// Parameters uniform float4x4 ViewProj; uniform texture2d image; uniform float4 pLift; uniform float4 pGamma; uniform float4 pGain; uniform float4 pOffset; uniform int pTintDetection; // 0 = HSV, 1 = HSL, 2 = YUV HD SDR uniform int pTintMode; // 0 = Linear, 1 = Exp, 2 = Exp2, 3 = Log, 4 = Log10 uniform float pTintExponent; uniform float3 pTintLow; uniform float3 pTintMid; uniform float3 pTintHig; uniform float4 pCorrection; #define TINT_DETECTION_HSV 0 #define TINT_DETECTION_HSL 1 #define TINT_DETECTION_YUV_SDR 2 #define TINT_MODE_LINEAR 0 #define TINT_MODE_EXP 1 #define TINT_MODE_EXP2 2 #define TINT_MODE_LOG 3 #define TINT_MODE_LOG10 4 #define C_e 2,7182818284590452353602874713527 #define C_log2_e 1.4426950408889634073599246810019 // Windows calculator: log(e(1)) / log(2) // Data sampler_state def_sampler { Filter = Point; AddressU = Clamp; AddressV = Clamp; MinLOD = 0; MaxLOD = 0; }; struct VertDataIn { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct VertDataOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertDataOut VSDefault(VertDataIn v) { VertDataOut ov; ov.pos = mul(float4(v.pos.xyz, 1.0), ViewProj); ov.uv = v.uv; return ov; } // Utility functions ----------------------------------------------------------- float4 RGBtoYUV(float4 rgba, float3x3 yuv) { return float4( rgba.r * yuv._m00 + rgba.g * yuv._m01 + rgba.b * yuv._m02, rgba.r * yuv._m10 + rgba.g * yuv._m11 + rgba.b * yuv._m12, rgba.r * yuv._m20 + rgba.g * yuv._m21 + rgba.b * yuv._m22, rgba.a ) + float4(0,0.5,0.5,0); } float4 YUVtoRGB(float4 yuva, float3x3 yuvi) { yuva.gb -= 0.5; return float4( yuva.r * yuvi._m00 + yuva.g * yuvi._m01 + yuva.b * yuvi._m02, yuva.r * yuvi._m10 + yuva.g * yuvi._m11 + yuva.b * yuvi._m12, yuva.r * yuvi._m20 + yuva.g * yuvi._m21 + yuva.b * yuvi._m22, yuva.a); } float4 RGBtoHSV(float4 RGBA) { const float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); const float e = 1.0e-10; float4 p = lerp(float4(RGBA.bg, K.wz), float4(RGBA.gb, K.xy), step(RGBA.b, RGBA.g)); float4 q = lerp(float4(p.xyw, RGBA.r), float4(RGBA.r, p.yzx), step(p.x, RGBA.r)); float d = q.x - min(q.w, q.y); return float4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, RGBA.a); } float4 HSVtoRGB(float4 HSVA) { const float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float4 v = float4(0,0,0,0); v.rgb = HSVA.z * lerp(K.xxx, clamp(abs(frac(HSVA.xxx + K.xyz) * 6.0 - K.www) - K.xxx, 0.0, 1.0), HSVA.y); v.a = HSVA.a; return v; } float4 HSLtoRGB(float4 HSLA) { float3 rgb = clamp( abs( fmod( HSLA.x * 6.0 + float3(0.0, 4.0, 2.0), 6.0 ) - 3.0 ) - 1.0, 0.0, 1.0 ); return float4(HSLA.z + HSLA.y * (rgb - 0.5) * (1.0 - abs(2.0 * HSLA.z - 1.0)), HSLA.a); } float4 RGBtoHSL(float4 RGBA) { float h = 0.0; float s = 0.0; float l = 0.0; float r = RGBA.r; float g = RGBA.g; float b = RGBA.b; float cMin = min( r, min( g, b ) ); float cMax = max( r, max( g, b ) ); l = ( cMax + cMin ) / 2.0; if ( cMax > cMin ) { float cDelta = cMax - cMin; //s = l < .05 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); Original s = l < .0 ? cDelta / ( cMax + cMin ) : cDelta / ( 2.0 - ( cMax + cMin ) ); if ( r == cMax ) { h = ( g - b ) / cDelta; } else if ( g == cMax ) { h = 2.0 + ( b - r ) / cDelta; } else { h = 4.0 + ( r - g ) / cDelta; } if ( h < 0.0) { h += 6.0; } h = h / 6.0; } return float4( h, s, l, RGBA.a ); } // Actual Code ----------------------------------------------------------------- float4 Lift(float4 v) { v.rgb = pLift.aaa + v.rgb; v.rgb = pLift.rgb + v.rgb; return v; } float4 Gamma(float4 v) { v.rgb = pow(pow(v.rgb, pGamma.rgb), pGamma.aaa); return v; } float4 Gain(float4 v) { v.rgb *= pGain.rgb; v.rgb *= pGain.a; return v; } float4 Offset(float4 v) { v.rgb = pOffset.aaa + v.rgb; v.rgb = pOffset.rgb + v.rgb; return v; } float4 Tint(float4 v) { float value = 0.; if (pTintDetection == TINT_DETECTION_HSV) { // HSV value = RGBtoHSV(v).z; } else if (pTintDetection == TINT_DETECTION_HSL) { // HSL value = RGBtoHSL(v).z; } else if (pTintDetection == TINT_DETECTION_YUV_SDR) { // YUV HD SDR const float3x3 mYUV709n = { // Normalized 0.2126, 0.7152, 0.0722, -0.1145721060573399, -0.3854278939426601, 0.5, 0.5, -0.4541529083058166, -0.0458470916941834 }; value = RGBtoYUV(v, mYUV709n).r; } if (pTintMode == TINT_MODE_LINEAR) { // Linear } else if (pTintMode == TINT_MODE_EXP) { // Exp value = 1.0 - exp2(value * pTintExponent * -C_log2_e); } else if (pTintMode == TINT_MODE_EXP2) { // Exp2 value = 1.0 - exp2(value * value * pTintExponent * pTintExponent * -C_log2_e); } else if (pTintMode == TINT_MODE_LOG) { // Log value = (log2(value) + 2.) / 2.333333; } else if (pTintMode == TINT_MODE_LOG10) { // Log10 value = (log10(value) + 1.) / 2.; } float3 tint = float3(0,0,0); if (value > 0.5) { tint = lerp(pTintMid, pTintHig, value * 2.0 - 1.0); } else { tint = lerp(pTintLow, pTintMid, value * 2.0); } v.rgb *= tint; return v; } float4 Correction(float4 v) { float4 v1 = RGBtoHSV(v); v1.r += pCorrection.r; v1.g *= pCorrection.g; v1.b *= pCorrection.b; float4 v2 = HSVtoRGB(v1); v2.rgb = ((v2.rgb - 0.5) * max(pCorrection.a, 0)) + 0.5; return v2; } float4 PSColorGrade(VertDataOut v) : TARGET { return Correction(Tint(Offset(Gain(Gamma(Lift(image.Sample(def_sampler, v.uv))))))); } technique Draw { pass { vertex_shader = VSDefault(v); pixel_shader = PSColorGrade(v); } }