// RWTexture2D outputTexture : register(u0); Texture2D inputTexture : register(t0); Texture2D inputFxTexture : register(t1); sampler texSampler : register(s0); cbuffer ParamConstants : register(b0) { float Hue; float Saturation; float Exposure; } struct vsOutput { float4 position : SV_POSITION; float2 texCoord : TEXCOORD; }; #define mod(x, y) (x - y * floor(x / y)) 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 ? // float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); 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); } float4 psMain(vsOutput psInput) : SV_TARGET { float2 uv = psInput.texCoord; float4 c = inputTexture.SampleLevel(texSampler, uv, 0.0); float4 fx = inputFxTexture.SampleLevel(texSampler, uv, 0.0); float a = saturate(c.a); c.rgb = clamp(c.rgb, 0.000001, 1000); c.a = saturate(c.a); float3 hsb = rgb2hsb(c.rgb); // Exposure hsb.z *= Exposure; // Shift Hue float hueShift = Hue + fx.g; hsb.x = mod((hsb.x + hueShift / 1), 1); // Adjust saturation hsb.y = saturate(hsb.y * Saturation); c.rgb = hsb2rgb(hsb); return c; }