// $MinimumShaderProfile: ps_2_0 // (C) 2011 Jan-Willem Krans (janwillem32 hotmail.com) released under GPL v2; see COPYING.txt // Brightness, contrast and gamma controls for RGB, linearly scaled from top to bottom. // This shader can be run as a screen space pixel shader. It requires compiling with ps_2_0, // but higher is better see http://en.wikipedia.org/wiki/Pixel_shader to look up what PS version // your video card supports. // This shader is meant to work with linear RGB input and output. Regular R'G'B' with // a video gamma encoding will have to be converted with the linear gamma shaders to work properly. // Fractions, either decimal or not, are allowed // RedBrightness, GreenBrightness and BlueBrightness, interval [-10, 10], default 0 #define RedBrightnessTop 0 #define GreenBrightnessTop 0 #define BlueBrightnessTop 0 #define RedBrightnessBottom 0 #define GreenBrightnessBottom 0 #define BlueBrightnessBottom 0 // RedContrast, GreenContrast and BlueContrast, interval [0, 10], default 1 #define RedContrastTop 1 #define GreenContrastTop 1 #define BlueContrastTop 1 #define RedContrastBottom 1 #define GreenContrastBottom 1 #define BlueContrastBottom 1 // RedGamma, GreenGamma and BlueGamma, interval (0, 10], default 1 #define RedGammaTop 0.8 #define GreenGammaTop 0.8 #define BlueGammaTop 0.8 #define RedGammaBottom 1 #define GreenGammaBottom 1 #define BlueGammaBottom 1 sampler s0; float4 main(float2 tex : TEXCOORD0) : COLOR { float3 s1 = tex2D(s0, tex).rgb; // original pixel float texyi = 1.0 - tex.y; s1 = s1 * (texyi * float3(RedContrastTop, GreenContrastTop, BlueContrastTop) + tex.y * float3(RedContrastBottom, GreenContrastBottom, BlueContrastBottom)) + texyi * float3(RedBrightnessTop, GreenBrightnessTop, BlueBrightnessTop) + tex.y * float3(RedBrightnessBottom, GreenBrightnessBottom, BlueBrightnessBottom); // process contrast and brightness on the original pixel // preserve the sign bits of RGB values float3 sb = sign(s1); return (sb*pow(abs(s1), texyi * float3(RedGammaTop, GreenGammaTop, BlueGammaTop) + tex.y * float3(RedGammaBottom, GreenGammaBottom, BlueGammaBottom))).rgbb; // process gamma correction and output }