Regular SDR/HDR stingers, and SDR track matte should work. HDR track matte might work, but would take a carefully crafted video that takes the SDR white level into account, and this hasn't been tested.
87 lines
1.8 KiB
Plaintext
87 lines
1.8 KiB
Plaintext
uniform float4x4 ViewProj;
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uniform texture2d a_tex;
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uniform texture2d b_tex;
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uniform texture2d matte_tex;
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uniform bool invert_matte;
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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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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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float4 StingerMatte(VertData f_in)
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{
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float2 uv = f_in.uv;
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float4 a_color = a_tex.Sample(textureSampler, uv);
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float4 b_color = b_tex.Sample(textureSampler, uv);
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float4 matte_color = matte_tex.Sample(textureSampler, uv);
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// RGB -> Luma conversion using Rec. 709 factors
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float matte_luma = (
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(matte_color.x * 0.2126) +
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(matte_color.y * 0.7152) +
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(matte_color.z * 0.0722)
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);
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// if matte invert is enabled, invert the matte color
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matte_luma = (invert_matte ? (1.0 - matte_luma) : matte_luma);
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float4 rgba = lerp(a_color, b_color, matte_luma);
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return rgba;
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}
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float4 PSStingerMatte(VertData f_in) : TARGET
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{
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float4 rgba = StingerMatte(f_in);
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rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
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return rgba;
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}
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float4 PSStingerMatteLinear(VertData f_in) : TARGET
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{
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float4 rgba = StingerMatte(f_in);
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return rgba;
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}
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technique StingerMatte
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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 = PSStingerMatte(f_in);
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}
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}
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technique StingerMatteLinear
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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 = PSStingerMatteLinear(f_in);
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}
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}
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