uniform float4x4 ViewProj; uniform texture_rect image; 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 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); rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); return rgba; } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawBare(vert_in); } } technique DrawOpaque { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawOpaque(vert_in); } } technique DrawSrgbDecompress { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawSrgbDecompress(vert_in); } }