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/*
* Copyright (C) 2005-2015 Team XBMC
* http://xbmc.org
*
* This Program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2, or (at your option)
* any later version.
*
* This Program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with XBMC; see the file COPYING. If not, see
* <http://www.gnu.org/licenses/>.
*
*/
#if defined(KODI_3DLUT)
float2 m_CLUTParams; // x- scale, y- offset
texture3D m_CLUT;
SamplerState LutSampler : IMMUTABLE
{
AddressU = CLAMP;
AddressV = CLAMP;
AddressW = CLAMP;
Filter = MIN_MAG_MIP_LINEAR;
};
#endif
#if defined(KODI_DITHER)
float3 m_ditherParams;
texture2D m_ditherMatrix;
SamplerState DitherSampler : IMMUTABLE
{
AddressU = WRAP;
AddressV = WRAP;
Filter = MIN_MAG_MIP_POINT;
};
#endif
float4 output4(float4 color, float2 uv)
{
#if defined(KODI_3DLUT)
half3 scale = m_CLUTParams.x;
half3 offset = m_CLUTParams.y;
float3 lutRGB = m_CLUT.Sample(LutSampler, color.rgb*scale + offset).rgb;
color.rgb = scale.x ? lutRGB : color.rgb;
#endif
#if defined(KODI_DITHER)
half2 ditherpos = uv * m_ditherParams.xy;
// scale ditherval to [0,1)
float ditherval = m_ditherMatrix.Sample(DitherSampler, ditherpos).r * 16.0;
color = floor(color * m_ditherParams.z + ditherval) / m_ditherParams.z;
#endif
return color;
}
float4 output(float3 color, float2 uv)
{
return output4(float4(color, 1.0), uv);
}
#if defined(KODI_OUTPUT_T)
#include "convolution_d3d.fx"
float3 m_params; // 0 - range (0 - full, 1 - limited), 1 - contrast, 2 - brightness
float4 OUTPUT_PS(VS_OUTPUT In) : SV_TARGET
{
float4 color = g_Texture.Sample(KernelSampler, In.TextureUV);
[flatten] if (m_params.x)
color = saturate(0.0625 + color * 219.0 / 255.0);
color *= m_params.y * 2.0;
color += m_params.z - 0.5;
color.a = 1.0;
return output4(color, In.TextureUV);
}
technique11 OUTPUT_T
{
pass P0
{
SetVertexShader( VS_SHADER );
SetPixelShader( CompileShader( ps_4_0_level_9_1, OUTPUT_PS() ) );
}
};
#endif
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