#define LineThickness 0.0005 #define SensitivityUpper 10 #define SensitivityLower 10 #define Saturation 3 sampler s0 : register(s0); float4 p0 : register(c0); float4 p1 : register(c1); #define width (p0[0]) #define height (p0[1]) #define counter (p0[2]) #define clock (p0[3]) #define one_over_width (p1[0]) #define one_over_height (p1[1]) #define PI acos(-1) float3 RGBToHSL(float3 color) { float3 hsl; // init to 0 to avoid warnings ? (and reverse if + remove first part) float fmin = min(min(color.r, color.g), color.b); //Min. value of RGB float fmax = max(max(color.r, color.g), color.b); //Max. value of RGB float delta = fmax - fmin; //Delta RGB value hsl.z = (fmax + fmin) / 2.0; // Luminance if (delta == 0.0) //This is a gray, no chroma... { hsl.x = 0.0; // Hue hsl.y = 0.0; // Saturation } else //Chromatic data... { if (hsl.z < 0.5) hsl.y = delta / (fmax + fmin); // Saturation else hsl.y = delta / (2.0 - fmax - fmin); // Saturation float deltaR = (((fmax - color.r) / 6.0) + (delta / 2.0)) / delta; float deltaG = (((fmax - color.g) / 6.0) + (delta / 2.0)) / delta; float deltaB = (((fmax - color.b) / 6.0) + (delta / 2.0)) / delta; if (color.r == fmax ) hsl.x = deltaB - deltaG; // Hue else if (color.g == fmax) hsl.x = (1.0 / 3.0) + deltaR - deltaB; // Hue else if (color.b == fmax) hsl.x = (2.0 / 3.0) + deltaG - deltaR; // Hue if (hsl.x < 0.0) hsl.x += 1.0; // Hue else if (hsl.x > 1.0) hsl.x -= 1.0; // Hue } return hsl; } float HueToRGB(float f1, float f2, float hue) { if (hue < 0.0) hue += 1.0; else if (hue > 1.0) hue -= 1.0; float res; if ((6.0 * hue) < 1.0) res = f1 + (f2 - f1) * 6.0 * hue; else if ((2.0 * hue) < 1.0) res = f2; else if ((3.0 * hue) < 2.0) res = f1 + (f2 - f1) * ((2.0 / 3.0) - hue) * 6.0; else res = f1; return res; } float3 HSLToRGB(float3 hsl) { float3 rgb; if (hsl.y == 0.0) rgb = float3(hsl.z, hsl.z, hsl.z); // Luminance else { float f2; if (hsl.z < 0.5) f2 = hsl.z * (1.0 + hsl.y); else f2 = (hsl.z + hsl.y) - (hsl.y * hsl.z); float f1 = 2.0 * hsl.z - f2; rgb.r = HueToRGB(f1, f2, hsl.x + (1.0/3.0)); rgb.g = HueToRGB(f1, f2, hsl.x); rgb.b= HueToRGB(f1, f2, hsl.x - (1.0/3.0)); } return rgb; } float4 main(float2 tex : TEXCOORD0) : COLOR { float dx =width/height * LineThickness; float dy =LineThickness; float4 c1 = tex2D(s0, tex + float2(-dx,-dy)); float4 c2 = tex2D(s0, tex + float2(0,-dy)); float4 c3 = tex2D(s0, tex + float2(-dx,dy)); float4 c4 = tex2D(s0, tex + float2(-dx,0)); float4 c5 = tex2D(s0, tex + float2(0,0)); float4 c6 = tex2D(s0, tex + float2(dx,0)); float4 c7 = tex2D(s0, tex + float2(dx,-dy)); float4 c8 = tex2D(s0, tex + float2(0,dy)); float4 c9 = tex2D(s0, tex + float2(dx,dy)); float4 c0 = (-c1-c2-c3-c4+c6+c7+c8+c9); float4 average = (c1 + c2 + c3 + c4 + c6 + c7 + c8 + c9) - (c5 * 6); float av = (average .r + average .g + average .b) / 3; c0 = 1-abs((c0.r+c0.g+c0.b)/av); float val = pow(saturate((c0.r + c0.g + c0.b) / 3), SensitivityUpper); val = 1 - pow(1 - val, SensitivityLower); c0 = float4(val, val, val, val); // colour c1 = tex2D(s0,tex); float3 hsl = RGBToHSL(c1.xyz); hsl.g *= Saturation; c1 = float4(HSLToRGB(hsl),1); return c1 * c0; }