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// DYNAMIC: "MODE" "0..9"
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// STATIC: "CONVERT_TO_SRGB" "0..1" [ps20b][= g_pHardwareConfig->NeedsShaderSRGBConversion()] [PC]
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// STATIC: "CONVERT_TO_SRGB" "0..0" [= 0] [XBOX]
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// STATIC: "LINEAR_TO_SRGB" "0..1" [ps20b]
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#define HDRTYPE HDR_TYPE_NONE
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#include "common_ps_fxc.h"
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const float g_Alpha : register( c0 );
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sampler BaseTextureSampler : register( s0 );
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sampler BaseTextureSampler2 : register( s1 );
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struct PS_INPUT
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{
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float2 baseTexCoord : TEXCOORD0;
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};
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float3 RGBtoHSV( in float3 rgb )
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{
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float3 hsv;
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float fmin, fmax, delta;
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fmin = min( min( rgb.r, rgb.g ), rgb.b );
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fmax = max( max( rgb.r, rgb.g) , rgb.b );
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hsv.b = fmax; // v
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delta = fmax - fmin;
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if( delta != 0 )
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{
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hsv.g = delta / fmax; // s
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if( rgb.r == fmax )
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hsv.r = ( rgb.g - rgb.b ) / delta; // between yellow & magenta
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else if( rgb.g == fmax )
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hsv.r = 2 + ( rgb.b - rgb.r ) / delta; // between cyan & yellow
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else
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hsv.r = 4 + ( rgb.r - rgb.g ) / delta; // between magenta & cyan
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hsv.r *= 60; // degrees
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if( hsv.r < 0 )
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hsv.r += 360;
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}
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else
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{
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// r = g = b = 0 // s = 0, v is undefined
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hsv.g = 0;
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hsv.r = -1;
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}
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return hsv;
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}
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float3 HSVtoRGB( in float3 hsv )
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{
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int i;
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float3 rgb;
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float h = hsv.r;
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float s = hsv.g;
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float v = hsv.b;
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float f, p, q, t;
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if( s == 0 )
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{
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// achromatic (grey)
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rgb.rgb = v;
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}
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else
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{
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h /= 60; // sector 0 to 5
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i = floor( h );
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f = h - i; // factorial part of h
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p = v * ( 1 - s );
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q = v * ( 1 - s * f );
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t = v * ( 1 - s * ( 1 - f ) );
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if( h < 1)
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{
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rgb.r = v;
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rgb.g = t;
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rgb.b = p;
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}
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else if( h >= 1 && h < 2 )
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{
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rgb.r = q;
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rgb.g = v;
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rgb.b = p;
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}
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else if( h >= 2 && h < 3 )
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{
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rgb.r = p;
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rgb.g = v;
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rgb.b = t;
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}
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else if( h >= 3 && h < 4 )
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{
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rgb.r = p;
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rgb.g = q;
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rgb.b = v;
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}
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else if( h >= 4 && h < 5 )
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{
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rgb.r = t;
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rgb.g = p;
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rgb.b = v;
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}
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else // if ( h >= 5 )
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{
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rgb.r = v;
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rgb.g = p;
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rgb.b = q;
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}
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}
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return rgb;
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}
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// We have to run through this input converter on OpenGL if the
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// rest of the shader code is expecting sRGB values
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float3 SampleTexture( sampler texSampler, float2 tc )
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{
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float3 c = tex2D( texSampler, tc ).xyz;
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#if ( LINEAR_TO_SRGB )
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{
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c = LinearToGamma( c );
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}
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#endif
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return c;
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}
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// We have to run through this output converter on OpenGL if we
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// expect to be writing out sRGB values (since sRGB will be forced on)
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float3 OutputColor( float3 result )
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{
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#if ( LINEAR_TO_SRGB )
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{
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return GammaToLinear( result );
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}
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#endif
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return result;
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}
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float4 main( PS_INPUT i ) : COLOR
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{
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float3 result;
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#if MODE == 0
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// negative greyscale of scene * gman
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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float scale = 1.0f / 3.0f;
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scene.xyz = dot( float3( scale, scale, scale), scene.xyz );
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scene = float3( 1, 1, 1 ) - scene;
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return FinalOutput( float4( OutputColor( scene * gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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#if MODE == 1
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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float scale = 1.0f / 3.0f;
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scene.xyz = dot( float3( scale, scale, scale ), scene.xyz );
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float gmanLum = dot( float3( scale, scale, scale ), gman );
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if( gmanLum < 0.3 )
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{
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result = OutputColor( float3( 1, 1, 1 ) - gman );
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return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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else
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{
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result = OutputColor( ( float3( 1, 1, 1 ) - gman ) * scene );
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return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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#endif
