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examples: Add 'Posterize' Filter Shader
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data/examples/shaders/filter/posterize.effect
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data/examples/shaders/filter/posterize.effect
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// Copyright 2021 Michael Fabian Dirks <info@xaymar.com>
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// 1. Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// 2. Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// 3. Neither the name of the copyright holder nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//------------------------------------------------------------------------------
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// Uniforms
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//------------------------------------------------------------------------------
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform texture2d InputA<
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bool automatic = true;
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>;
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uniform float4 _000_Levels<
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string name = "Levels";
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string field_type = "slider";
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float4 minimum = {0., 0., 0., 0.};
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float4 maximum = {1024., 1024., 1024., 100.};
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float4 step = {1., 1., 1., .01};
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float4 scale = {1., 1., 1., 100.};
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> = {1., 1., 1., 1.};
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uniform float4 _100_Offset<
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string name = "Bias";
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string field_type = "slider";
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float4 minimum = {-100., -100., -100., -100.};
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float4 maximum = {100., 100., 100., 100.};
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float4 step = {.01, .01, .01, .01};
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float4 scale = {.005, .005, .005, .005};
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>;
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uniform bool _200_PassThroughAlpha<
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string name = "Alpha Pass Through";
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> = true;
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//------------------------------------------------------------------------------
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// Structs
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//------------------------------------------------------------------------------
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struct VertFragData {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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//------------------------------------------------------------------------------
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// Samplers
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//------------------------------------------------------------------------------
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sampler_state def_sampler {
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Filter = Point;
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AddressU = Repeat;
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AddressV = Repeat;
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};
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//------------------------------------------------------------------------------
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// Functionality
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//------------------------------------------------------------------------------
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VertFragData VSDefault(VertFragData vtx) {
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vtx.pos = mul(float4(vtx.pos.xyz, 1.0), ViewProj);
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return vtx;
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};
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//------------------------------------------------------------------------------
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// Technique - RGB
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//------------------------------------------------------------------------------
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float4 PSRGB(VertFragData vtx) : TARGET {
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float4 rgba = InputA.Sample(def_sampler, vtx.uv);
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float4 polar = (round(rgba * _000_Levels - _100_Offset) + _100_Offset) / _000_Levels;
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if (_200_PassThroughAlpha)
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polar.a = rgba.a;
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return polar;
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};
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technique RGB
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSRGB(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique - YUV
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//------------------------------------------------------------------------------
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#define RGB_YUV_709 float3x3( 0.21260, 0.71520, 0.07220,\
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-0.11457, -0.38543, 0.50000,\
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0.50000, -0.45415, -0.04585)
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#define YUV_709_RGB float3x3( 1.00000, 0.00000, 1.57480,\
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1.00000, -0.18732, -0.46812,\
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1.00000, 1.85560, 0.00000)
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float3 RGBtoYUV(float3 rgb, float3x3 m) {
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return mul(m, rgb) + float3(0, .5, .5);
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}
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float4 RGBAtoYUVA(float4 rgba, float3x3 m) {
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return float4(RGBtoYUV(rgba.rgb, m), rgba.a);
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}
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float3 YUVtoRGB(float3 yuv, float3x3 m) {
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return mul(m, yuv - float3(0, .5, .5));
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}
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float4 YUVAtoRGBA(float4 yuva, float3x3 m) {
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return float4(YUVtoRGB(yuva.rgb, m), yuva.a);
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}
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float4 PSYUV(VertFragData vtx) : TARGET {
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float4 rgba = InputA.Sample(def_sampler, vtx.uv);
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float4 yuva = RGBAtoYUVA(rgba, YUV_709_RGB);
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float4 polar = round(yuva * _000_Levels + _100_Offset) / _000_Levels;
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if (_200_PassThroughAlpha)
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polar.a = rgba.a;
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float4 final = YUVAtoRGBA(polar, RGB_YUV_709);
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return final;
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};
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technique YUV
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSYUV(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique - HSV
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//------------------------------------------------------------------------------
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// Adapted from http://lolengine.net/blog/2013/07/27/rgb-to-hsv-in-glsl
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#define RGB_HSV_FASTCONDITIONALMOVE
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float3 RGBtoHSV(float3 RGBA) {
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const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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const float e = 1.0e-10;
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#ifdef RGB_HSV_FASTCONDITIONALMOVE
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float4 p = RGBA.g < RGBA.b ? float4(RGBA.bg, K.wz) : float4(RGBA.gb, K.xy);
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float4 q = RGBA.r < p.x ? float4(p.xyw, RGBA.r) : float4(RGBA.r, p.yzx);
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#else
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float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g));
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float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r));
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#endif
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float d = q.x - min(q.w, q.y);
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return float3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
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}
