160 lines
2.9 KiB
Plaintext
160 lines
2.9 KiB
Plaintext
#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 def_sampler {
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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 VertInOut {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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VertInOut VSDefault(VertInOut vert_in)
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{
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VertInOut vert_out;
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vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
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vert_out.uv = vert_in.uv;
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return vert_out;
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}
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float4 PSDraw(VertInOut vert_in) : TARGET
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{
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return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0);
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}
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float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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rgb = srgb_nonlinear_to_linear(rgb);
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return float4(rgb, 1.0);
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}
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float4 PSDrawSrgbDecompressMultiply(VertInOut vert_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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rgb = srgb_nonlinear_to_linear(rgb);
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rgb *= multiplier;
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return float4(rgb, 1.0);
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}
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float4 PSDrawMultiply(VertInOut vert_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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rgb *= multiplier;
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return float4(rgb, 1.0);
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}
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float4 PSDrawTonemap(VertInOut vert_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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rgb = rec709_to_rec2020(rgb);
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rgb = reinhard(rgb);
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rgb = rec2020_to_rec709(rgb);
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return float4(rgb, 1.0);
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}
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float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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rgb *= multiplier;
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rgb = rec709_to_rec2020(rgb);
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rgb = reinhard(rgb);
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rgb = rec2020_to_rec709(rgb);
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return float4(rgb, 1.0);
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}
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float4 PSDrawPQ(VertInOut vert_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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rgb = st2084_to_linear(rgb) * multiplier;
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rgb = rec2020_to_rec709(rgb);
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return float4(rgb, 1.0);
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}
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float4 PSDrawTonemapPQ(VertInOut vert_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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rgb = st2084_to_linear(rgb) * multiplier;
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rgb = reinhard(rgb);
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rgb = rec2020_to_rec709(rgb);
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return float4(rgb, 1.0);
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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(vert_in);
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pixel_shader = PSDraw(vert_in);
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}
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}
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technique DrawSrgbDecompress
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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 = PSDrawSrgbDecompress(vert_in);
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}
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}
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technique DrawSrgbDecompressMultiply
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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 = PSDrawSrgbDecompressMultiply(vert_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(vert_in);
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pixel_shader = PSDrawMultiply(vert_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 = PSDrawTonemap(vert_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 = PSDrawMultiplyTonemap(vert_in);
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}
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}
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technique DrawPQ
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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 = PSDrawPQ(vert_in);
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}
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}
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technique DrawTonemapPQ
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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 = PSDrawTonemapPQ(vert_in);
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}
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}
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