float2 uv : TEXCOORD0; }; #line 84 S__VSOut F__VSMain( #line 84 in uint vid : SV_VERTEXID) { #line 86 S__VSOut o = (S__VSOut)0; #line 87 bool _22 = vid == 2; #line 87 float _25 = _22 ? 2.00000000e+00 : 0.00000000e+00; #line 87 o.uv[0] = _25; #line 88 bool _27 = vid == 1; #line 88 float _30 = _27 ? 2.00000000e+00 : 0.00000000e+00; #line 88 o.uv[1] = _30; #line 89 float2 _33 = o.uv * float2(2.00000000e+00, -2.00000000e+00); #line 89 float2 _35 = _33 + float2(-1.00000000e+00, 1.00000000e+00); #line 89 float4 _40 = float4(_35.x, _35.y, 0.00000000e+00, 1.00000000e+00); #line 89 o.pos = _40; return o; } #line 93 void F__VSMainOut( #line 93 in uint vid : SV_VERTEXID, #line 93 out float4 position : SV_POSITION, #line 93 out float2 texcoord : TEXCOORD0) { #line 95 uint _46; #line 95 _46 = vid; #line 95 S__VSOut _47 = F__VSMain(_46); #line 95 S__VSOut o_48 = _47; #line 96 position = o_48.pos; #line 97 texcoord = o_48.uv; return; } #line 51 "Color.fx" void F__PSMain( #line 51 in S__VSOut i, #line 51 out float4 color : SV_TARGET) { #line 53 float4 _56 = V__NV__ColorInput.t.Sample(V__NV__ColorInput.s, i.uv); #line 53 color = _56; #line 55 float3 YUV = float3(0.00000000e+00, 0.00000000e+00, 0.00000000e+00); #line 56 float _61 = dot(color.xyz, float3(2.98999995e-01, 5.87000012e-01, 1.14000000e-01)); #line 56 YUV[0] = _61; #line 57 float _64 = dot(color.xyz, float3(-1.47129998e-01, -2.88859993e-01, 4.35999990e-01)); #line 57 YUV[1] = _64; #line 58 float _67 = dot(color.xyz, float3(6.15000010e-01, -5.14989972e-01, -1.00010000e-01)); #line 58 YUV[2] = _67; #line 61 float _69 = g_sldTemperature * YUV.x; #line 61 float _71 = _69 * 3.49999994e-01; #line 61 float _73 = YUV.y - _71; #line 61 YUV[1] = _73; #line 62 float _75 = g_sldTemperature * YUV.x; #line 62 float _77 = _75 * 3.49999994e-01; #line 62 float _79 = YUV.z + _77; #line 62 YUV[2] = _79; #line 65 float _81 = g_sldHue * 6.28318501e+00; #line 65 float _82 = sin(_81); #line 65 float _83 = _82 * g_sldIntensity; #line 65 float _84 = _83 * g_sldIntensity; #line 65 float _86 = _84 * YUV.x; #line 65 float _88 = YUV.y + _86; #line 65 YUV[1] = _88; #line 66 float _90 = g_sldHue * 6.28318501e+00; #line 66 float _91 = cos(_90); #line 66 float _92 = _91 * g_sldIntensity; #line 66 float _93 = _92 * g_sldIntensity; #line 66 float _95 = _93 * YUV.x; #line 66 float _97 = YUV.z + _95; #line 66 YUV[2] = _97; #line 69 float _100 = dot(YUV.xyz, float3(1.00000000e+00, 0.00000000e+00, 1.13982999e+00)); #line 69 color[0] = _100; #line 70 float _103 = dot(YUV.xyz, float3(1.00000000e+00, -3.94650012e-01, -5.80600023e-01)); #line 70 color[1] = _103; #line 71 float _106 = dot(YUV.xyz, float3(1.00000000e+00, 2.03210998e+00, 0.00000000e+00)); #line 71 color[2] = _106; #line 73 float3 _108 = saturate(color.xyz); #line 73 color.xyz = _108; #line 76 float2 maxmin = float2(0.00000000e+00, 0.00000000e+00); #line 77 float _113 = max(color.x, color.y); #line 77 float _115 = max(_113, color.z); #line 77 maxmin[0] = _115; #line 78 float _118 = min(color.x, color.y); #line 78 float _120 = min(_118, color.z); #line 78 maxmin[1] = _120; #line 80 float _123 = maxmin.x - maxmin.y; #line 80 float sat = _123; #line 81 float3 _125; #line 81 _125 = color.xyz; #line 81 float _127 = F__NV__GetLuma(_125); #line 81 float luma = _127; #line 84 bool _133 = g_sldVibrance > 0.00000000e+00; #line 84 [flatten] if (_133) { #line 85 float _135 = 1.00000000e+00 - sat; #line 85 float _136 = g_sldVibrance * _135; #line 85 float _138 = 1.00000000e+00 + _136; #line 85 float3 _142 = lerp(luma.xxx, color.xyz, _138.xxx); #line 85 color.xyz = _142; } else { #line 87 float _144 = 1.00000000e+00 + sat; #line 87 float _145 = g_sldVibrance * _144; #line 87 float _147 = 1.00000000e+00 + _145; #line 87 float _148 = saturate(_147); #line 87 float3 _152 = lerp(luma.xxx, color.xyz, _148.xxx); #line 87 color.xyz = _152; } return; }