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#if MODE == 2
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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float startRamp = .2;
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float endRamp = .5;
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float scale = 1.0f / 3.0f;
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float gmanLum = dot( float3( scale, scale, scale ), gman );
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float sceneLum = dot( float3( scale, scale, scale ), scene );
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float blend = ( gmanLum - startRamp ) * ( 1.0f / ( endRamp - startRamp ) );
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blend = saturate( blend );
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// return gmanLum * ( 1.0f - blend ) + scene * blend;
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result = OutputColor( min( gmanLum.xxx, scene ) );
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return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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#if MODE == 3
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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float scale = 1.0f / 3.0f;
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float gmanLum = dot( float3( scale, scale, scale ), gman );
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float sceneLum = dot( float3( scale, scale, scale ), scene );
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float a = 0.0f;
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float b = 0.4f;
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float c = 0.7f;
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float d = 1.0f;
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float blend;
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if( gmanLum < b )
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{
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blend = ( gmanLum - a ) / ( b - a );
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}
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else if( gmanLum > c )
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{
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blend = 1.0f - ( ( gmanLum - c) / ( d - c ) );
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}
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else
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{
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blend = 1.0f;
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}
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blend = saturate( blend );
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result = OutputColor( gmanLum.xxx * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx );
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return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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#if MODE == 4
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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float scale = 1.0f / 3.0f;
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float gmanLum = dot( float3( scale, scale, scale ), gman );
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float sceneLum = dot( float3( scale, scale, scale ), scene );
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float a = 0.0f;
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float b = 0.4f;
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float c = 0.7f;
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float d = 1.0f;
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float blend;
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if( gmanLum < b )
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{
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blend = ( gmanLum - a ) / ( b - a );
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}
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else if( gmanLum > c )
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{
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blend = 1.0f - ( ( gmanLum - c) / ( d - c ) );
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}
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else
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{
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blend = 1.0f;
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}
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blend = saturate( blend );
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result = OutputColor( gman * ( float3( 1, 1, 1 ) - blend.xxx ) + scene * blend.xxx );
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return FinalOutput( float4( result, g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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#if MODE == 5
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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float scale = 1.0f / 3.0f;
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// float sceneLum = dot( float3( scale, scale, scale ), scene );
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float sceneLum = scene.r;
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if( sceneLum > 0.0f )
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{
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return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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else
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{
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float3 hsv = RGBtoHSV( gman );
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// float blend = saturate( hsv.b - .5 );
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float blend = hsv.b - .5;
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hsv.b *= 1.0f + blend;
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hsv.g *= 1.0f - blend;
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return FinalOutput( float4( OutputColor( HSVtoRGB( hsv ) ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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}
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#endif
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#if MODE == 6
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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return FinalOutput( float4( OutputColor( scene + gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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#if MODE == 7
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float3 scene = SampleTexture( BaseTextureSampler, i.baseTexCoord );
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return FinalOutput( float4( OutputColor( scene ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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#if MODE == 8
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float3 gman = SampleTexture( BaseTextureSampler2, i.baseTexCoord );
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return FinalOutput( float4( OutputColor( gman ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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#if MODE == 9
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// Fetch textures
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float3 cLayer1 = SampleTexture( BaseTextureSampler, i.baseTexCoord.xy );
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float3 cLayer2 = SampleTexture( BaseTextureSampler2, i.baseTexCoord.xy );
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/*
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// Put colors roughly back into gamma space
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float3 cGammaLayer1 = pow( cLayer1, 0.454545f );
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float3 cGammaLayer2 = pow( cLayer2, 0.454545f );
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// Brightness
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//float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.3f, 0.59f, 0.11f ) ) );
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//float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.3f, 0.59f, 0.11f ) ) );
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float flLayer1Brightness = saturate( dot( cGammaLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
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float flLayer2Brightness = saturate( dot( cGammaLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
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// Blend layers in rough gamma space
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float3 cGammaOverlayResult;
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if ( flLayer1Brightness < 0.5f )
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{
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cGammaOverlayResult.rgb = ( 2.0f * cGammaLayer1.rgb * cGammaLayer2.rgb );
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}
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else
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{
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cGammaOverlayResult.rgb = ( 1.0f - ( 2.0f * ( 1.0f - cGammaLayer1.rgb ) * ( 1.0f - cGammaLayer2.rgb ) ) );
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}
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// Convert back to linear space
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float3 cLinearOverlayResult = pow( cGammaOverlayResult.rgb, 2.2f );
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//*/
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float flLayer1Brightness = saturate( dot( cLayer1.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
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float flLayer2Brightness = saturate( dot( cLayer2.rgb, float3( 0.333f, 0.334f, 0.333f ) ) );
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// Modify layer 1 to be more contrasty
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cLayer1.rgb = saturate( cLayer1.rgb * cLayer1.rgb * 2.0f );
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float3 cLinearOverlayResult = cLayer1.rgb + cLayer2.rgb * saturate( 1.0f - flLayer1Brightness * 2.0f );
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// Tonemap, fog, etc.
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return FinalOutput( float4( OutputColor( cLinearOverlayResult.rgb ), g_Alpha ), 0, PIXEL_FOG_TYPE_NONE, TONEMAP_SCALE_NONE );
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#endif
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}
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