112 lines
2.3 KiB
Plaintext
112 lines
2.3 KiB
Plaintext
// DYNAMIC: "MODE" "0..9"
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#include "common_ps_fxc.h"
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const float g_Alpha : register( c0 );
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sampler BaseTextureSampler : register( s0 );
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sampler BaseTextureSampler2 : register( s1 );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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float2 baseTexCoord2 : TEXCOORD1;
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};
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HALF Grey( HALF3 input )
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{
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return dot( ( float3 )( 1.0f / 3.0f ), input );
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}
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HALF4 main( PS_INPUT i ) : COLOR
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{
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float3 scene = tex2D( BaseTextureSampler, i.baseTexCoord );
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float3 gman = tex2D( BaseTextureSampler2, i.baseTexCoord2 );
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#if MODE == 0
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// negative greyscale of scene * gman
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float scale = 1.0f / 3.0f;
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scene.xyz = dot( float3( scale, scale, scale), scene.xyz );
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scene = 1.0f - scene;
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return float4( scene * gman, g_Alpha );
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#endif
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#if MODE == 1
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if( Grey( gman ) < 0.3 )
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{
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return float4( 1.0f - gman, g_Alpha );
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}
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else
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{
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return float4( ( 1.0f - gman ) * scene, g_Alpha );
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}
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#endif
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#if MODE == 2
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return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
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#endif
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#if MODE == 3
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return float4( lerp( scene, Grey( gman ), Grey( gman ) ), g_Alpha );
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#endif
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#if MODE == 4
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return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
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#endif
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#if MODE == 5
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float sceneLum = scene.r;
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if( sceneLum > 0.0f )
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{
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return float4( scene, g_Alpha );
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}
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else
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{
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return float4( gman, g_Alpha );
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}
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#endif
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#if MODE == 6
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return float4( scene + gman, g_Alpha );
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#endif
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#if MODE == 7
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return float4( scene, g_Alpha );
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#endif
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#if MODE == 8
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return float4( lerp( scene, gman, g_Alpha ), g_Alpha );
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#endif
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#if MODE == 9
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/*
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float3 cGammaLayer1 = scene;
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float3 cGammaLayer2 = gman;
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float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
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float3 cGammaOverlayResult;
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if ( flLayer1Brightness < 0.5f )
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{
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cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb );
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}
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else
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{
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cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) );
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}
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//*/
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float3 cLayer1 = scene;
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float3 cLayer2 = gman;
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float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
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// Modify layer 1 to be more contrasty.
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cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f );
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float3 cGammaOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f );
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return float4( cGammaOverlayResult.rgb, g_Alpha );
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#endif
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}
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