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diff --git a/system/shaders/guishader_common.hlsl b/system/shaders/guishader_common.hlsl
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+/*
+ * 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 \ No newline at end of file