pcsx2/bin/resources/shaders/dx11/shadeboost.fx

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// SPDX-FileCopyrightText: 2002-2023 PCSX2 Dev Team
// SPDX-License-Identifier: LGPL-3.0+
Texture2D Texture;
SamplerState Sampler;
cbuffer cb0
{
float4 params;
};
/*
** Contrast, saturation, brightness
** Code of this function is from TGM's shader pack
** http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057
*/
// For all settings: 1.0 = 100% 0.5=50% 1.5 = 150%
float4 ContrastSaturationBrightness(float4 color) // Ported to HLSL
{
float brt = params.x;
float con = params.y;
float sat = params.z;
// Increase or decrease these values to adjust r, g and b color channels separately
const float AvgLumR = 0.5;
const float AvgLumG = 0.5;
const float AvgLumB = 0.5;
const float3 LumCoeff = float3(0.2125, 0.7154, 0.0721);
float3 AvgLumin = float3(AvgLumR, AvgLumG, AvgLumB);
float3 brtColor = color.rgb * brt;
float3 intensity = dot(brtColor, LumCoeff);
float3 satColor = lerp(intensity, brtColor, sat);
float3 conColor = lerp(AvgLumin, satColor, con);
color.rgb = conColor;
return color;
}
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 ContrastSaturationBrightness(c);
}