442 lines
11 KiB
Plaintext
442 lines
11 KiB
Plaintext
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//-----------------------------------------------------------------------------
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// Copyright 2015-2021 RenderHeads Ltd. All rights reserverd.
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//-----------------------------------------------------------------------------
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//#define AVPRO_CHEAP_GAMMA_CONVERSION
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#if defined (SHADERLAB_GLSL)
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#define AVPRO_CHEAP_GAMMA_CONVERSION
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#define INLINE
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#define FIXED float
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#define HALF float
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#define HALF2 vec2
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#define HALF3 vec3
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#define HALF4 vec4
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#define FLOAT2 vec2
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#define FLOAT3 vec3
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#define FLOAT4 vec4
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#define FIXED4 vec4
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#define FLOAT3X3 mat3
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#define FLOAT4X4 mat4
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#define LERP mix
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#else
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#define INLINE inline
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#define FIXED fixed
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#define HALF half
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#define HALF2 half2
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#define HALF3 half3
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#define HALF4 half4
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#define FLOAT2 float2
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#define FLOAT3 float3
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#define FLOAT4 float4
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#define FIXED4 fixed4
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#define FLOAT3X3 float3x3
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#define FLOAT4X4 float4x4
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#define LERP lerp
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#endif
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// Specify this so Unity doesn't automatically update our shaders.
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#define UNITY_SHADER_NO_UPGRADE 1
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//#pragma multi_compile __ XR_USE_BUILT_IN_EYE_VARIABLE
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// We use this method so that when Unity automatically updates the shader from the old
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// mul(UNITY_MATRIX_MVP.. to UnityObjectToClipPos that it only changes in one place.
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INLINE FLOAT4 XFormObjectToClip(FLOAT4 vertex)
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{
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#if defined(SHADERLAB_GLSL)
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return gl_ModelViewProjectionMatrix * vertex;
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#else
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return UnityObjectToClipPos(vertex);
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#endif
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}
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uniform FLOAT3 _WorldCameraPosition;
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uniform FLOAT3 _WorldCameraRight;
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INLINE bool IsStereoEyeLeft()
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{
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#if defined(FORCEEYE_LEFT)
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return true;
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#elif defined(FORCEEYE_RIGHT)
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return false;
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//#elif defined(USING_STEREO_MATRICES) || defined(XR_USE_BUILT_IN_EYE_VARIABLE)
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#elif defined(USING_STEREO_MATRICES)
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// Unity 5.4 has this new variable
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return (unity_StereoEyeIndex == 0);
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#elif defined (UNITY_DECLARE_MULTIVIEW)
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// OVR_multiview extension
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return (UNITY_VIEWID == 0);
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#else
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#if defined(SHADERLAB_GLSL) && defined(USING_URP)
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// NOTE: Bug #1416: URP + OES
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FLOAT3 renderCameraPos = FLOAT3( gl_ModelViewMatrixInverseTranspose[0][3], gl_ModelViewMatrixInverseTranspose[1][3], gl_ModelViewMatrixInverseTranspose[2][3] );
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#elif defined(UNITY_MATRIX_I_V)
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// NOTE: Bug #1165: _WorldSpaceCameraPos is not correct in multipass VR (when skybox is used) but UNITY_MATRIX_I_V seems to be
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FLOAT3 renderCameraPos = UNITY_MATRIX_I_V._m03_m13_m23;
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#else
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FLOAT3 renderCameraPos = _WorldSpaceCameraPos.xyz;
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#endif
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float fL = distance(_WorldCameraPosition - _WorldCameraRight, renderCameraPos);
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float fR = distance(_WorldCameraPosition + _WorldCameraRight, renderCameraPos);
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return (fL < fR);
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#endif
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}
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT)
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FLOAT4 GetStereoScaleOffset(bool isLeftEye, bool isYFlipped)
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{
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FLOAT2 scale = FLOAT2(1.0, 1.0);
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FLOAT2 offset = FLOAT2(0.0, 0.0);
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// Top-Bottom
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#if defined(STEREO_TOP_BOTTOM)
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scale.y = 0.5;
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offset.y = 0.0;
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if (!isLeftEye)
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{
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offset.y = 0.5;
