Documente Academic
Documente Profesional
Documente Cultură
LineThickness 0.00025
SensitivityUpper 11
SensitivityLower 11
Saturation 2,8
sampler s0 : register(s0);
float4 p0 : register(c0);
float4 p1 : register(c1);
#define
#define
#define
#define
#define
#define
width (p0[0])
height (p0[1])
counter (p0[2])
clock (p0[3])
one_over_width (p1[0])
one_over_height (p1[1])
#define PI acos(-1)
float3 RGBToHSL(float3 color)
{
float3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove fi
rst part)
float fmin = min(min(color.r, color.g), color.b);
//Min. value of RGB
float fmax = max(max(color.r, color.g), color.b);
//Max. value of RGB
float delta = fmax - fmin;
//Delta RGB value
hsl.z = (fmax + fmin) / 2.0; // Luminance
if (delta == 0.0)
//This is a gray, no chroma...
{
hsl.x = 0.0;
// Hue
hsl.y = 0.0;
// Saturation
}
else
//Chromatic data...
{
if (hsl.z < 0.5)
hsl.y = delta / (fmax + fmin); // Saturation
else
hsl.y = delta / (2.0 - fmax - fmin); // Saturation
float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delt
a;
float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delt
a;
float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delt
a;
if (color.r == fmax )
hsl.x = deltaB - deltaG; // Hue
else if (color.g == fmax)
hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue
else if (color.b == fmax)
hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue
if (hsl.x < 0.0)
c1
c2
c3
c4
=
=
=
=
tex2D(s0,
tex2D(s0,
tex2D(s0,
tex2D(s0,
tex
tex
tex
tex
+
+
+
+
float2(-dx,-dy));
float2(0,-dy));
float2(-dx,dy));
float2(-dx,0));
float4
float4
float4
float4
float4
c5
c6
c7
c8
c9
=
=
=
=
=
tex2D(s0,
tex2D(s0,
tex2D(s0,
tex2D(s0,
tex2D(s0,
tex
tex
tex
tex
tex
+
+
+
+
+
float2(0,0));
float2(dx,0));
float2(dx,-dy));
float2(0,dy));
float2(dx,dy));
float4 c0 = (-c1-c2-c3-c4+c6+c7+c8+c9);
float4 average = (c1 + c2 + c3 + c4 + c6 + c7 + c8 + c9) - (c5 * 6);
float av = (average .r + average .g + average .b) / 3;
c0 = 1-abs((c0.r+c0.g+c0.b)/av);
float val = pow(saturate((c0.r + c0.g + c0.b) / 3), SensitivityUpper);
val = 1 - pow(1 - val, SensitivityLower);
c0 = float4(val, val, val, val);
// colour
c1 = tex2D(s0,tex);
float3 hsl = RGBToHSL(c1.xyz);
hsl.g *= Saturation;
c1 = float4(HSLToRGB(hsl),1);
return c1 * c0;
}