Sunshine/src_assets/windows/assets/shaders/directx/ConvertUVPS_Linear.hlsl
2023-04-14 19:34:06 -05:00

36 lines
945 B
HLSL

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