#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency /* ** 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 { const float sat = SB_SATURATION / 50.0; const float brt = SB_BRIGHTNESS / 50.0; const float con = SB_CONTRAST / 50.0; // 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; } #if SHADER_MODEL >= 0x400 Texture2D Texture; SamplerState Sampler; cbuffer cb0 { float4 BGColor; }; 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); } #elif SHADER_MODEL <= 0x300 sampler Texture : register(s0); float4 g_params[1]; #define BGColor (g_params[0]) struct PS_INPUT { float2 t : TEXCOORD0; }; float4 ps_main(PS_INPUT input) : COLOR { float4 c = tex2D(Texture, input.t); return ContrastSaturationBrightness(c); } #endif #endif