2023-12-22 11:57:49 +00:00
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// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
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// SPDX-License-Identifier: LGPL-3.0+
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2023-07-20 13:23:09 +00:00
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2022-03-26 18:15:56 +00:00
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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 params;
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};
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2012-04-23 18:56:22 +00:00
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/*
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** Contrast, saturation, brightness
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** Code of this function is from TGM's shader pack
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** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
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*/
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// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
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float4 ContrastSaturationBrightness(float4 color) // Ported to HLSL
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{
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2022-03-26 18:15:56 +00:00
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float brt = params.x;
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float con = params.y;
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float sat = params.z;
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2012-04-23 18:56:22 +00:00
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2014-12-07 11:46:16 +00:00
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// Increase or decrease these values to adjust r, g and b color channels separately
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2012-04-23 18:56:22 +00:00
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const float AvgLumR = 0.5;
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const float AvgLumG = 0.5;
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const float AvgLumB = 0.5;
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const float3 LumCoeff = float3(0.2125, 0.7154, 0.0721);
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float3 AvgLumin = float3(AvgLumR, AvgLumG, AvgLumB);
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float3 brtColor = color.rgb * brt;
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float3 intensity = dot(brtColor, LumCoeff);
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float3 satColor = lerp(intensity, brtColor, sat);
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float3 conColor = lerp(AvgLumin, satColor, con);
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color.rgb = conColor;
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return color;
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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 ContrastSaturationBrightness(c);
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}
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