// based upon http://kaioa.com/node/91 // DYNAMIC: "NEED_BLINDMK" "0..1" // DYNAMIC: "NEED_ANOMYLIZE" "0..1" // DYNAMIC: "NEED_MONOCHROME" "0..1" #include "shader_constant_register_map.h" #include "common_ps_fxc.h" struct PS_INPUT { float2 vScreenUV : TEXCOORD0; }; sampler FrameSampler : register( s4 ); const float4 g_vColorParms : register( c1 ); #define cpu g_vColorParms.x #define cpv g_vColorParms.y #define am g_vColorParms.z #define ayi g_vColorParms.w float3 rgb_from_xyz( float3 vNum ) { float3 vResult; vResult.r = dot( vNum, float3( 3.063218f, -1.393325f, -0.475802f ) ); vResult.g = dot( vNum, float3( -0.969243f, 1.875966f, 0.041555f ) ); vResult.b = dot( vNum, float3( 0.067871f, -0.228834f, 1.069251f ) ); return vResult; } float3 xyz_from_rgb( float3 vNum ) { float3 vResult; vResult.x = dot( vNum, float3( 0.430574f, 0.341550f, 0.178325f ) ); vResult.y = dot( vNum, float3( 0.222015f, 0.706655f, 0.071330f ) ); vResult.z = dot( vNum, float3( 0.020183f, 0.129553f, 0.939180f ) ); return vResult; } float3 anomylize( float3 a, float3 b ) { return ( ( 1.75f * b ) + a ) / 2.75f; } float3 monochrome( float3 r ) { return dot( r, float3( 0.299f, 0.587f, 0.114f ) ); } const static float3 w_xyz = float3( 0.312713f, 0.329016f, 0.358271f ); float3 blindMK( float3 vColor ) { float3 c_xyz = xyz_from_rgb( vColor ); float sum_xyz = c_xyz.x + c_xyz.y + c_xyz.z; float2 c_uv = 0.0f; if ( sum_xyz != 0.0f ) { c_uv = c_xyz.xy / sum_xyz; } float2 n_xz = w_xyz.xz * c_xyz.y / w_xyz.y; float clm; if ( c_uv.x < cpu ) { clm = ( cpv - c_uv.y ) / ( cpu - c_uv.x ); } else { clm = ( c_uv.y - cpv ) / ( c_uv.x - cpu ); } float clyi = c_uv.y - c_uv.x * clm; float2 d_uv; d_uv.x = ( ayi - clyi ) / ( clm - am ); d_uv.y = ( clm * d_uv.x ) + clyi; float3 s_xyz; s_xyz.x = d_uv.x * c_xyz.y / d_uv.y; s_xyz.y = c_xyz.y; s_xyz.z = ( 1.0f - ( d_uv.x + d_uv.y ) ) * c_xyz.y / d_uv.y; float3 s_rgb = rgb_from_xyz( s_xyz ); float3 d_xyz = 0.0f; d_xyz.xz = n_xz - s_xyz.xz; float3 d_rgb = rgb_from_xyz( d_xyz ); float3 adj_rgb = ( d_rgb != 0.0f ? ( ( s_rgb < 0.0f ? 0.0f : 1.0f ) - s_rgb / d_rgb ) : 0.0f ); adj_rgb = ( adj_rgb < 0.0f ? 0.0f : adj_rgb > 1.0f ? 0.0f : adj_rgb ); float adjust = max( max( adj_rgb.r, adj_rgb.g ), adj_rgb.b ); s_rgb = s_rgb + ( adjust * d_rgb ); return s_rgb; } float4 main( PS_INPUT i ) : COLOR { float4 vDiffuse = tex2D( FrameSampler, i.vScreenUV ); // vDiffuse = float4( 1, 0, 0, 1 ); float4 vResult = vDiffuse; #if ( NEED_BLINDMK == 1 ) vResult.rgb = blindMK( vResult.rgb ); #endif #if ( NEED_MONOCHROME == 1 ) vResult.rgb = monochrome( vResult.rgb ); #endif #if ( NEED_ANOMYLIZE == 1 ) vResult.rgb = anomylize( vDiffuse.rgb, vResult.rgb ); #endif return vResult; }