hl2_src-leak-2017/src/materialsystem/stdshaders/color_projection_ps2x.fxc

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// 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;
}