pass
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{
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vertex_shader = VSDefault(v_in);
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pixel_shader = PSDrawLowresBilinearRGBADivide(v_in);
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pixel_shader = PSDrawLowresBilinearRGBADivide(f_in);
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}
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}
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45
libobs/data/color.effect
Normal file
45
libobs/data/color.effect
Normal file
@ -0,0 +1,45 @@
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float srgb_linear_to_nonlinear_channel(float u)
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{
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return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1.0 / 2.4)) - 0.055);
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}
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float3 srgb_linear_to_nonlinear(float3 v)
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{
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return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
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}
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float srgb_nonlinear_to_linear_channel(float u)
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{
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return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
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}
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float3 srgb_nonlinear_to_linear(float3 v)
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{
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return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
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}
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float3 rec709_to_rec2020(float3 v)
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{
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float r = dot(v, float3(0.6274040f, 0.3292820f, 0.0433136f));
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float g = dot(v, float3(0.0690970f, 0.9195400f, 0.0113612f));
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float b = dot(v, float3(0.0163916f, 0.0880132f, 0.8955950f));
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return float3(r, g, b);
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}
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float3 rec2020_to_rec709(float3 v)
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{
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float r = dot(v, float3(1.6604910, -0.5876411, -0.0728499));
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float g = dot(v, float3(-0.1245505, 1.1328999, -0.0083494));
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float b = dot(v, float3(-0.0181508, -0.1005789, 1.1187297));
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return float3(r, g, b);
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}
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float reinhard_channel(float x)
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{
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return x / (x + 1.0);
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}
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float3 reinhard(float3 rgb)
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{
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return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
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}
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@ -1,3 +1,5 @@
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#include "color.effect"
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uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float multiplier;
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@ -34,26 +36,6 @@ float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
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return float4(rgba.rgb * multiplier, alpha);
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}
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float srgb_linear_to_nonlinear_channel(float u)
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{
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return (u <= 0.0031308) ? (12.92 * u) : ((1.055 * pow(u, 1.0 / 2.4)) - 0.055);
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}
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float3 srgb_linear_to_nonlinear(float3 v)
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{
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return float3(srgb_linear_to_nonlinear_channel(v.r), srgb_linear_to_nonlinear_channel(v.g), srgb_linear_to_nonlinear_channel(v.b));
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}
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float srgb_nonlinear_to_linear_channel(float u)
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{
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return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
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}
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float3 srgb_nonlinear_to_linear(float3 v)
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{
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return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
|
||||
}
|
||||
|
||||
float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET
|
||||
{
|
||||
float4 rgba = image.Sample(def_sampler, vert_in.uv);
|
||||
@ -77,32 +59,6 @@ float4 PSDrawMultiply(VertInOut vert_in) : TARGET
|
||||
return rgba;
|
||||
}
|
||||
|
||||
float3 rec709_to_rec2020(float3 v)
|
||||
{
|
||||
float r = dot(v, float3(0.6274040f, 0.3292820f, 0.0433136f));
|
||||
float g = dot(v, float3(0.0690970f, 0.9195400f, 0.0113612f));
|
||||
float b = dot(v, float3(0.0163916f, 0.0880132f, 0.8955950f));
|
||||
return float3(r, g, b);
|
||||
}
|
||||
|
||||
float3 rec2020_to_rec709(float3 v)
|
||||
{
|
||||
float r = dot(v, float3(1.6604910, -0.5876411, -0.0728499));
|
||||
float g = dot(v, float3(-0.1245505, 1.1328999, -0.0083494));
|
||||
float b = dot(v, float3(-0.0181508, -0.1005789, 1.1187297));
|
||||
return float3(r, g, b);
|
||||
}
|
||||
|
||||
float reinhard_channel(float x)
|
||||
{
|
||||
return x / (x + 1.0);
|
||||
}
|
||||
|
||||
float3 reinhard(float3 rgb)
|
||||
{
|
||||
return float3(reinhard_channel(rgb.r), reinhard_channel(rgb.g), reinhard_channel(rgb.b));
|
||||
}
|
||||
|
||||
float4 PSDrawTonemap(VertInOut vert_in) : TARGET
|
||||
{
|
||||
float4 rgba = image.Sample(def_sampler, vert_in.uv);
|
||||
@ -112,6 +68,16 @@ float4 PSDrawTonemap(VertInOut vert_in) : TARGET
|
||||
return rgba;
|
||||
}
|
||||
|
||||
float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET
|
||||
{
|
||||
float4 rgba = image.Sample(def_sampler, vert_in.uv);
|
||||
rgba.rgb *= multiplier;
|
||||
rgba.rgb = rec709_to_rec2020(rgba.rgb);
|
||||
rgba.rgb = reinhard(rgba.rgb);
|
||||
rgba.rgb = rec2020_to_rec709(rgba.rgb);
|
||||
return rgba;
|
||||
}
|
||||
|
||||
technique Draw
|
||||
{
|
||||
pass
|
||||
@ -165,3 +131,12 @@ technique DrawTonemap
|
||||
pixel_shader = PSDrawTonemap(vert_in);
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawMultiplyTonemap
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(vert_in);
|
||||
pixel_shader = PSDrawMultiplyTonemap(vert_in);
|
||||
}
|
||||
}
|
||||
|
@ -1,3 +1,5 @@
|
||||
#include "color.effect"
|
||||
|
||||
uniform float4x4 ViewProj;
|
||||
uniform texture_rect image;
|
||||
|
||||
@ -30,16 +32,6 @@ float4 PSDrawOpaque(VertInOut vert_in) : TARGET
|
||||
return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0);
|
||||
}
|
||||
|
||||
float srgb_nonlinear_to_linear_channel(float u)
|
||||
{
|
||||
return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
|
||||
}
|
||||
|
||||
float3 srgb_nonlinear_to_linear(float3 v)
|
||||
{
|
||||
return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
|
||||
}
|
||||
|
||||
float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
|
||||
{
|
||||
float4 rgba = image.Sample(def_sampler, vert_in.uv);
|
||||
|
@ -4,11 +4,14 @@
|
||||
* there.
