stinger_matte_transition.effect 1.5 KB

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  1. uniform float4x4 ViewProj;
  2. uniform texture2d a_tex;
  3. uniform texture2d b_tex;
  4. uniform texture2d matte_tex;
  5. uniform bool invert_matte;
  6. sampler_state textureSampler {
  7. Filter = Linear;
  8. AddressU = Clamp;
  9. AddressV = Clamp;
  10. };
  11. struct VertData {
  12. float4 pos : POSITION;
  13. float2 uv : TEXCOORD0;
  14. };
  15. VertData VSDefault(VertData v_in)
  16. {
  17. VertData vert_out;
  18. vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
  19. vert_out.uv = v_in.uv;
  20. return vert_out;
  21. }
  22. float srgb_nonlinear_to_linear_channel(float u)
  23. {
  24. return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4);
  25. }
  26. float3 srgb_nonlinear_to_linear(float3 v)
  27. {
  28. return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b));
  29. }
  30. float4 PSStingerMatte(VertData v_in) : TARGET
  31. {
  32. float2 uv = v_in.uv;
  33. float4 a_color = a_tex.Sample(textureSampler, uv);
  34. float4 b_color = b_tex.Sample(textureSampler, uv);
  35. float4 matte_color = matte_tex.Sample(textureSampler, uv);
  36. // RGB -> Luma conversion using Rec. 709 factors
  37. float matte_luma = (
  38. (matte_color.x * 0.2126) +
  39. (matte_color.y * 0.7152) +
  40. (matte_color.z * 0.0722)
  41. );
  42. // if matte invert is enabled, invert the matte color
  43. matte_luma = (invert_matte ? (1.0 - matte_luma) : matte_luma);
  44. float4 rgba = lerp(a_color, b_color, matte_luma);
  45. rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb);
  46. return rgba;
  47. }
  48. technique StingerMatte
  49. {
  50. pass
  51. {
  52. vertex_shader = VSDefault(v_in);
  53. pixel_shader = PSStingerMatte(v_in);
  54. }
  55. }