cbuffer ParamConstants : register(b0) { float Displacement; float DisplacementOffset; float SampleRadius; float AddBlurred; float Twist; float Zoom; float2 Offset; float Rotate; float ShiftHue; float ShiftSaturation; float ShiftBrightness; float AmplifyEdge; float Reset; float2 LuminosityRange; float2 ChromaRange; float RangeClamping; float TwirlNoise; } cbuffer Resolution : register(b1) { float TargetWidth; float TargetHeight; } struct vsOutput { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; }; Texture2D Image : register(t0); Texture2D DisplaceMap : register(t1); Texture2D FractalNoise : register(t2); sampler texSampler : register(s0); float3 hsb2rgb(float3 c) { float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); return c.z < 0.5 ? c.z * 2 * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y) : lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), lerp(c.y, 0, (c.z * 2 - 1))); } float3 rgb2hsb(float3 c) { float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g)); float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r)); float d = q.x - min(q.w, q.y); float e = 1.0e-10; return float3( abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x * 0.5); } static float PI = 3.141578; inline float LuminocityFromRgb(float3 c) { return (c.r + c.g + c.b) /3; } float4 psMain(vsOutput input) : SV_TARGET { float width, height; Image.GetDimensions(width, height); float2 uv= input.texCoord; // { // float4 t= float4(0,0,0,1); // t.x = (uv.x - 0.5) * 2; // float3 hsb = rgb2hsb(float3(0.5,0.8,0.7) * t.x); // if(t.x < 0) { // hsb.y *= -0.62; // } // t.rgb = hsb; // t.rgb = hsb.yyy; // return t; // } // Transform... float aspect2 = width / height; float sourceAspectRatio = (float)TargetWidth / TargetHeight; uv += Offset; uv -= 0.5; // Rotate float imageRotationRad = (-Rotate - 90) / 180 * 3.141578; uv.x *= sourceAspectRatio; uv /= Zoom; float sina = sin(-imageRotationRad - 3.141578 / 2); float cosa = cos(-imageRotationRad - 3.141578 / 2); uv = float2( cosa * uv.x - sina * uv.y, cosa * uv.y + sina * uv.x); uv.x /= sourceAspectRatio; uv += 0.5; float sx = SampleRadius / width * sourceAspectRatio; float sy = SampleRadius / height; float padding =1; float3 cx1 = DisplaceMap.Sample(texSampler, float2(uv.x + sx, uv.y)); float3 cx2 = DisplaceMap.Sample(texSampler, float2(uv.x - sx, uv.y)); float3 cc = DisplaceMap.Sample(texSampler, float2(uv.x - sx, uv.y)); float3 cy1 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y + sy)); float3 cy2 = DisplaceMap.Sample(texSampler, float2(uv.x, uv.y - sy)); float2 d = float2( LuminocityFromRgb(cx1.rgb) - LuminocityFromRgb(cx2.rgb), LuminocityFromRgb(cy1.rgb) - LuminocityFromRgb(cy2.rgb)); d.x /= sourceAspectRatio; float a = (d.x == 0 && d.y == 0) ? 0 : atan2(d.x, d.y) + Twist / 180 * 3.14158; float angleDelta = FractalNoise.Sample(texSampler, input.texCoord); a-= (angleDelta - 0.5) * TwirlNoise; float2 direction = float2(sin(a), cos(a)); float len = length(d); float2 delta = len < 0.0001 ? 0: (direction * (-Displacement * len * 10 + DisplacementOffset) / float2(aspect2, 1)); uv += delta; float4 c= Image.Sample(texSampler, uv); float3 av= rgb2hsb((cx1+cx2+cy1+cy2+cc) / 5); float3 lch = rgb2hsb(c.rgb).zyx; float3 lchWindowCenter = lch - float3(LuminosityRange.y, ChromaRange.y,0.5) + 0.5; float3 s = sign(lchWindowCenter-0.5); lch.x += len * AmplifyEdge + ShiftBrightness + av.z * AddBlurred; lch.y += ShiftSaturation; lch.z += ShiftHue; float3 window= max(0, abs(lchWindowCenter-.5) - float3(LuminosityRange.x,ChromaRange.x,2) * 0.5) ; float3 windowLimiter = smoothstep(0,1, min(1,window)) * s; lch-= windowLimiter * RangeClamping ; c.rgb = hsb2rgb(lch.zyx); return c; }