|
||||
*/
|
||||
|
||||
#include "color.effect"
|
||||
|
||||
uniform float4x4 ViewProj;
|
||||
uniform texture2d image;
|
||||
uniform float2 base_dimension;
|
||||
uniform float2 base_dimension_i;
|
||||
uniform float undistort_factor = 1.0;
|
||||
uniform float multiplier;
|
||||
|
||||
sampler_state textureSampler
|
||||
{
|
||||
@ -190,6 +193,32 @@ float4 PSDrawLanczosRGBA(FragData f_in, bool undistort) : TARGET
|
||||
return DrawLanczos(f_in, undistort);
|
||||
}
|
||||
|
||||
float4 PSDrawLanczosRGBAMultiply(FragData f_in, bool undistort) : TARGET
|
||||
{
|
||||
float4 rgba = DrawLanczos(f_in, undistort);
|
||||
rgba.rgb *= multiplier;
|
||||
return rgba;
|
||||
}
|
||||
|
||||
float4 PSDrawLanczosRGBATonemap(FragData f_in, bool undistort) : TARGET
|
||||
{
|
||||
float4 rgba = DrawLanczos(f_in, undistort);
|
||||
rgba.rgb = rec709_to_rec2020(rgba.rgb);
|
||||
rgba.rgb = reinhard(rgba.rgb);
|
||||
rgba.rgb = rec2020_to_rec709(rgba.rgb);
|
||||
return rgba;
|
||||
}
|
||||
|
||||
float4 PSDrawLanczosRGBAMultiplyTonemap(FragData f_in, bool undistort) : TARGET
|
||||
{
|
||||
float4 rgba = DrawLanczos(f_in, undistort);
|
||||
rgba.rgb *= multiplier;
|
||||
rgba.rgb = rec709_to_rec2020(rgba.rgb);
|
||||
rgba.rgb = reinhard(rgba.rgb);
|
||||
rgba.rgb = rec2020_to_rec709(rgba.rgb);
|
||||
return rgba;
|
||||
}
|
||||
|
||||
float4 PSDrawLanczosRGBADivide(FragData f_in) : TARGET
|
||||
{
|
||||
float4 rgba = DrawLanczos(f_in, false);
|
||||
@ -207,6 +236,33 @@ technique Draw
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawMultiply
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(v_in);
|
||||
pixel_shader = PSDrawLanczosRGBAMultiply(f_in, false);
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawTonemap
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(v_in);
|
||||
pixel_shader = PSDrawLanczosRGBATonemap(f_in, false);
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawMultiplyTonemap
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(v_in);
|
||||
pixel_shader = PSDrawLanczosRGBAMultiplyTonemap(f_in, false);
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawAlphaDivide
|
||||
{
|
||||
pass
|
||||
@ -224,3 +280,30 @@ technique DrawUndistort
|
||||
pixel_shader = PSDrawLanczosRGBA(f_in, true);
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawUndistortMultiply
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(v_in);
|
||||
pixel_shader = PSDrawLanczosRGBAMultiply(f_in, true);
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawUndistortTonemap
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(v_in);
|
||||
pixel_shader = PSDrawLanczosRGBATonemap(f_in, true);
|
||||
}
|
||||
}
|
||||
|
||||
technique DrawUndistortMultiplyTonemap
|
||||
{
|
||||
pass
|
||||
{
|
||||
vertex_shader = VSDefault(v_in);
|
||||
pixel_shader = PSDrawLanczosRGBAMultiplyTonemap(f_in, true);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user