/* * 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 * . * */ 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