// 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); }