#include "color.effect" uniform float4x4 ViewProj; uniform texture2d image; uniform float multiplier; sampler_state def_sampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertInOut { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertInOut VSDefault(VertInOut vert_in) { VertInOut vert_out; vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDraw(VertInOut vert_in) : TARGET { return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0); } float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET { float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb; rgb = srgb_nonlinear_to_linear(rgb); return float4(rgb, 1.0); } float4 PSDrawSrgbDecompressMultiply(VertInOut vert_in) : TARGET { float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb; rgb = srgb_nonlinear_to_linear(rgb); rgb *= multiplier; return float4(rgb, 1.0); } float4 PSDrawMultiply(VertInOut vert_in) : TARGET { float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb; rgb *= multiplier; return float4(rgb, 1.0); } float4 PSDrawTonemap(VertInOut vert_in) : TARGET { float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb; rgb = rec709_to_rec2020(rgb); rgb = reinhard(rgb); rgb = rec2020_to_rec709(rgb); return float4(rgb, 1.0); } float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET { float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb; rgb *= multiplier; rgb = rec709_to_rec2020(rgb); rgb = reinhard(rgb); rgb = rec2020_to_rec709(rgb); return float4(rgb, 1.0); } float4 PSDrawPQ(VertInOut vert_in) : TARGET { float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb; rgb = st2084_to_linear(rgb) * multiplier; rgb = rec2020_to_rec709(rgb); return float4(rgb, 1.0); } float4 PSDrawTonemapPQ(VertInOut vert_in) : TARGET { float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb; rgb = st2084_to_linear(rgb) * multiplier; rgb = reinhard(rgb); rgb = rec2020_to_rec709(rgb); return float4(rgb, 1.0); } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDraw(vert_in); } } technique DrawSrgbDecompress { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawSrgbDecompress(vert_in); } } technique DrawSrgbDecompressMultiply { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawSrgbDecompressMultiply(vert_in); } } technique DrawMultiply { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawMultiply(vert_in); } } technique DrawTonemap { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawTonemap(vert_in); } } technique DrawMultiplyTonemap { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawMultiplyTonemap(vert_in); } } technique DrawPQ { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawPQ(vert_in); } } technique DrawTonemapPQ { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawTonemapPQ(vert_in); } }