mirror of https://github.com/PCSX2/pcsx2.git
77 lines
1.6 KiB
HLSL
77 lines
1.6 KiB
HLSL
#ifdef SHADER_MODEL // make safe to include in resource file to enforce dependency
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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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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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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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Texture2D Texture;
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SamplerState Sampler;
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cbuffer cb0
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{
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float4 BGColor;
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};
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struct PS_INPUT
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{
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float4 p : SV_Position;
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float2 t : TEXCOORD0;
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};
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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 ContrastSaturationBrightness(c);
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}
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#elif SHADER_MODEL <= 0x300
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sampler Texture : register(s0);
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float4 g_params[1];
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#define BGColor (g_params[0])
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struct PS_INPUT
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{
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float2 t : TEXCOORD0;
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};
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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 ContrastSaturationBrightness(c);
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}
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#endif
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#endif
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