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}
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#if !defined(SHADERLAB_GLSL)
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//#if !defined(UNITY_UV_STARTS_AT_TOP) // UNITY_UV_STARTS_AT_TOP is for directx
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if (!isYFlipped)
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{
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// Currently this only runs for Android and Windows using DirectShow
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offset.y = 0.5 - offset.y;
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}
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//#endif
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#endif
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// Left-Right
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#elif defined(STEREO_LEFT_RIGHT)
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scale.x = 0.5;
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offset.x = 0.0;
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if (!isLeftEye)
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{
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offset.x = 0.5;
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}
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#endif
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return FLOAT4(scale, offset);
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}
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#endif
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#if defined(STEREO_DEBUG)
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INLINE FLOAT4 GetStereoDebugTint(bool isLeftEye)
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{
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FLOAT4 tint = FLOAT4(1.0, 1.0, 1.0, 1.0);
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#if defined(STEREO_TOP_BOTTOM) || defined(STEREO_LEFT_RIGHT) || defined(STEREO_CUSTOM_UV)
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FLOAT4 leftEyeColor = FLOAT4(0.0, 1.0, 0.0, 1.0); // green
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FLOAT4 rightEyeColor = FLOAT4(1.0, 0.0, 0.0, 1.0); // red
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if (isLeftEye)
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{
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tint = leftEyeColor;
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}
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else
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{
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tint = rightEyeColor;
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}
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#endif
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#if defined(UNITY_UV_STARTS_AT_TOP)
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//tint.b = 0.5;
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#endif
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/*#if defined(UNITY_SINGLE_PASS_STEREO) || defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_DECLARE_MULTIVIEW)
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tint.b = 1.0;
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#endif*/
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return tint;
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}
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#endif
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FLOAT2 ScaleZoomToFit(float targetWidth, float targetHeight, float sourceWidth, float sourceHeight)
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{
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#if defined(ALPHAPACK_TOP_BOTTOM)
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sourceHeight *= 0.5;
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#elif defined(ALPHAPACK_LEFT_RIGHT)
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sourceWidth *= 0.5;
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#endif
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float targetAspect = targetHeight / targetWidth;
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float sourceAspect = sourceHeight / sourceWidth;
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FLOAT2 scale = FLOAT2(1.0, sourceAspect / targetAspect);
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if (targetAspect < sourceAspect)
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{
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scale = FLOAT2(targetAspect / sourceAspect, 1.0);
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}
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return scale;
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}
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FLOAT4 OffsetAlphaPackingUV(FLOAT2 texelSize, FLOAT2 uv, bool flipVertical)
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{
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FLOAT4 result = uv.xyxy;
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// We don't want bilinear interpolation to cause bleeding
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// when reading the pixels at the edge of the packed areas.
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// So we shift the UV's by a fraction of a pixel so the edges don't get sampled.
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#if defined(ALPHAPACK_TOP_BOTTOM)
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float offset = texelSize.y * 1.5;
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result.y = LERP(0.0 + offset, 0.5 - offset, uv.y);
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result.w = result.y + 0.5;
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if (flipVertical)
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{
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// Flip vertically (and offset to put back in 0..1 range)
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result.yw = 1.0 - result.yw;
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result.yw = result.wy;
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}
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else
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{
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#if !defined(UNITY_UV_STARTS_AT_TOP)
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// For opengl we flip
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result.yw = result.wy;
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#endif
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}
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#elif defined(ALPHAPACK_LEFT_RIGHT)
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float offset = texelSize.x * 1.5;
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result.x = LERP(0.0 + offset, 0.5 - offset, uv.x);
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result.z = result.x + 0.5;
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if (flipVertical)
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{
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// Flip vertically (and offset to put back in 0..1 range)
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result.yw = 1.0 - result.yw;
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}
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#else
