tooll3--t3
72 行
1.8 KiB
HLSL
72 行
1.8 KiB
HLSL
// RWTexture2D<float4> outputTexture : register(u0);
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Texture2D<float4> inputTexture : register(t0);
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Texture2D<float4> inputFxTexture : register(t1);
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sampler texSampler : register(s0);
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cbuffer ParamConstants : register(b0)
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{
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float Hue;
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float Saturation;
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float Exposure;
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}
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struct vsOutput
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{
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float4 position : SV_POSITION;
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float2 texCoord : TEXCOORD;
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};
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#define mod(x, y) (x - y * floor(x / y))
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float3 hsb2rgb(float3 c)
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{
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float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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return c.z < 0.5 ?
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// float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
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c.z * 2 * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y)
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: lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), lerp(c.y, 0, (c.z * 2 - 1)));
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}
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float3 rgb2hsb(float3 c)
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{
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float4 K = float4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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float4 p = lerp(float4(c.bg, K.wz), float4(c.gb, K.xy), step(c.b, c.g));
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float4 q = lerp(float4(p.xyw, c.r), float4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return float3(
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abs(q.z + (q.w - q.y) / (6.0 * d + e)),
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d / (q.x + e),
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q.x * 0.5);
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}
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float4 psMain(vsOutput psInput) : SV_TARGET
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{
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float2 uv = psInput.texCoord;
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float4 c = inputTexture.SampleLevel(texSampler, uv, 0.0);
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float4 fx = inputFxTexture.SampleLevel(texSampler, uv, 0.0);
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float a = saturate(c.a);
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c.rgb = clamp(c.rgb, 0.000001, 1000);
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c.a = saturate(c.a);
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float3 hsb = rgb2hsb(c.rgb);
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// Exposure
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hsb.z *= Exposure;
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// Shift Hue
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float hueShift = Hue + fx.g;
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hsb.x = mod((hsb.x + hueShift / 1), 1);
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// Adjust saturation
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hsb.y = saturate(hsb.y * Saturation);
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c.rgb = hsb2rgb(hsb);
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return c;
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}
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