pcsx2/plugins/GSdx/res/shadeboost.fx

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#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
float4 ConvertYUV(float4 color)
{
float4 color2 = color;
float fSat = SB_SATURATION / 100.0;
float fBrt = SB_BRIGHTNESS / 100.0;
float fCont = SB_CONTRAST / 100.0;
float gY = color.r*0.299+color.g*0.587+color.b*0.114;
float gCr = ( color.r-gY )*0.713*(0.5+fSat);
float gCb = ( color.b-gY )*0.565*(0.5+fSat);
gY = gY*(0.5+fCont);
color2.r = gY + 1.40252*gCr;
color2.g = gY - 0.714403*gCr - 0.343731*gCb;
color2.b = gY + 1.76991*gCb;
color2.r = color2.r*(0.5+fBrt);
color2.g = color2.g*(0.5+fBrt);
color2.b = color2.b*(0.5+fBrt);
return color2;
}
#if SHADER_MODEL >= 0x400
Texture2D Texture;
SamplerState Sampler;
cbuffer cb0
{
float4 BGColor;
};
struct PS_INPUT
{
float4 p : SV_Position;
float2 t : TEXCOORD0;
};
float4 ps_main(PS_INPUT input) : SV_Target0
{
float4 c = Texture.Sample(Sampler, input.t);
return ConvertYUV(c);
}
#elif SHADER_MODEL <= 0x300
sampler Texture : register(s0);
float4 g_params[1];
#define BGColor (g_params[0])
struct PS_INPUT
{
float2 t : TEXCOORD0;
};
float4 ps_main(PS_INPUT input) : COLOR
{
float4 c = tex2D(Texture, input.t);
return ConvertYUV(c);
}
#endif
#endif