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if (flipVertical)
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{
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// Flip vertically (and offset to put back in 0..1 range)
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result.yw = 1.0 - result.yw;
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}
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#endif
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return result;
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}
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INLINE HALF3 GammaToLinear_ApproxPow(HALF3 col)
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{
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#if defined (SHADERLAB_GLSL)
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return pow(col, HALF3(2.2, 2.2, 2.2));
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#else
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return pow(col, HALF3(2.2h, 2.2h, 2.2h));
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#endif
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}
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INLINE HALF3 LinearToGamma_ApproxPow(HALF3 col)
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{
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#if defined (SHADERLAB_GLSL)
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return pow(col, HALF3(1.0/2.2, 1.0/2.2, 1.0/2.2));
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#else
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return pow(col, HALF3(1.0h/2.2h, 1.0h/2.2h, 1.0h/2.2h));
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#endif
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}
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// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
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// NOTE: This is about 4 instructions vs 10 instructions for the accurate version
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INLINE HALF3 GammaToLinear_ApproxFit(HALF3 col)
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{
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#if defined (SHADERLAB_GLSL)
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HALF a = 0.305306011;
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HALF b = 0.682171111;
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HALF c = 0.012522878;
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#else
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HALF a = 0.305306011h;
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HALF b = 0.682171111h;
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HALF c = 0.012522878h;
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#endif
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return col * (col * (col * a + b) + c);
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}
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// Approximate version from http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
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INLINE HALF3 LinearToGamma_ApproxFit(HALF3 col)
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{
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#if defined (SHADERLAB_GLSL)
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HALF a = 0.416666667;
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HALF b = 0.055;
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HALF c = 0.0;
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HALF d = 1.055;
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#else
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HALF a = 0.416666667h;
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HALF b = 0.055h;
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HALF c = 0.0h;
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HALF d = 1.055h;
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#endif
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return max(d * pow(col, HALF3(a, a, a)) - b, c);
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}
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INLINE HALF3 GammaToLinear_Accurate(HALF3 col)
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{
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if (col.r <= 0.04045)
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col.r = col.r / 12.92;
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else
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col.r = pow((col.r + 0.055) / 1.055, 2.4);
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if (col.g <= 0.04045)
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col.g = col.g / 12.92;
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else
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col.g = pow((col.g + 0.055) / 1.055, 2.4);
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if (col.b <= 0.04045)
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col.b = col.b / 12.92;
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else
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col.b = pow((col.b + 0.055) / 1.055, 2.4);
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// NOTE: We tried to optimise the above, but actually the compiler does a better job..
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/*HALF3 a = col / 12.92;
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HALF3 b = pow((col + 0.055) / 1.055, 2.4);
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HALF3 c = step(col,0.04045);
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col = LERP(b, a, c);*/
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return col;
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}
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INLINE HALF3 LinearToGamma_Accurate(HALF3 col)
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{
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if (col.r <= 0.0031308)
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col.r = col.r * 12.92;
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else
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col.r = 1.055 * pow(col.r, 0.4166667) - 0.055;
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if (col.g <= 0.0031308)
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col.g = col.g * 12.92;
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else
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col.g = 1.055 * pow(col.g, 0.4166667) - 0.055;
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if (col.b <= 0.0031308)
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col.b = col.b * 12.92;
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else
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col.b = 1.055 * pow(col.b, 0.4166667) - 0.055;
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return col;
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}
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// http://entropymine.com/imageworsener/srgbformula/
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INLINE HALF3 GammaToLinear(HALF3 col)
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{
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#if defined(AVPRO_CHEAP_GAMMA_CONVERSION)
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return GammaToLinear_ApproxFit(col);
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#else
