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Diffstat (limited to 'system/shaders/guishader_common.hlsl')
-rw-r--r-- | system/shaders/guishader_common.hlsl | 116 |
1 files changed, 116 insertions, 0 deletions
diff --git a/system/shaders/guishader_common.hlsl b/system/shaders/guishader_common.hlsl new file mode 100644 index 0000000..0dd01c5 --- /dev/null +++ b/system/shaders/guishader_common.hlsl @@ -0,0 +1,116 @@ +/* + * Copyright (C) 2005-2015 Team Kodi + * http://kodi.tv + * + * 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/>. + * + */ + +struct VS_INPUT +{ + float4 pos : POSITION; + float4 color: COLOR0; + float2 tex : TEXCOORD0; + float2 tex2 : TEXCOORD1; +}; + +struct PS_INPUT +{ + float4 pos : SV_POSITION; + float4 color: COLOR0; + float2 tex : TEXCOORD0; + float2 tex2 : TEXCOORD1; +}; + +SamplerState LinearSampler : register(s0) +{ + Filter = MIN_MAG_MIP_LINEAR; + AddressU = CLAMP; + AddressV = CLAMP; + Comparison = NEVER; +}; + +cbuffer cbWorld : register(b0) +{ + float4x4 worldViewProj; + float blackLevel; + float colorRange; + float sdrPeakLum; + int PQ; +}; + +inline float3 transferPQ(float3 x) +{ + static const float ST2084_m1 = 2610.0f / (4096.0f * 4.0f); + static const float ST2084_m2 = (2523.0f / 4096.0f) * 128.0f; + static const float ST2084_c1 = 3424.0f / 4096.0f; + static const float ST2084_c2 = (2413.0f / 4096.0f) * 32.0f; + static const float ST2084_c3 = (2392.0f / 4096.0f) * 32.0f; + static const float3x3 matx = + { + 0.627402, 0.329292, 0.043306, + 0.069095, 0.919544, 0.011360, + 0.016394, 0.088028, 0.895578 + }; + // REC.709 to linear + x = pow(x, 1.0f / 0.45f); + // REC.709 to BT.2020 + x = mul(matx, x); + // linear to PQ + x = pow(x / sdrPeakLum, ST2084_m1); + x = (ST2084_c1 + ST2084_c2 * x) / (1.0f + ST2084_c3 * x); + x = pow(x, ST2084_m2); + return x; +} + +inline float4 tonemapHDR(float4 color) +{ + return (PQ) ? float4(transferPQ(color.rgb), color.a) : color; +} + +inline float4 adjustColorRange(float4 color) +{ + return float4(blackLevel + colorRange * color.rgb, color.a); +} + +#define STEREO_LEFT_EYE_INDEX 0 +#define STEREO_RIGHT_EYE_INDEX 1 + +#ifdef STEREO_MODE_SHADER + +inline float4 StereoInterlaced(PS_INPUT input, int eye) +{ + uint pixelY = abs(trunc(input.tex.y * g_viewPortHeigh)); + uint odd = pixelY % 2; + + if ((odd == 0 && !eye) || (odd != 0 && eye)) + return float4(texView.Sample(LinearSampler, input.tex).rgb, 1.0); + else + return float4(0.0, 0.0, 0.0, 0.0); +} + +inline float4 StereoCheckerboard(PS_INPUT input, int eye) +{ + uint pixelX = abs(trunc(input.tex.x * g_viewPortWidth)); + uint pixelY = abs(trunc(input.tex.y * g_viewPortHeigh)); + uint odd = (pixelX + pixelY) % 2; + + if ((odd == 0 && !eye) || (odd != 0 && eye)) + return float4(texView.Sample(LinearSampler, input.tex).rgb, 1.0); + else + return float4(0.0, 0.0, 0.0, 0.0); +} + +#endif
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