#include "color.effect" uniform float4x4 ViewProj; uniform texture2d image; uniform float multiplier; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDrawBare(VertInOut vert_in) : TARGET { return image.Sample(def_sampler, vert_in.uv); } float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb *= max(1. / rgba.a, 0.); return rgba; } float4 PSDrawNonlinearAlpha(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb); rgba.rgb *= rgba.a; rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); return rgba; } float4 PSDrawNonlinearAlphaMultiply(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb = srgb_linear_to_nonlinear(rgba.rgb); rgba.rgb *= rgba.a; rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); rgba.rgb *= multiplier; return rgba; } float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); return rgba; } float4 PSDrawSrgbDecompressMultiply(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); rgba.rgb *= multiplier; return rgba; } float4 PSDrawMultiply(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb *= multiplier; return rgba; } float4 PSDrawTonemap(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb = rec709_to_rec2020(rgba.rgb); rgba.rgb = reinhard(rgba.rgb); rgba.rgb = rec2020_to_rec709(rgba.rgb); 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; } float4 PSDrawPQ(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb = st2084_to_linear(rgba.rgb) * multiplier; rgba.rgb = rec2020_to_rec709(rgba.rgb); return rgba; } float4 PSDrawTonemapPQ(VertInOut vert_in) : TARGET { float4 rgba = image.Sample(def_sampler, vert_in.uv); rgba.rgb = st2084_to_linear(rgba.rgb) * multiplier; rgba.rgb = reinhard(rgba.rgb); rgba.rgb = rec2020_to_rec709(rgba.rgb); return rgba; } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawBare(vert_in); } } technique DrawAlphaDivide { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawAlphaDivide(vert_in); } } technique DrawNonlinearAlpha { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawNonlinearAlpha(vert_in); } } technique DrawNonlinearAlphaMultiply { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawNonlinearAlphaMultiply(vert_in); } } technique DrawSrgbDecompress { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawSrgbDecompress(vert_in); } } technique DrawSrgbDecompressMultiply { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawSrgbDecompressMultiply(vert_in); } } technique DrawMultiply { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawMultiply(vert_in); } } technique DrawTonemap { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawTonemap(vert_in); } } technique DrawMultiplyTonemap { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawMultiplyTonemap(vert_in); } } technique DrawPQ { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawPQ(vert_in); } } technique DrawTonemapPQ { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawTonemapPQ(vert_in); } }