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@@ -1,5 +1,8 @@
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+#include "color.effect"
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+
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uniform float4x4 ViewProj;
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uniform texture2d image;
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+uniform float multiplier;
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sampler_state def_sampler {
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Filter = Linear;
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@@ -25,6 +28,64 @@ float4 PSDraw(VertInOut vert_in) : TARGET
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return float4(image.Sample(def_sampler, vert_in.uv).rgb, 1.0);
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}
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+float4 PSDrawSrgbDecompress(VertInOut vert_in) : TARGET
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+{
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+ float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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+ rgb = srgb_nonlinear_to_linear(rgb);
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+ return float4(rgb, 1.0);
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+}
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+
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+float4 PSDrawSrgbDecompressMultiply(VertInOut vert_in) : TARGET
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+{
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+ float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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+ rgb = srgb_nonlinear_to_linear(rgb);
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+ rgb *= multiplier;
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+ return float4(rgb, 1.0);
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+}
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+
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+float4 PSDrawMultiply(VertInOut vert_in) : TARGET
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+{
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+ float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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+ rgb *= multiplier;
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+ return float4(rgb, 1.0);
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+}
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+
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+float4 PSDrawTonemap(VertInOut vert_in) : TARGET
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+{
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+ float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = reinhard(rgb);
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+ rgb = rec2020_to_rec709(rgb);
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+ return float4(rgb, 1.0);
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+}
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+
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+float4 PSDrawMultiplyTonemap(VertInOut vert_in) : TARGET
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+{
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+ float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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+ rgb *= multiplier;
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+ rgb = rec709_to_rec2020(rgb);
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+ rgb = reinhard(rgb);
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+ rgb = rec2020_to_rec709(rgb);
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+ return float4(rgb, 1.0);
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+}
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+
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+float4 PSDrawPQ(VertInOut vert_in) : TARGET
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+{
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+ float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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+ rgb = st2084_to_linear(rgb) * multiplier;
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+ rgb = rec2020_to_rec709(rgb);
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+ return float4(rgb, 1.0);
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+}
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+
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+float4 PSDrawTonemapPQ(VertInOut vert_in) : TARGET
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+{
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+ float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
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+ rgb = st2084_to_linear(rgb) * multiplier;
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+ rgb = reinhard(rgb);
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+ rgb = rec2020_to_rec709(rgb);
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+ return float4(rgb, 1.0);
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+}
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+
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technique Draw
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{
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pass
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@@ -33,3 +94,66 @@ technique Draw
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pixel_shader = PSDraw(vert_in);
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}
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}
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+
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+technique DrawSrgbDecompress
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(vert_in);
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+ pixel_shader = PSDrawSrgbDecompress(vert_in);
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+ }
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+}
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+
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+technique DrawSrgbDecompressMultiply
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(vert_in);
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+ pixel_shader = PSDrawSrgbDecompressMultiply(vert_in);
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+ }
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+}
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+
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+technique DrawMultiply
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(vert_in);
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+ pixel_shader = PSDrawMultiply(vert_in);
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+ }
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+}
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+
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+technique DrawTonemap
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(vert_in);
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+ pixel_shader = PSDrawTonemap(vert_in);
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+ }
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+}
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+
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+technique DrawMultiplyTonemap
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(vert_in);
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+ pixel_shader = PSDrawMultiplyTonemap(vert_in);
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+ }
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+}
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+
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+technique DrawPQ
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(vert_in);
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+ pixel_shader = PSDrawPQ(vert_in);
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+ }
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+}
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+
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+technique DrawTonemapPQ
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(vert_in);
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+ pixel_shader = PSDrawTonemapPQ(vert_in);
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+ }
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+}
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