// $MinimumShaderProfile: ps_4_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 Texture2D tex : register(t0); SamplerState samp : register(s0); float4 main(float4 pos : SV_POSITION, float2 coord : TEXCOORD) : SV_Target { float3 s1 = tex.Sample(samp, coord).rgb; // original pixel float coordyi = 1.0 - coord.y; s1 = s1 * (coordyi * float3(RedContrastTop, GreenContrastTop, BlueContrastTop) + coord.y * float3(RedContrastBottom, GreenContrastBottom, BlueContrastBottom)) + coordyi * float3(RedBrightnessTop, GreenBrightnessTop, BlueBrightnessTop) + coord.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), coordyi * float3(RedGammaTop, GreenGammaTop, BlueGammaTop) + coord.y * float3(RedGammaBottom, GreenGammaBottom, BlueGammaBottom))).rgbb; // process gamma correction and output }