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float4 RGBAtoHSVA(float4 RGBA) {
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return float4(RGBtoHSV(RGBA.rgb), RGBA.a);
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}
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float3 HSVtoRGB(float3 HSVA) {
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const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 v = float3(0,0,0);
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v = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y);
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return v;
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}
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float4 HSVAtoRGBA(float4 HSVA) {
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return float4(HSVtoRGB(HSVA.rgb), HSVA.a);
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}
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float4 PSHSV(VertFragData vtx) : TARGET {
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float4 rgba = InputA.Sample(def_sampler, vtx.uv);
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float4 hsva = RGBAtoHSVA(rgba);
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float4 polar = round(hsva * _000_Levels + _100_Offset) / _000_Levels;
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polar = clamp(polar, float4(-1., 0., 0., 0.), float4(2., 1., 1., 1.));
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if (_200_PassThroughAlpha)
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polar.a = rgba.a;
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float4 final = HSVAtoRGBA(polar);
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return final;
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};
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technique HSV
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSHSV(vtx);
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};
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};
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//------------------------------------------------------------------------------
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// Technique - CIE
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//------------------------------------------------------------------------------
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// XYZ <-> RGB
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float4 RGBtoXYZ( float4 c ) {
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float3 tmp;
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tmp.x = ( c.r > 0.04045 ) ? pow( ( c.r + 0.055 ) / 1.055, 2.4 ) : c.r / 12.92;
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tmp.y = ( c.g > 0.04045 ) ? pow( ( c.g + 0.055 ) / 1.055, 2.4 ) : c.g / 12.92,
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tmp.z = ( c.b > 0.04045 ) ? pow( ( c.b + 0.055 ) / 1.055, 2.4 ) : c.b / 12.92;
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const float3x3 mat = float3x3(
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0.4124, 0.3576, 0.1805,
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0.2126, 0.7152, 0.0722,
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0.0193, 0.1192, 0.9505
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);
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float3 r = 100.0 * mul(tmp, mat);
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return float4(r.r, r.g, r.b, c.a);
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}
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float4 XYZtoRGB( float4 c ) {
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const float3x3 mat = float3x3(
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3.2406, -1.5372, -0.4986,
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-0.9689, 1.8758, 0.0415,
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0.0557, -0.2040, 1.0570
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);
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float3 v = mul(c.rgb / 100.0, mat);
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float4 r;
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r.x = ( v.r > 0.0031308 ) ? (( 1.055 * pow( v.r, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.r;
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r.y = ( v.g > 0.0031308 ) ? (( 1.055 * pow( v.g, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.g;
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r.z = ( v.b > 0.0031308 ) ? (( 1.055 * pow( v.b, ( 1.0 / 2.4 ))) - 0.055 ) : 12.92 * v.b;
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r.a = c.a;
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return r;
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}
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// XYZ <-> L*a*b
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float4 XYZtoLAB( float4 c ) {
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float3 n = c.rgb / float3(95.047, 100, 108.883);
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float3 v;
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v.x = ( n.x > 0.008856 ) ? pow( n.x, 1.0 / 3.0 ) : ( 7.787 * n.x ) + ( 16.0 / 116.0 );
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v.y = ( n.y > 0.008856 ) ? pow( n.y, 1.0 / 3.0 ) : ( 7.787 * n.y ) + ( 16.0 / 116.0 );
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v.z = ( n.z > 0.008856 ) ? pow( n.z, 1.0 / 3.0 ) : ( 7.787 * n.z ) + ( 16.0 / 116.0 );
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return float4(
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( 116.0 * v.y ) - 16.0,
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500.0 * ( v.x - v.y ),
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200.0 * ( v.y - v.z ),
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c.a
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);
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}
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float4 LABtoXYZ( float4 c ) {
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float fy = ( c.x + 16.0 ) / 116.0;
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float fx = c.y / 500.0 + fy;
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float fz = fy - c.z / 200.0;
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return float4(
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95.047 * (( fx > 0.206897 ) ? fx * fx * fx : ( fx - 16.0 / 116.0 ) / 7.787),
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100.000 * (( fy > 0.206897 ) ? fy * fy * fy : ( fy - 16.0 / 116.0 ) / 7.787),
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108.883 * (( fz > 0.206897 ) ? fz * fz * fz : ( fz - 16.0 / 116.0 ) / 7.787),
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c.a
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);
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}
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// L*a*b <-> RGB
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float4 RGBtoLAB( float4 c ) {
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float4 lab = XYZtoLAB(RGBtoXYZ(c));
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return float4(
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lab.x / 100.0,
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0.5 + 0.5 * ( lab.y / 127.0 ),
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0.5 + 0.5 * ( lab.z / 127.0 ),
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lab.a
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);
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}
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float4 LABtoRGB( float4 c ) {
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return XYZtoRGB(
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LABtoXYZ(
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float4(
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100.0 * c.x,
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2.0 * 127.0 * (c.y - 0.5),
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2.0 * 127.0 * (c.z - 0.5),
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c.a
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)
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)
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);
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}
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float4 PSLAB(VertFragData vtx) : TARGET {
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float4 rgba = InputA.Sample(def_sampler, vtx.uv);
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float4 value = RGBtoLAB(rgba);
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value = round(value * _000_Levels + _100_Offset) / _000_Levels;
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//polar = clamp(polar, float4(-1., 0., 0., 0.), float4(2., 1., 1., 1.));
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if (_200_PassThroughAlpha)
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value.a = rgba.a;
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return LABtoRGB(value);
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};
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technique LAB
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{
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pass
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{
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vertex_shader = VSDefault(vtx);
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pixel_shader = PSLAB(vtx);
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};
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};
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