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return GammaToLinear_Accurate(col);
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#endif
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}
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// http://entropymine.com/imageworsener/srgbformula/
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INLINE HALF3 LinearToGamma(HALF3 col)
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{
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#if defined(AVPRO_CHEAP_GAMMA_CONVERSION)
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return LinearToGamma_ApproxFit(col);
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#else
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return LinearToGamma_Accurate(col);
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#endif
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}
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INLINE FLOAT3 ConvertYpCbCrToRGB(FLOAT3 YpCbCr, FLOAT4X4 YpCbCrTransform)
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{
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#if defined(SHADERLAB_GLSL)
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return clamp(FLOAT3X3(YpCbCrTransform) * (YpCbCr + YpCbCrTransform[3].xyz), 0.0, 1.0);
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#else
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return saturate(mul((FLOAT3X3)YpCbCrTransform, YpCbCr + YpCbCrTransform[3].xyz));
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#endif
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}
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#if defined(SHADERLAB_GLSL)
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#if __VERSION__ < 300
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#define TEX_EXTERNAL(sampler, uv) texture2D(sampler, uv.xy);
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#else
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#define TEX_EXTERNAL(sampler, uv) texture(sampler, uv.xy)
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#endif
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#endif
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INLINE HALF4 SampleRGBA(sampler2D tex, FLOAT2 uv)
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{
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#if defined(SHADERLAB_GLSL) // GLSL doesn't support tex2D, and Adreno GPU doesn't support passing sampler as a parameter, so just return if this is called
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return HALF4(1.0, 1.0, 0.0, 1.0);
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#else
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HALF4 rgba = tex2D(tex, uv);
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#if defined(APPLY_GAMMA)
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rgba.rgb = GammaToLinear(rgba.rgb);
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#endif
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return rgba;
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#endif
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}
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INLINE HALF4 SampleYpCbCr(sampler2D luma, sampler2D chroma, FLOAT2 uv, FLOAT4X4 YpCbCrTransform)
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{
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#if defined(SHADERLAB_GLSL) // GLSL doesn't support tex2D, and Adreno GPU doesn't support passing sampler as a parameter, so just return if this is called
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return HALF4(1.0, 1.0, 0.0, 1.0);
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#else
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#if defined(SHADER_API_METAL) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3)
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FLOAT3 YpCbCr = FLOAT3(tex2D(luma, uv).r, tex2D(chroma, uv).rg);
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#else
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FLOAT3 YpCbCr = FLOAT3(tex2D(luma, uv).r, tex2D(chroma, uv).ra);
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#endif
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HALF4 rgba = HALF4(ConvertYpCbCrToRGB(YpCbCr, YpCbCrTransform), 1.0);
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#if defined(APPLY_GAMMA)
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rgba.rgb = GammaToLinear(rgba.rgb);
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#endif
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return rgba;
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#endif
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}
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INLINE HALF SamplePackedAlpha(sampler2D tex, FLOAT2 uv)
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{
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#if defined(SHADERLAB_GLSL) // GLSL doesn't support tex2D, and Adreno GPU doesn't support passing sampler as a parameter, so just return if this is called
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return 0.0;
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#else
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HALF alpha;
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#if defined(USE_YPCBCR)
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alpha = (tex2D(tex, uv).r - 0.0625) * (255.0 / 219.0);
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#else
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HALF3 rgb = tex2D(tex, uv).rgb;
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#if defined(APPLY_GAMMA)
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rgb = GammaToLinear(rgb);
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#endif
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alpha = (rgb.r + rgb.g + rgb.b) / 3.0;
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#endif
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return alpha;
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#endif
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|
}
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|
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|
#if defined(USE_HSBC)
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|
INLINE HALF3 ApplyHue(HALF3 color, HALF hue)
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|
{
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|
HALF angle = radians(hue);
|
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|
HALF3 k = HALF3(0.57735, 0.57735, 0.57735);
|
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|
HALF cosAngle = cos(angle);
|
||
|
//Rodrigues' rotation formula
|
||
|
return color * cosAngle + cross(k, color) * sin(angle) + k * dot(k, color) * (1.0 - cosAngle);
|
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|
}
|
||
|
|
||
|
INLINE HALF3 ApplyHSBEffect(HALF3 color, FIXED4 hsbc)
|
||
|
{
|
||
|
HALF hue = hsbc.r * 360.0;
|
||
|
HALF saturation = hsbc.g * 2.0;
|
||
|
HALF brightness = hsbc.b * 2.0 - 1.0;
|
||
|
HALF contrast = hsbc.a * 2.0;
|
||
|
|
||
|
HALF3 result = color;
|
||
|
result.rgb = ApplyHue(result, hue);
|
||
|
result.rgb = (result - 0.5) * contrast + 0.5 + brightness;
|
||
|
|
||
|
#if defined(SHADERLAB_GLSL)
|
||
|
result.rgb = LERP(vec3(Luminance(result)), result, saturation);
|
||
|
#else
|
||
|
result.rgb = LERP(Luminance(result), result, saturation);
|
||
|
#endif
|
||
|
|
||
|
return result;
|
||
|
}
|
||
|
#endif
|