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- uniform float4x4 ViewProj;
- uniform texture2d a_tex;
- uniform texture2d b_tex;
- uniform texture2d matte_tex;
- uniform bool invert_matte;
- sampler_state textureSampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertData {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- VertData VSDefault(VertData v_in)
- {
- VertData vert_out;
- vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
- vert_out.uv = v_in.uv;
- return vert_out;
- }
- float srgb_nonlinear_to_linear_channel(float u)
- {
- return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
- }
- float3 srgb_nonlinear_to_linear(float3 v)
- {
- return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
- }
- float4 StingerMatte(VertData f_in)
- {
- float2 uv = f_in.uv;
- float4 a_color = a_tex.Sample(textureSampler, uv);
- float4 b_color = b_tex.Sample(textureSampler, uv);
- float4 matte_color = matte_tex.Sample(textureSampler, uv);
- // RGB -> Luma conversion using Rec. 709 factors
- float matte_luma = (
- (matte_color.x * 0.2126) +
- (matte_color.y * 0.7152) +
- (matte_color.z * 0.0722)
- );
- // if matte invert is enabled, invert the matte color
- matte_luma = (invert_matte ? (1.0 - matte_luma) : matte_luma);
- float4 rgba = lerp(a_color, b_color, matte_luma);
- return rgba;
- }
- float4 PSStingerMatte(VertData f_in) : TARGET
- {
- float4 rgba = StingerMatte(f_in);
- rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
- return rgba;
- }
- float4 PSStingerMatteLinear(VertData f_in) : TARGET
- {
- float4 rgba = StingerMatte(f_in);
- return rgba;
- }
- technique StingerMatte
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSStingerMatte(f_in);
- }
- }
- technique StingerMatteLinear
- {
- pass
- {
- vertex_shader = VSDefault(v_in);
- pixel_shader = PSStingerMatteLinear(f_in);
- }
- }
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