mirror of https://github.com/PCSX2/pcsx2.git
71 lines
1.3 KiB
HLSL
71 lines
1.3 KiB
HLSL
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#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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float4 ConvertYUV(float4 color)
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{
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float4 color2 = color;
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float fSat = SB_SATURATION / 100.0;
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float fBrt = SB_BRIGHTNESS / 100.0;
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float fCont = SB_CONTRAST / 100.0;
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float gY = color.r*0.299+color.g*0.587+color.b*0.114;
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float gCr = ( color.r-gY )*0.713*(0.5+fSat);
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float gCb = ( color.b-gY )*0.565*(0.5+fSat);
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gY = gY*(0.5+fCont);
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color2.r = gY + 1.40252*gCr;
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color2.g = gY - 0.714403*gCr - 0.343731*gCb;
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color2.b = gY + 1.76991*gCb;
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color2.r = color2.r*(0.5+fBrt);
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color2.g = color2.g*(0.5+fBrt);
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color2.b = color2.b*(0.5+fBrt);
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return color2;
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}
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#if SHADER_MODEL >= 0x400
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Texture2D Texture;
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SamplerState Sampler;
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cbuffer cb0
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{
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float4 BGColor;
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};
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struct PS_INPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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};
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float4 ps_main(PS_INPUT input) : SV_Target0
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{
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float4 c = Texture.Sample(Sampler, input.t);
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return ConvertYUV(c);
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}
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#elif SHADER_MODEL <= 0x300
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sampler Texture : register(s0);
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float4 g_params[1];
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#define BGColor (g_params[0])
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struct PS_INPUT
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{
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float2 t : TEXCOORD0;
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};
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float4 ps_main(PS_INPUT input) : COLOR
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{
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float4 c = tex2D(Texture, input.t);
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return ConvertYUV(c);
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}
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#endif
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#endif
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