53 lines
1.0 KiB
Plaintext
53 lines
1.0 KiB
Plaintext
uniform float4x4 ViewProj;
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uniform texture2d image;
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uniform float lumaMax;
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uniform float lumaMin;
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uniform float lumaMaxSmooth;
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uniform float lumaMinSmooth;
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sampler_state textureSampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct VertData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertData VSDefault(VertData v_in)
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{
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VertData vert_out;
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vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = v_in.uv;
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return vert_out;
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}
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float4 PSALumaKeyRGBA(VertData v_in) : TARGET
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{
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float4 rgba = image.Sample(textureSampler, v_in.uv);
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rgba.rgb = max(float3(0.0, 0.0, 0.0), rgba.rgb / rgba.a);
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float4 lumaCoef = float4(0.2989, 0.5870, 0.1140, 0.0);
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float luminance = dot(rgba, lumaCoef);
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float clo = smoothstep(lumaMin, lumaMin + lumaMinSmooth, luminance);
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float chi = 1. - smoothstep(lumaMax - lumaMaxSmooth, lumaMax, luminance);
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float amask = clo * chi;
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return float4(rgba.rgb, amask);
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}
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technique Draw
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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 = PSALumaKeyRGBA(v_in);
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}
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}
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