Rename color_swap_1 to swap_rgb_gbr because that's what it does.
Rename sunset to swap_rgb_bgr because that's what IT does Rename sunset2 to sunset since we no longer have two sunsets Add the rest of the RGB swap permutations. This clearly labels all the simple color swapping shaders and puts them in an easy-to-find place.Rename color_swap_1 to swap_rgb_gbr because that's what it does. Rename sunset to swap_rgb_bgr because that's what IT does Rename sunset2 to sunset since we no longer have two sunsets Add the rest of the RGB swap permutations. This clearly labels all the simple color swapping shaders and puts them in an easy-to-find place. I hope this was all the color swap shaders, if not it can be corrected easily. Also added small documentation to sepia.
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@ -6,6 +6,7 @@ void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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// Same coefficients as grayscale2 at this point
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float avg = (0.222 * c0.r) + (0.707 * c0.g) + (0.071 * c0.b);
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float red=avg;
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// Not sure about these coefficients, they just seem to produce the proper yellow
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float green=avg*.75;
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float blue=avg*.5;
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ocol0 = float4(red, green, blue, c0.a);
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@ -3,5 +3,5 @@ uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.b, c0.g, c0.r, c0.a);
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}
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ocol0 = float4(c0.r*1.5, c0.g*1, c0.b*0.5, c0.a);
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}
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@ -3,5 +3,5 @@ uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.r*1.5, c0.g*1, c0.b*0.5, c0.a);
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}
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ocol0 = float4(c0.b, c0.g, c0.r, c0.a);
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}
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@ -3,5 +3,5 @@ uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.g, c0.b,c0.r, 1.0);
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ocol0 = float4(c0.b, c0.r, c0.g, c0.a);
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}
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@ -0,0 +1,7 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.g, c0.b, c0.r, c0.a);
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}
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@ -0,0 +1,7 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.g, c0.r, c0.b, c0.a);
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}
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@ -0,0 +1,7 @@
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uniform samplerRECT samp0 : register(s0);
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void main(out float4 ocol0 : COLOR0, in float2 uv0 : TEXCOORD0)
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{
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float4 c0 = texRECT(samp0, uv0).rgba;
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ocol0 = float4(c0.r, c0.b, c0.g, c0.a);
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}
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