mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
Better working shader for the new color settings. Taken from "TGM's shader pack" on http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=21057 git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5113 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -1,28 +1,33 @@
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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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** 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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float4 color2 = color;
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const float sat = SB_SATURATION / 50.0;
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const float brt = SB_BRIGHTNESS / 50.0;
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const float con = SB_CONTRAST / 50.0;
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// Increase or decrease theese values to adjust r, g and b color channels seperately
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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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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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color.rgb = conColor;
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return color;
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}
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#if SHADER_MODEL >= 0x400
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@ -44,7 +49,7 @@ struct PS_INPUT
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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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return ContrastSaturationBrightness(c);
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}
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@ -64,7 +69,7 @@ struct PS_INPUT
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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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return ContrastSaturationBrightness(c);
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}
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#endif
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