aboutsummaryrefslogtreecommitdiff
path: root/dist/post_shaders/ColorGrade.fx
blob: cf1f10ecad590d736e1e20480a401d6e2fe2ac68 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later

// SPDX-FileCopyrightText: Copyright 2012 PPSSPP Project
// SPDX-License-Identifier: GPL-2.0-or-later
// Based on colorcorrection.fsh in PPSSPP.

texture BackBufferTex : COLOR;
sampler BackBuffer { Texture = BackBufferTex; };

uniform float Saturation <
    ui_type = "slider";
    ui_label = "Saturation";
    ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
> = 1.0;

uniform float Brightness <
    ui_type = "slider";
    ui_label = "Brightness";
    ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
> = 1.0;

uniform float Contrast <
    ui_type = "slider";
    ui_label = "Contrast";
    ui_min = 0.0; ui_max = 2.0; ui_step = 0.01;
> = 1.0;

uniform float Gamma <
    ui_type = "slider";
    ui_label = "Gamma";
    ui_min = 0.5; ui_max = 2.0; ui_step = 0.01;
> = 1.0;

void VS_PostProcess(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD)
{
    uv = float2(float(id & 2), float((id & 1) << 1));
    pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}

float4 PS_ColorGrade(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target
{
    float3 rgb = tex2D(BackBuffer, uv).rgb;

    float luma = dot(rgb, float3(0.2126, 0.7152, 0.0722));
    rgb = lerp(float3(luma, luma, luma), rgb, Saturation);
    rgb *= Brightness;
    rgb = (rgb - 0.5) * Contrast + 0.5;
    rgb = pow(max(rgb, 0.0), 1.0 / max(Gamma, 0.0001));

    return float4(saturate(rgb), 1.0);
}

technique ColorGrade <
    ui_label = "Colour Grade";
    ui_tooltip = "The four basic colour controls in one pass: saturation, brightness, contrast and gamma. Reach for this before anything more specialised.";
>
{
    pass
    {
        VertexShader = VS_PostProcess;
        PixelShader = PS_ColorGrade;
    }
}