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36 lines
945 B
HLSL
36 lines
945 B
HLSL
Texture2D image : register(t0);
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SamplerState def_sampler : register(s0);
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struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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float2 range_y;
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float2 range_uv;
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};
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// This is a fast sRGB approximation from Microsoft's ColorSpaceUtility.hlsli
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float3 ApplySRGBCurve(float3 x)
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{
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return x < 0.0031308 ? 12.92 * x : 1.13005 * sqrt(x - 0.00228) - 0.13448 * x + 0.005719;
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}
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float2 main_ps(FragTexWide input) : SV_Target
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{
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float3 rgb_left = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.xz)).rgb);
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float3 rgb_right = ApplySRGBCurve(saturate(image.Sample(def_sampler, input.uuv.yz)).rgb);
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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u = u * range_uv.x + range_uv.y;
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v = v * range_uv.x + range_uv.y;
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return float2(u, v);
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} |