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
This commit is contained in:
parent
52a54fda62
commit
886c23a4ee
|
@ -1,28 +1,33 @@
|
|||
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
|
||||
|
||||
float4 ConvertYUV(float4 color)
|
||||
/*
|
||||
** 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
|
||||
{
|
||||
float4 color2 = color;
|
||||
const float sat = SB_SATURATION / 50.0;
|
||||
const float brt = SB_BRIGHTNESS / 50.0;
|
||||
const float con = SB_CONTRAST / 50.0;
|
||||
|
||||
float fSat = SB_SATURATION / 100.0;
|
||||
float fBrt = SB_BRIGHTNESS / 100.0;
|
||||
float fCont = SB_CONTRAST / 100.0;
|
||||
// Increase or decrease theese values to adjust r, g and b color channels seperately
|
||||
const float AvgLumR = 0.5;
|
||||
const float AvgLumG = 0.5;
|
||||
const float AvgLumB = 0.5;
|
||||
|
||||
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);
|
||||
const float3 LumCoeff = float3(0.2125, 0.7154, 0.0721);
|
||||
|
||||
gY = gY*(0.5+fCont);
|
||||
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);
|
||||
|
||||
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;
|
||||
color.rgb = conColor;
|
||||
return color;
|
||||
}
|
||||
|
||||
#if SHADER_MODEL >= 0x400
|
||||
|
@ -44,7 +49,7 @@ struct PS_INPUT
|
|||
float4 ps_main(PS_INPUT input) : SV_Target0
|
||||
{
|
||||
float4 c = Texture.Sample(Sampler, input.t);
|
||||
return ConvertYUV(c);
|
||||
return ContrastSaturationBrightness(c);
|
||||
}
|
||||
|
||||
|
||||
|
@ -64,7 +69,7 @@ struct PS_INPUT
|
|||
float4 ps_main(PS_INPUT input) : COLOR
|
||||
{
|
||||
float4 c = tex2D(Texture, input.t);
|
||||
return ConvertYUV(c);
|
||||
return ContrastSaturationBrightness(c);
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue