├── .gitmodules
├── CMakeLists.txt
├── README.md
└── source
    ├── Borland C++ 版について.txt
    ├── DxASyncLoad.cpp
    ├── DxASyncLoad.h
    ├── DxArchive_.cpp
    ├── DxArchive_.h
    ├── DxBaseFunc.cpp
    ├── DxBaseFunc.h
    ├── DxBaseImage.cpp
    ├── DxBaseImage.h
    ├── DxChar.cpp
    ├── DxChar.h
    ├── DxCharCodeTable.cpp
    ├── DxCompileConfig.h
    ├── DxDataType.h
    ├── DxDataTypeWin.h
    ├── DxDrawFuncBorland.bdp
    ├── DxDrawFuncMake.sln
    ├── DxDrawFuncMake.vcproj
    ├── DxFile.cpp
    ├── DxFile.h
    ├── DxFont.cpp
    ├── DxFont.h
    ├── DxFunctionWin.h
    ├── DxGateway.cpp
    ├── DxGraphics.cpp
    ├── DxGraphics.h
    ├── DxGraphicsFilter.cpp
    ├── DxGraphicsFilter.h
    ├── DxHandle.cpp
    ├── DxHandle.h
    ├── DxHeap.cpp
    ├── DxHeap.h
    ├── DxInput.cpp
    ├── DxInput.h
    ├── DxInputString.cpp
    ├── DxInputString.h
    ├── DxLib.h
    ├── DxLib.txt
    ├── DxLibBorland.bdp
    ├── DxLibMake.sln
    ├── DxLibMake.vcxproj
    ├── DxLibMake.vcxproj.filters
    ├── DxLibMake.vcxproj.user
    ├── DxLog.cpp
    ├── DxLog.h
    ├── DxLog.txt
    ├── DxMask.cpp
    ├── DxMask.h
    ├── DxMath.cpp
    ├── DxMath.h
    ├── DxMemImg.cpp
    ├── DxMemImg.h
    ├── DxMemImgDrawFunction0.cpp
    ├── DxMemImgDrawFunction1.cpp
    ├── DxMemImgDrawFunction2.cpp
    ├── DxMemImgDrawFunction3.cpp
    ├── DxMemory.cpp
    ├── DxMemory.h
    ├── DxModel.cpp
    ├── DxModel.h
    ├── DxModelFile.h
    ├── DxModelLoader0.cpp
    ├── DxModelLoader1.cpp
    ├── DxModelLoader2.cpp
    ├── DxModelLoader3.cpp
    ├── DxModelLoader3.h
    ├── DxModelLoader4.cpp
    ├── DxModelLoader4.h
    ├── DxModelLoaderVMD.cpp
    ├── DxModelLoaderVMD.h
    ├── DxModelRead.cpp
    ├── DxModelRead.h
    ├── DxMovie.cpp
    ├── DxMovie.h
    ├── DxNetwork.cpp
    ├── DxNetwork.h
    ├── DxRingBuffer.cpp
    ├── DxRingBuffer.h
    ├── DxSoftImage.cpp
    ├── DxSoftImage.h
    ├── DxSound.cpp
    ├── DxSound.h
    ├── DxSoundConvert.cpp
    ├── DxSoundConvert.h
    ├── DxStatic.h
    ├── DxSystem.cpp
    ├── DxSystem.h
    ├── DxThread.cpp
    ├── DxThread.h
    ├── DxUseCLib スタティックリンクライブラリについて.txt
    ├── DxUseCLib.cpp
    ├── DxUseCLib.h
    ├── DxUseCLibOgg.cpp
    ├── DxUseCLibOgg.h
    ├── DxUseCLibPhysics.cpp
    ├── Shader
        └── Windows
        │   ├── Direct3D11
        │       ├── Base
        │       │   ├── Base_2D_VS.hlsl
        │       │   ├── Base_3D_PixelLighting_PS.hlsl
        │       │   ├── Base_3D_PixelLighting_VS.hlsl
        │       │   ├── Base_3D_Simple_VS.hlsl
        │       │   ├── Base_3D_VertexLighting_PS.hlsl
        │       │   ├── Base_3D_VertexLighting_VS.hlsl
        │       │   └── Base_PS.hlsl
        │       ├── DataType.h
        │       ├── Filter
        │       │   ├── BasicBlendFilter_PS.hlsl
        │       │   ├── BrightnessClip_PS.hlsl
        │       │   ├── BrightnessScale_PS.hlsl
        │       │   ├── DownScale_PS.hlsl
        │       │   ├── Gauss_PS.hlsl
        │       │   ├── GradientMap_PS.hlsl
        │       │   ├── Hsb_PS.hlsl
        │       │   ├── Invert_PS.hlsl
        │       │   ├── Level_PS.hlsl
        │       │   ├── Mono_PS.hlsl
        │       │   ├── PremultipliedAlpha_PS.hlsl
        │       │   ├── RgbaSelectMix_PS.hlsl
        │       │   ├── TwoColor_PS.hlsl
        │       │   └── YuvToRgb_PS.hlsl
        │       ├── MV1DefaultShader
        │       │   ├── MV1Default_PixelLighting_PS.hlsl
        │       │   ├── MV1Default_PixelLighting_VS.hlsl
        │       │   ├── MV1Default_VertexLighting_PS.hlsl
        │       │   └── MV1Default_VertexLighting_VS.hlsl
        │       ├── PixelShader.h
        │       └── VertexShader.h
        │   └── Direct3D9
        │       ├── Base.fx
        │       ├── BaseVertexShader.fx
        │       ├── BasicBlendFilter.fx
        │       ├── BrightnessClip.fx
        │       ├── BrightnessScale.fx
        │       ├── DownScale.fx
        │       ├── DxPixelShaderFxCode.h
        │       ├── DxPixelShaderFxCode2.h
        │       ├── DxVertexShaderFxCode.h
        │       ├── DxVertexShaderFxCode2.h
        │       ├── Gauss.fx
        │       ├── GradientMap.fx
        │       ├── Hsb.fx
        │       ├── Hsi.fx
        │       ├── Invert.fx
        │       ├── Level.fx
        │       ├── MV1PixelShaderDefault.fx
        │       ├── MV1PixelShaderDefault2.fx
        │       ├── MV1VertexShaderDefault.fx
        │       ├── MV1VertexShaderDefault2.fx
        │       ├── Mono.fx
        │       ├── PremultipliedAlpha.fx
        │       ├── RgbaSelectMix.fx
        │       ├── TwoColor.fx
        │       └── YuvToRgb.fx
    ├── Tool
        ├── FileLib.cpp
        ├── FileLib.h
        └── bullet_rename.cpp
    ├── Windows
        ├── DxBaseFuncWin.cpp
        ├── DxBaseFuncWin.h
        ├── DxBaseImageWin.cpp
        ├── DxBaseImageWin.h
        ├── DxDirectX.h
        ├── DxFileWin.cpp
        ├── DxFileWin.h
        ├── DxFontWin.cpp
        ├── DxFontWin.h
        ├── DxGraphicsAPIWin.cpp
        ├── DxGraphicsAPIWin.h
        ├── DxGraphicsD3D11.cpp
        ├── DxGraphicsD3D11.h
        ├── DxGraphicsD3D9.cpp
        ├── DxGraphicsD3D9.h
        ├── DxGraphicsFilterD3D11.cpp
        ├── DxGraphicsFilterD3D11.h
        ├── DxGraphicsFilterD3D9.cpp
        ├── DxGraphicsFilterD3D9.h
        ├── DxGraphicsFilterWin.cpp
        ├── DxGraphicsFilterWin.h
        ├── DxGraphicsWin.cpp
        ├── DxGraphicsWin.h
        ├── DxGuid.cpp
        ├── DxGuid.h
        ├── DxInputWin.cpp
        ├── DxInputWin.h
        ├── DxKeyHook.c
        ├── DxKeyHookBinary.cpp
        ├── DxLogWin.cpp
        ├── DxLogWin.h
        ├── DxMaskD3D11.cpp
        ├── DxMaskD3D11.h
        ├── DxMaskD3D9.cpp
        ├── DxMaskD3D9.h
        ├── DxMaskWin.cpp
        ├── DxMaskWin.h
        ├── DxMemoryWin.cpp
        ├── DxMemoryWin.h
        ├── DxModelD3D11.cpp
        ├── DxModelD3D11.h
        ├── DxModelD3D9.cpp
        ├── DxModelD3D9.h
        ├── DxModelWin.cpp
        ├── DxModelWin.h
        ├── DxMovieWin.cpp
        ├── DxMovieWin.h
        ├── DxNetworkWin.cpp
        ├── DxNetworkWin.h
        ├── DxShaderCodeBin_Base3D_D3D11.cpp
        ├── DxShaderCodeBin_Base_D3D11.cpp
        ├── DxShaderCodeBin_Base_D3D9.cpp
        ├── DxShaderCodeBin_Filter_D3D11.cpp
        ├── DxShaderCodeBin_Filter_D3D9.cpp
        ├── DxShaderCodeBin_Model_D3D11.cpp
        ├── DxShaderCodeBin_Model_D3D9.cpp
        ├── DxShaderCodeBin_RgbaMix_D3D11.cpp
        ├── DxShaderCodeBin_RgbaMix_D3D9.cpp
        ├── DxShader_Common_D3D11.h
        ├── DxShader_DataType_D3D11.h
        ├── DxShader_PS_D3D11.h
        ├── DxShader_PS_D3D9.h
        ├── DxShader_VS_D3D11.h
        ├── DxShader_VS_D3D9.h
        ├── DxSoundConvertWin.cpp
        ├── DxSoundConvertWin.h
        ├── DxSoundWin.cpp
        ├── DxSoundWin.h
        ├── DxSystemWin.cpp
        ├── DxSystemWin.h
        ├── DxThreadWin.cpp
        ├── DxThreadWin.h
        ├── DxUseCLibOggD3D11.cpp
        ├── DxUseCLibOggD3D11.h
        ├── DxUseCLibOggD3D9.cpp
        ├── DxUseCLibOggD3D9.h
        ├── DxUseCLibOggWin.cpp
        ├── DxUseCLibOggWin.h
        ├── DxUseCStrmBaseFilter.cpp
        ├── DxUseCStrmBaseFilter.h
        ├── DxWinAPI.cpp
        ├── DxWinAPI.h
        ├── DxWindow.cpp
        └── DxWindow.h
    └── DXライブラリソースファイル概用.txt
/.gitmodules:
--------------------------------------------------------------------------------
 1 | [submodule "3rd_party/opus"]
 2 | 	path = 3rd_party/opus
 3 | 	url = https://git.xiph.org/opus.git
 4 | [submodule "3rd_party/ogg"]
 5 | 	path = 3rd_party/ogg
 6 | 	url = https://git.xiph.org/ogg.git
 7 | [submodule "3rd_party/vorbis"]
 8 | 	path = 3rd_party/vorbis
 9 | 	url = https://git.xiph.org/vorbis.git
10 | [submodule "3rd_party/tremor"]
11 | 	path = 3rd_party/tremor
12 | 	url = https://git.xiph.org/tremor.git
13 | [submodule "3rd_party/libtiff"]# Unofficial repo
14 | 	path = 3rd_party/libtiff
15 | 	url = https://github.com/vadz/libtiff.git
16 | [submodule "3rd_party/zlib"]
17 | 	path = 3rd_party/zlib
18 | 	url = https://github.com/madler/zlib.git
19 | [submodule "3rd_party/libpng"]
20 | 	path = 3rd_party/libpng
21 | 	url = git://git.code.sf.net/p/libpng/code
22 | [submodule "3rd_party/libjpeg9"]# Unofficial repo
23 | 	path = 3rd_party/libjpeg9
24 | 	url = https://github.com/yumetodo/libjpeg.git
25 | [submodule "3rd_party/bullet"]
26 | 	path = 3rd_party/bullet
27 | 	url = https://github.com/bulletphysics/bullet3.git
28 | 
--------------------------------------------------------------------------------
/CMakeLists.txt:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/CMakeLists.txt
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/README.md:
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1 | # DxLib (Unofficial)
2 | 
3 | DX Library Copyright (C) 2001-2016 Takumi Yamada.
4 | 
5 | http://dxlib.o.oo7.jp/index.html
6 | 
7 | 
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 1 | [Project]
 2 | Version=1.2.18
 3 | Count=4
 4 | Filename1=DxMemImgDrawFunction0.cpp,1,DxDrawFuncBorland.bdp,1,DxMemImgDrawFunction0.cpp
 5 | Filename2=DxMemImgDrawFunction1.cpp,1,DxDrawFuncBorland.bdp,1,DxMemImgDrawFunction1.cpp
 6 | Filename3=DxMemImgDrawFunction2.cpp,1,DxDrawFuncBorland.bdp,1,DxMemImgDrawFunction2.cpp
 7 | Filename4=DxMemImgDrawFunction3.cpp,1,DxDrawFuncBorland.bdp,1,DxMemImgDrawFunction3.cpp
 8 | 
 9 | [Compile]
10 | ResourceName=
11 | RunParam=
12 | Count=2
13 | Current=2
14 | 
15 | [Compile1]
16 | DefName=Debug
17 | ExeName=DxDrawFunc.lib
18 | MakeName=DxDrawFunc.mak
19 | NoMakefile=0
20 | UseMakefileEx=0
21 | Target=-L
22 | TargetSub=
23 | InstructionSet=-3
24 | Optimize=-Od
25 | Warnning=-w-
26 | Debug=-v -y
27 | Compiler=-k -b
28 | PreHeader=-H-
29 | Call=-pc
30 | Language=-AT
31 | Option=-Tkh32767
32 | IncludePath=
33 | LibraryFile=
34 | Define=DEBUG;sqrtf=(float)sqrt;tanf=(float)tan;cosf=(float)cos;sinf=(float)sin;atanf=(float)atan;asinf=(float)asin;acosf=(float)acos;__BCC
35 | ResIncludePath=
36 | OutputDir=Debug
37 | MakeBefore=
38 | MakeAfter=
39 | 
40 | [Compile2]
41 | DefName=Release
42 | ExeName=DxDrawFunc.lib
43 | MakeName=DxLibBorland.mak
44 | NoMakefile=0
45 | UseMakefileEx=0
46 | Target=-L
47 | TargetSub=
48 | InstructionSet=-5
49 | Optimize=-O2
50 | Warnning=-w-
51 | Debug=
52 | Compiler=-k -b
53 | PreHeader=-H-
54 | Call=-pc
55 | Language=-AT
56 | Option=-Tkh32767
57 | IncludePath=
58 | LibraryFile=
59 | Define=sqrtf=(float)sqrt;cosf=(float)cos;sinf=(float)sin;tanf=(float)tan;asinf=(float)asin;acosf=(float)acos;atanf=(float)atan;__BCC
60 | ResIncludePath=
61 | OutputDir=Release
62 | MakeBefore=
63 | MakeAfter=
64 | 
65 | [OpenFiles]
66 | FileCount=0
67 | ActivePageIndex=-1
68 | 
69 | 
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/source/DxDrawFuncMake.sln:
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 1 | Microsoft Visual Studio Solution File, Format Version 9.00
 2 | # Visual Studio 2005
 3 | Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "DxDrawFunc", "DxDrawFuncMake.vcproj", "{E2A60781-CF20-400E-BB35-9B9557B66549}"
 4 | EndProject
 5 | Global
 6 | 	GlobalSection(SolutionConfigurationPlatforms) = preSolution
 7 | 		Debug|Win32 = Debug|Win32
 8 | 		Release|Win32 = Release|Win32
 9 | 	EndGlobalSection
10 | 	GlobalSection(ProjectConfigurationPlatforms) = postSolution
11 | 		{E2A60781-CF20-400E-BB35-9B9557B66549}.Debug|Win32.ActiveCfg = Debug|Win32
12 | 		{E2A60781-CF20-400E-BB35-9B9557B66549}.Debug|Win32.Build.0 = Debug|Win32
13 | 		{E2A60781-CF20-400E-BB35-9B9557B66549}.Release|Win32.ActiveCfg = Release|Win32
14 | 		{E2A60781-CF20-400E-BB35-9B9557B66549}.Release|Win32.Build.0 = Release|Win32
15 | 	EndGlobalSection
16 | 	GlobalSection(SolutionProperties) = preSolution
17 | 		HideSolutionNode = FALSE
18 | 	EndGlobalSection
19 | EndGlobal
20 | 
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  1 | [Project]
  2 | Version=1.2.18
  3 | Count=151
  4 | Filename1=DxLib,1,DxLibBorland.bdp,0
  5 | Filename2=Windows,2,DxLib,0
  6 | Filename3=DxInputWin.h,3,Windows,1,Windows\DxInputWin.h
  7 | Filename4=DxKeyHookBinary.cpp,3,Windows,1,Windows\DxKeyHookBinary.cpp
  8 | Filename5=DxLogWin.cpp,3,Windows,1,Windows\DxLogWin.cpp
  9 | Filename6=DxLogWin.h,3,Windows,1,Windows\DxLogWin.h
 10 | Filename7=DxMaskD3D9.cpp,3,Windows,1,Windows\DxMaskD3D9.cpp
 11 | Filename8=DxMaskD3D9.h,3,Windows,1,Windows\DxMaskD3D9.h
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 16 | Filename13=DxMemoryWin.cpp,3,Windows,1,Windows\DxMemoryWin.cpp
 17 | Filename14=DxMemoryWin.h,3,Windows,1,Windows\DxMemoryWin.h
 18 | Filename15=DxModelD3D9.cpp,3,Windows,1,Windows\DxModelD3D9.cpp
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 22 | Filename19=DxModelWin.cpp,3,Windows,1,Windows\DxModelWin.cpp
 23 | Filename20=DxModelWin.h,3,Windows,1,Windows\DxModelWin.h
 24 | Filename21=DxMovieWin.cpp,3,Windows,1,Windows\DxMovieWin.cpp
 25 | Filename22=DxMovieWin.h,3,Windows,1,Windows\DxMovieWin.h
 26 | Filename23=DxNetworkWin.cpp,3,Windows,1,Windows\DxNetworkWin.cpp
 27 | Filename24=DxNetworkWin.h,3,Windows,1,Windows\DxNetworkWin.h
 28 | Filename25=DxShader_Common_D3D11.h,3,Windows,1,Windows\DxShader_Common_D3D11.h
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 30 | Filename27=DxShader_PS_D3D9.h,3,Windows,1,Windows\DxShader_PS_D3D9.h
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 32 | Filename29=DxShader_VS_D3D9.h,3,Windows,1,Windows\DxShader_VS_D3D9.h
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 34 | Filename31=DxShaderCodeBin_Base_D3D9.cpp,3,Windows,1,Windows\DxShaderCodeBin_Base_D3D9.cpp
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103 | Filename100=DxChar.h,2,DxLib,1,DxChar.h
104 | Filename101=DxCompileConfig.h,2,DxLib,1,DxCompileConfig.h
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108 | Filename105=DxFont.h,2,DxLib,1,DxFont.h
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142 | Filename139=DxCharCodeTable.cpp,2,DxLib,1,DxCharCodeTable.cpp
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  1 | #include "../PixelShader.h"
  2 | 
  3 | cbuffer cbNormal : register( b3 )
  4 | {
  5 | 	float4  g_BlendRatio ;
  6 | };
  7 | 
  8 | SamplerState g_SrcSampler   : register( s0 ) ;
  9 | Texture2D    g_SrcTexture   : register( t0 ) ;
 10 | 
 11 | SamplerState g_BlendSampler : register( s1 ) ;
 12 | Texture2D    g_BlendTexture : register( t1 ) ;
 13 | 
 14 | float4 Normal_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 15 | {
 16 | 	float4 Color;
 17 | 	float4 BlendColor;
 18 | 
 19 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
 20 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
 21 | 	Color.rgb  = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
 22 | 
 23 | 	return Color;
 24 | }
 25 | 
 26 | float4 Normal_AlphaCh_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 27 | {
 28 | 	float4 Color;
 29 | 	float4 BlendColor;
 30 | 	float  Ta;
 31 | 	float  RSa;
 32 | 
 33 | 	Color         = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
 34 | 	BlendColor    = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
 35 | 	BlendColor.a *= g_BlendRatio.r;
 36 | 
 37 | 	RSa     = ( 1.0f - BlendColor.a );
 38 | 	Ta      =   RSa * Color.a         + BlendColor.a;
 39 | 	Color   = ( RSa * Color.a * Color + BlendColor.a * BlendColor ) / Ta;
 40 | 	Color.a = Ta;
 41 | 
 42 | 	return Color;
 43 | }
 44 | 
 45 | float4 Add_AlphaCh_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 46 | {
 47 | 	float4 Color;
 48 | 	float4 BlendColor;
 49 | 	float  Ta;
 50 | 	float  RSa;
 51 | 
 52 | 	Color         = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
 53 | 	BlendColor    = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
 54 | 	BlendColor.a *= g_BlendRatio.r;
 55 | 
 56 | 	RSa     = ( 1.0f - BlendColor.a );
 57 | 	Ta      =   Color.a * RSa   + BlendColor.a;
 58 | 	Color   = ( Color.a * Color + BlendColor.a * BlendColor ) / Ta;
 59 | 	Color.a = Ta;
 60 | 	Color   = saturate( Color );
 61 | 
 62 | 	return Color;
 63 | }
 64 | 
 65 | float4 Multiple_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 66 | {
 67 | 	float4 Color;
 68 | 	float4 BlendColor;
 69 | 
 70 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
 71 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
 72 | 
 73 | 	Color.rgb  = lerp( Color.rgb, Color.rgb * BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
 74 | 
 75 | 	return Color;
 76 | }
 77 | 
 78 | float4 Difference_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 79 | {
 80 | 	float4 Color;
 81 | 	float4 BlendColor;
 82 | 
 83 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
 84 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
 85 | 
 86 | 	Color.rgb  = lerp( Color.rgb, saturate( Color.rgb - BlendColor.rgb ), g_BlendRatio.r * BlendColor.a );
 87 | 
 88 | 	return Color;
 89 | }
 90 | 
 91 | float4 Add_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 92 | {
 93 | 	float4 Color;
 94 | 	float4 BlendColor;
 95 | 
 96 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
 97 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
 98 | 
 99 | 	Color.rgb  = lerp( Color.rgb, saturate( Color.rgb + BlendColor.rgb ), g_BlendRatio.r * BlendColor.a );
100 | 
101 | 	return Color;
102 | }
103 | 
104 | float4 Screen_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
105 | {
106 | 	float4 Color;
107 | 	float4 BlendColor;
108 | 	float3 One;
109 | 
110 | 	One        = 1.0f;
111 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
112 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
113 | 
114 | 	Color.rgb = lerp( Color.rgb, One - (( One - Color.rgb ) * ( One - BlendColor.rgb )), g_BlendRatio.r * BlendColor.a );
115 | 
116 | 	return Color;
117 | }
118 | 
119 | float4 Overlay_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
120 | {
121 | 	float4 Color;
122 | 	float4 BlendColor;
123 | 
124 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
125 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
126 | 
127 | 	if( Color.r < 0.5 )
128 | 	{
129 | 		BlendColor.r = Color.r * BlendColor.r * 2.0;
130 | 	}
131 | 	else
132 | 	{
133 | 		BlendColor.r = 2.0 * ( Color.r + BlendColor.r - Color.r * BlendColor.r ) - 1.0;
134 | 	}
135 | 
136 | 	if( Color.g < 0.5 )
137 | 	{
138 | 		BlendColor.g = Color.g * BlendColor.g * 2.0;
139 | 	}
140 | 	else
141 | 	{
142 | 		BlendColor.g = 2.0 * ( Color.g + BlendColor.g - Color.g * BlendColor.g ) - 1.0;
143 | 	}
144 | 
145 | 	if( Color.b < 0.5 )
146 | 	{
147 | 		BlendColor.b = Color.b * BlendColor.b * 2.0;
148 | 	}
149 | 	else
150 | 	{
151 | 		BlendColor.b = 2.0 * ( Color.b + BlendColor.b - Color.b * BlendColor.b ) - 1.0;
152 | 	}
153 | 	BlendColor = saturate( BlendColor );
154 | 
155 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
156 | 
157 | 	return Color;
158 | }
159 | 
160 | float4 Dodge_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
161 | {
162 | 	float4 Color;
163 | 	float4 BlendColor;
164 | 
165 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
166 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
167 | 
168 | 	if( BlendColor.r <= 0.999 )
169 | 	{
170 | 		BlendColor.r = Color.r / ( 1.0 - BlendColor.r );
171 | 	}
172 | 	else
173 | 	{
174 | 		BlendColor.r = 1.0;
175 | 	}
176 | 
177 | 	if( BlendColor.g <= 0.999 )
178 | 	{
179 | 		BlendColor.g = Color.g / ( 1.0 - BlendColor.g );
180 | 	}
181 | 	else
182 | 	{
183 | 		BlendColor.g = 1.0;
184 | 	}
185 | 
186 | 	if( BlendColor.b <= 0.999 )
187 | 	{
188 | 		BlendColor.b = Color.b / ( 1.0 - BlendColor.b );
189 | 	}
190 | 	else
191 | 	{
192 | 		BlendColor.b = 1.0;
193 | 	}
194 | 
195 | 	BlendColor = saturate( BlendColor );
196 | 
197 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
198 | 
199 | 	return Color;
200 | }
201 | 
202 | float4 Burn_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
203 | {
204 | 	float4 Color;
205 | 	float4 BlendColor;
206 | 
207 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
208 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
209 | 
210 | 	if( BlendColor.r > 0.0001 )
211 | 	{
212 | 		BlendColor.r = 1.0 - ( 1.0 - Color.r ) / BlendColor.r ;
213 | 	}
214 | 
215 | 	if( BlendColor.g > 0.0001 )
216 | 	{
217 | 		BlendColor.g = 1.0 - ( 1.0 - Color.g ) / BlendColor.g ;
218 | 	}
219 | 
220 | 	if( BlendColor.b > 0.0001 )
221 | 	{
222 | 		BlendColor.b = 1.0 - ( 1.0 - Color.b ) / BlendColor.b ;
223 | 	}
224 | 
225 | 	BlendColor = saturate( BlendColor );
226 | 
227 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
228 | 
229 | 	return Color;
230 | }
231 | 
232 | float4 Darken_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
233 | {
234 | 	float4 Color;
235 | 	float4 BlendColor;
236 | 
237 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
238 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
239 | 
240 | 	if( Color.r < BlendColor.r )
241 | 	{
242 | 		BlendColor.r = Color.r ;
243 | 	}
244 | 
245 | 	if( Color.g < BlendColor.g )
246 | 	{
247 | 		BlendColor.g = Color.g ;
248 | 	}
249 | 
250 | 	if( Color.b < BlendColor.b )
251 | 	{
252 | 		BlendColor.b = Color.b ;
253 | 	}
254 | 
255 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
256 | 
257 | 	return Color;
258 | }
259 | 
260 | float4 Lighten_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
261 | {
262 | 	float4 Color;
263 | 	float4 BlendColor;
264 | 
265 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
266 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
267 | 
268 | 	if( Color.r > BlendColor.r )
269 | 	{
270 | 		BlendColor.r = Color.r ;
271 | 	}
272 | 
273 | 	if( Color.g > BlendColor.g )
274 | 	{
275 | 		BlendColor.g = Color.g ;
276 | 	}
277 | 
278 | 	if( Color.b > BlendColor.b )
279 | 	{
280 | 		BlendColor.b = Color.b ;
281 | 	}
282 | 
283 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
284 | 
285 | 	return Color;
286 | }
287 | 
288 | float4 SoftLight_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
289 | {
290 | 	float4 Color;
291 | 	float4 BlendColor;
292 | 
293 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
294 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
295 | 
296 | 	if( BlendColor.r < 0.5 )
297 | 	{
298 | 		BlendColor.r = pow( Color.r, ( 1.0f - BlendColor.r ) * 2.0 ) ;
299 | 	}
300 | 	else
301 | 	{
302 | 		BlendColor.r = pow( Color.r, 0.5 / BlendColor.r );
303 | 	}
304 | 
305 | 	if( BlendColor.g < 0.5 )
306 | 	{
307 | 		BlendColor.g = pow( Color.g, ( 1.0f - BlendColor.g ) * 2.0 ) ;
308 | 	}
309 | 	else
310 | 	{
311 | 		BlendColor.g = pow( Color.g, 0.5 / BlendColor.g );
312 | 	}
313 | 
314 | 	if( BlendColor.b < 0.5 )
315 | 	{
316 | 		BlendColor.b = pow( Color.b, ( 1.0f - BlendColor.b ) * 2.0 ) ;
317 | 	}
318 | 	else
319 | 	{
320 | 		BlendColor.b = pow( Color.b, 0.5 / BlendColor.b );
321 | 	}
322 | 
323 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
324 | 
325 | 	return Color;
326 | }
327 | 
328 | float4 HardLight_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
329 | {
330 | 	float4 Color;
331 | 	float4 BlendColor;
332 | 
333 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
334 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
335 | 
336 | 	if( BlendColor.r < 0.5 )
337 | 	{
338 | 		BlendColor.r = Color.r * BlendColor.r * 2.0;
339 | 	}
340 | 	else
341 | 	{
342 | 		BlendColor.r = 2.0 * ( Color.r + BlendColor.r - Color.r * BlendColor.r ) - 1.0;
343 | 	}
344 | 
345 | 	if( BlendColor.g < 0.5 )
346 | 	{
347 | 		BlendColor.g = Color.g * BlendColor.g * 2.0;
348 | 	}
349 | 	else
350 | 	{
351 | 		BlendColor.g = 2.0 * ( Color.g + BlendColor.g - Color.g * BlendColor.g ) - 1.0;
352 | 	}
353 | 
354 | 	if( BlendColor.b < 0.5 )
355 | 	{
356 | 		BlendColor.b = Color.b * BlendColor.b * 2.0;
357 | 	}
358 | 	else
359 | 	{
360 | 		BlendColor.b = 2.0 * ( Color.b + BlendColor.b - Color.b * BlendColor.b ) - 1.0;
361 | 	}
362 | 
363 | 	BlendColor = saturate( BlendColor );
364 | 
365 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
366 | 
367 | 	return Color;
368 | }
369 | 
370 | float4 Exclusion_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
371 | {
372 | 	float4 Color;
373 | 	float4 BlendColor;
374 | 
375 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
376 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
377 | 
378 | 	Color.rgb = lerp( Color.rgb, Color.rgb + BlendColor.rgb - 2.0 * Color.rgb * BlendColor.rgb, g_BlendRatio.r * BlendColor.a );
379 | 
380 | 	return Color;
381 | }
382 | 
383 | float4 Multiple_AOnly_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
384 | {
385 | 	float4 Color;
386 | 	float4 BlendColor;
387 | 
388 | 	Color      = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
389 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
390 | 
391 | 	Color.a = lerp( Color.a, BlendColor.a * Color.a, g_BlendRatio.r );
392 | 
393 | 	return Color;
394 | }
395 | 
396 | float4 PMA_Multiple_AOnly_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
397 | {
398 | 	float4 PremulColor;
399 | 	float4 LinearColor;
400 | 	float4 PremulBlendColor;
401 | 	float4 LinearBlendColor;
402 | 	float4 OutputLinearColor;
403 | 	float4 OutputPremulColor;
404 | 
405 | 	PremulColor         = g_SrcTexture.Sample(   g_SrcSampler,   In.TexCoords0 );
406 | 	PremulBlendColor    = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 );
407 | 
408 | 	LinearColor         = PremulColor      / PremulColor.a;
409 | 	LinearColor.a       = PremulColor.a;
410 | 	LinearBlendColor    = PremulBlendColor / PremulBlendColor.a;
411 | 	LinearBlendColor.a  = PremulBlendColor.a;
412 | 	
413 | 	OutputLinearColor   = LinearColor;
414 | 	OutputLinearColor.a = lerp( LinearColor.a, LinearBlendColor.a * LinearColor.a, g_BlendRatio.r );
415 | 
416 | 	OutputPremulColor   = OutputLinearColor * OutputLinearColor.a;
417 | 	OutputPremulColor.a = OutputLinearColor.a;
418 | 
419 | 	return OutputPremulColor;
420 | }
421 | 
422 | 
423 | 
424 | 
425 | 
426 | 
427 | 
428 | 
429 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/BrightnessClip_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | cbuffer cbNormal : register( b3 )
 4 | {
 5 | 	float4  g_ClipBrightness ;
 6 | 	float4  g_RGBToY ;
 7 | 	float4  g_ClipFillColor ;
 8 | } ;
 9 | 	
10 | SamplerState g_SrcSampler       : register( s0 ) ;
11 | Texture2D    g_SrcTexture       : register( t0 ) ;
12 | 
13 | 
14 | float4 PS_Less(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
15 | {   
16 |     float4 Color;
17 | 
18 |     Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
19 |     clip( dot( g_RGBToY, Color ) - g_ClipBrightness.r ) ;
20 | 	
21 |     return Color;
22 | }
23 | 
24 | float4 PS_Less_ClipFill(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
25 | {   
26 |     float4 Color;
27 | 
28 |     Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
29 |     if( dot( g_RGBToY, Color ) < g_ClipBrightness.r )
30 |     {
31 |         return g_ClipFillColor;
32 |     }
33 |     else
34 |     {
35 |         return Color;
36 |     }
37 | }
38 | 
39 | float4 PS_Greater(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
40 | {   
41 |     float4 Color;
42 | 
43 |     Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
44 |     clip( g_ClipBrightness.r - dot( g_RGBToY, Color ) ) ;
45 | 
46 |     return Color;
47 | }
48 | 
49 | float4 PS_Greater_ClipFill(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
50 | {   
51 |     float4 Color;
52 | 
53 |     Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
54 |     if( dot( g_RGBToY, Color ) > g_ClipBrightness.r )
55 |     {
56 |         return g_ClipFillColor;
57 |     }
58 |     else
59 |     {
60 |         return Color;
61 |     }
62 | }
63 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/BrightnessScale_PS.hlsl:
--------------------------------------------------------------------------------
  1 | #include "../PixelShader.h"
  2 | 
  3 | cbuffer cbNormal : register( b3 )
  4 | {
  5 | 	float4 g_MinB_ScaleB ;
  6 | } ;
  7 | 
  8 | SamplerState g_SrcSampler       : register( s0 ) ;
  9 | Texture2D    g_SrcTexture       : register( t0 ) ;
 10 | 
 11 | float4 BrightnessScale_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
 12 | {
 13 | 	float4 Color;
 14 | 	float3 Hsb;
 15 | 	float3 Rgb;
 16 | 	float Max;
 17 | 	float Min;
 18 | 	float Delta;
 19 | 	float3 Half;
 20 | 	float3 One;
 21 | 
 22 | 	Half = 0.5f;
 23 | 	One  = 1.0f;
 24 | 
 25 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
 26 | 	Rgb = Color.rgb;
 27 | 	
 28 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
 29 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
 30 | 	Delta = Max - Min;
 31 | 
 32 | 	Hsb.z = ( Max + Min ) / 2.0;
 33 | 	if( Max == Min )
 34 | 	{
 35 | 		Hsb.y = 0.0f;
 36 | 		
 37 | 		Rgb.r = 1.0f;
 38 | 		Rgb.g = 0.0f;
 39 | 		Rgb.b = 0.0f;
 40 | 	}
 41 | 	else
 42 | 	{
 43 | 		float3 tRGB;
 44 | 		float t;
 45 | 
 46 | 		if( Hsb.z > 0.5 )
 47 | 		{
 48 | 			Hsb.y = 2 - Max - Min; 
 49 | 		}
 50 | 		else
 51 | 		{
 52 | 			Hsb.y = Max + Min;
 53 | 		}
 54 | 		Hsb.y = Delta / Hsb.y;
 55 | 		
 56 | 		tRGB = ( float3( Max, Max, Max ) - Rgb ) / Delta;
 57 | 		if( Rgb.r == Max )
 58 | 		{
 59 | 			Rgb.r = 1.0f;
 60 | 			t = tRGB.b - tRGB.g;
 61 | 			if( tRGB.b > tRGB.g )
 62 | 			{
 63 | 				Rgb.b = 0.0f;
 64 | 				Rgb.g = t ;
 65 | 			}
 66 | 			else
 67 | 			{
 68 | 				Rgb.b = -t ;
 69 | 				Rgb.g = 0.0f;
 70 | 			}
 71 | 		}
 72 | 		else
 73 | 		if( Rgb.g == Max )
 74 | 		{
 75 | 			Rgb.g = 1.0f;
 76 | 			t = tRGB.r - tRGB.b;
 77 | 			if( tRGB.r > tRGB.b )
 78 | 			{
 79 | 				Rgb.r = 0.0f;
 80 | 				Rgb.b = t ;
 81 | 			}
 82 | 			else
 83 | 			{
 84 | 				Rgb.r = -t ;
 85 | 				Rgb.b = 0.0f;
 86 | 			}
 87 | 		}
 88 | 		else
 89 | 		{
 90 | 			Rgb.b = 1.0f;
 91 | 			t = tRGB.g - tRGB.r;
 92 | 			if( tRGB.g > tRGB.r )
 93 | 			{
 94 | 				Rgb.g = 0.0f;
 95 | 				Rgb.r = t ;
 96 | 			}
 97 | 			else
 98 | 			{
 99 | 				Rgb.g = -t ;
100 | 				Rgb.r = 0.0f ;
101 | 			}
102 | 		}
103 | 	}
104 | 
105 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
106 | 
107 | 	Hsb.z = saturate( ( Hsb.z - g_MinB_ScaleB.x ) * g_MinB_ScaleB.y ) ;
108 | 
109 | 	if( Hsb.z <= 0.5f )
110 | 	{
111 | 		Rgb *= Hsb.z * 2.0f;
112 | 	}
113 | 	else
114 | 	{
115 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
116 | 	}
117 | 	
118 | 	Color.r = Rgb.r;
119 | 	Color.g = Rgb.g;
120 | 	Color.b = Rgb.b;
121 | 	
122 | 	return Color;
123 | }
124 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/DownScale_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | cbuffer cbNormal : register( b3 )
 4 | {
 5 | 	float4 PixelOffset[8] ;
 6 | } ;
 7 | 
 8 | SamplerState g_SrcSampler       : register( s0 ) ;
 9 | Texture2D    g_SrcTexture       : register( t0 ) ;
10 | 
11 | float4 Down_2_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
12 | {   
13 |     float4 Color;
14 | 
15 |     Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[0].xy ) ;
16 | 
17 |     return Color;
18 | }
19 | 
20 | 
21 | float4 Down_4_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
22 | {   
23 |     float4 Color;
24 | 
25 |     Color  = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[0].xy ) ;
26 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[0].zw ) ;
27 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[1].xy ) ;
28 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[1].zw ) ;
29 | 
30 |     return Color / 4;
31 | }
32 | 
33 | 
34 | float4 Down_8_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
35 | {   
36 |     float4 Color;
37 | 
38 |     Color  = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[0].xy ) ;
39 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[0].zw ) ;
40 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[1].xy ) ;
41 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[1].zw ) ;
42 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[2].xy ) ;
43 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[2].zw ) ;
44 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[3].xy ) ;
45 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[3].zw ) ;
46 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[4].xy ) ;
47 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[4].zw ) ;
48 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[5].xy ) ;
49 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[5].zw ) ;
50 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[6].xy ) ;
51 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[6].zw ) ;
52 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[7].xy ) ;
53 |     Color += g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[7].zw ) ;
54 | 
55 |     return Color / 16;
56 | }
57 | 
58 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/Gauss_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | cbuffer cbNormal : register( b3 )
 4 | {
 5 | 	float4 PixelWeight[4]  ;
 6 | 	float4 PixelOffset[8] ;
 7 | } ;
 8 | 
 9 | SamplerState g_SrcSampler       : register( s0 ) ;
10 | Texture2D    g_SrcTexture       : register( t0 ) ;
11 | 
12 | float4 PS_8pixel(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
13 | {   
14 |     float4 Color;
15 | 	
16 |     Color  = PixelWeight[0].x *   g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 );
17 |     Color += PixelWeight[0].y * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 0 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 0 ].zw ) );
18 |     Color += PixelWeight[0].z * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 1 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 1 ].xy ) );
19 |     Color += PixelWeight[0].w * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 1 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 1 ].zw ) );
20 | 	
21 |     return Color;
22 | }
23 | 
24 | float4 PS_16pixel(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
25 | {   
26 |     float4 Color;
27 | 	
28 |     Color  = PixelWeight[0].x *   g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 );
29 |     Color += PixelWeight[0].y * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 0 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 0 ].zw ) );
30 |     Color += PixelWeight[0].z * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 1 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 1 ].xy ) );
31 |     Color += PixelWeight[0].w * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 1 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 1 ].zw ) );
32 |     Color += PixelWeight[1].x * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 2 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 2 ].xy ) );
33 |     Color += PixelWeight[1].y * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 2 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 2 ].zw ) );
34 |     Color += PixelWeight[1].z * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 3 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 3 ].xy ) );
35 |     Color += PixelWeight[1].w * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 3 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 3 ].zw ) );
36 | 	
37 |     return Color;
38 | }
39 | 
40 | float4 PS_32pixel(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
41 | {   
42 |     float4 Color;
43 | 	
44 |     Color  = PixelWeight[0].x *   g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 );
45 |     Color += PixelWeight[0].y * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 0 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 0 ].zw ) );
46 |     Color += PixelWeight[0].z * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 1 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 1 ].xy ) );
47 |     Color += PixelWeight[0].w * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 1 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 1 ].zw ) );
48 |     Color += PixelWeight[1].x * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 2 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 2 ].xy ) );
49 |     Color += PixelWeight[1].y * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 2 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 2 ].zw ) );
50 |     Color += PixelWeight[1].z * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 3 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 3 ].xy ) );
51 |     Color += PixelWeight[1].w * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 3 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 3 ].zw ) );
52 |     Color += PixelWeight[2].x * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 4 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 4 ].xy ) );
53 |     Color += PixelWeight[2].y * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 4 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 4 ].zw ) );
54 |     Color += PixelWeight[2].z * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 5 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 5 ].xy ) );
55 |     Color += PixelWeight[2].w * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 5 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 5 ].zw ) );
56 |     Color += PixelWeight[3].x * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 6 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 6 ].xy ) );
57 |     Color += PixelWeight[3].y * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 6 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 6 ].zw ) );
58 |     Color += PixelWeight[3].z * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 7 ].xy ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 7 ].xy ) );
59 |     Color += PixelWeight[3].w * ( g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 + PixelOffset[ 7 ].zw ) +  g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 - PixelOffset[ 7 ].zw ) );
60 | 
61 |     return Color;
62 | }
63 | 
64 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/GradientMap_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | cbuffer cbNormal : register( b3 )
 4 | {
 5 | 	float4 RGBToY ;
 6 | } ;
 7 | 
 8 | SamplerState g_SrcSampler           : register( s0 ) ;
 9 | Texture2D    g_SrcTexture           : register( t0 ) ;
10 | 
11 | SamplerState g_GradientMapSampler   : register( s1 ) ;
12 | Texture2D    g_GradientMapTexture   : register( t1 ) ;
13 | 
14 | float4 GradientMap_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
15 | {
16 | 	float4 DestColor ;
17 | 	float4 SrcColor ;
18 | 
19 | 	SrcColor = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
20 | 	DestColor = g_GradientMapTexture.Sample( g_GradientMapSampler, float2( dot( SrcColor.rgb, RGBToY.rgb ), 0 ) ) ;
21 | 	DestColor.a *= SrcColor.a ;
22 | 
23 | 	return DestColor ;
24 | }
25 | 
26 | float4 GradientMapRev_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
27 | {
28 | 	float4 DestColor ;
29 | 	float4 SrcColor ;
30 | 
31 | 	SrcColor = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
32 | 	DestColor = g_GradientMapTexture.Sample( g_GradientMapSampler, float2( 1.0f - dot( SrcColor.rgb, RGBToY.rgb ), 0 ) ) ;
33 | 	DestColor.a *= SrcColor.a ;
34 | 
35 | 	return DestColor ;
36 | }
37 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/Hsb_PS.hlsl:
--------------------------------------------------------------------------------
  1 | #include "../PixelShader.h"
  2 | 
  3 | cbuffer cbNormal : register( b3 )
  4 | {
  5 | 	float4 Param ;
  6 | } ;
  7 | 
  8 | SamplerState g_SrcSampler       : register( s0 ) ;
  9 | Texture2D    g_SrcTexture       : register( t0 ) ;
 10 | 
 11 | SamplerState g_BlendSampler     : register( s1 ) ;
 12 | Texture2D    g_BlendTexture     : register( t1 ) ;
 13 | 
 14 | float4 RGB_To_HSB_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
 15 | {
 16 | 	float4 Color;
 17 | 	float3 Hsb;
 18 | 	float3 Rgb;
 19 | 	float Max;
 20 | 	float Min;
 21 | 	float Delta;
 22 | 	float3 One;
 23 | 
 24 | 	One  = 1.0f;
 25 | 
 26 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
 27 | 	Rgb = Color.rgb;
 28 | 	
 29 | 	if( Param.z > 0.0 )
 30 | 	{
 31 | 		Rgb += ( One - Rgb ) * Param.z;
 32 | 	}
 33 | 	else
 34 | 	{
 35 | 		Rgb *= 1.0 + Param.z;
 36 | 	}
 37 | 	Rgb = saturate( Rgb );
 38 | 
 39 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
 40 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
 41 | 	Delta = Max - Min;
 42 | 
 43 | 	Hsb.z = ( Max + Min ) / 2.0;
 44 | 	if( Max == Min )
 45 | 	{
 46 | 		Hsb.x = 0.0f;
 47 | 		Hsb.y = 0.0f;
 48 | 	}
 49 | 	else
 50 | 	{
 51 | 		float3 tRGB;
 52 | 
 53 | 		if( Hsb.z > 0.5 )
 54 | 		{
 55 | 			Hsb.y = 2 - Max - Min; 
 56 | 		}
 57 | 		else
 58 | 		{
 59 | 			Hsb.y = Max + Min;
 60 | 		}
 61 | 		Hsb.y = Delta / Hsb.y;
 62 | 		
 63 | 		tRGB = ( float3( Max, Max, Max ) - Rgb ) / Delta;
 64 | 		if( Rgb.r == Max )
 65 | 		{
 66 | 			Hsb.x = tRGB.b - tRGB.g;
 67 | 		}
 68 | 		else
 69 | 		if( Rgb.g == Max )
 70 | 		{
 71 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
 72 | 		}
 73 | 		else
 74 | 		{
 75 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
 76 | 		}
 77 | 		if( Hsb.x < 0.0 )
 78 | 		{
 79 | 			Hsb.x += 6.0;
 80 | 		}
 81 | 		Hsb.x /= 6.0;
 82 | 	}
 83 | 
 84 | 	Color.r = Hsb.x;
 85 | 	Color.g = Hsb.y;
 86 | 	Color.b = Hsb.z;
 87 | 
 88 | 	return Color;
 89 | }
 90 | 
 91 | float4 HSB_HLOCK_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
 92 | {
 93 | 	float4 Color;
 94 | 	float3 Hsb;
 95 | 	float3 Rgb;
 96 | 	float Max;
 97 | 	float Min;
 98 | 	float Delta;
 99 | 	float3 Half;
100 | 	float3 One;
101 | 
102 | 	Half = 0.5f;
103 | 	One  = 1.0f;
104 | 
105 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
106 | 	Rgb = Color.rgb;
107 | 	
108 | 	if( Param.z > 0.0 )
109 | 	{
110 | 		Rgb += ( One - Rgb ) * Param.z;
111 | 	}
112 | 	else
113 | 	{
114 | 		Rgb *= 1.0 + Param.z;
115 | 	}
116 | 	Rgb = saturate( Rgb );
117 | 
118 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
119 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
120 | 	Delta = Max - Min;
121 | 
122 | 	Hsb.z = ( Max + Min ) / 2.0;
123 | 	if( Max == Min )
124 | 	{
125 | 		Hsb.y = 0.0f;
126 | 	}
127 | 	else
128 | 	{
129 | 		float3 tRGB;
130 | 
131 | 		if( Hsb.z > 0.5 )
132 | 		{
133 | 			Hsb.y = 2 - Max - Min; 
134 | 		}
135 | 		else
136 | 		{
137 | 			Hsb.y = Max + Min;
138 | 		}
139 | 		Hsb.y = Delta / Hsb.y;
140 | 	}
141 | 	
142 | 	Hsb.y = saturate( Hsb.y * ( 1.0 + Param.y ) );
143 | 
144 | 	if( Param.x < 1.0f )
145 | 	{
146 | 		Rgb.r = 1.0f ;
147 | 		Rgb.g = Param.x ;
148 | 		Rgb.b = 0.0f ;
149 | 	}
150 | 	else
151 | 	if( Param.x < 2.0f )
152 | 	{
153 | 		Rgb.r = 1.0f - ( Param.x - 1.0f ) ;
154 | 		Rgb.g = 1.0f ;
155 | 		Rgb.b = 0.0f ;
156 | 	}
157 | 	else
158 | 	if( Param.x < 3.0f )
159 | 	{
160 | 		Rgb.r = 0.0f ;
161 | 		Rgb.g = 1.0f ;
162 | 		Rgb.b = Param.x - 2.0f ;
163 | 	}
164 | 	else
165 | 	if( Param.x < 4.0f )
166 | 	{
167 | 		Rgb.r = 0.0f ;
168 | 		Rgb.g = 1.0f - ( Param.x - 3.0f ) ;
169 | 		Rgb.b = 1.0f ;
170 | 	}
171 | 	else
172 | 	if( Param.x < 5.0f )
173 | 	{
174 | 		Rgb.r = Param.x - 4.0f ;
175 | 		Rgb.g = 0.0f ;
176 | 		Rgb.b = 1.0f ;
177 | 	}
178 | 	else
179 | 	{
180 | 		Rgb.r = 1.0f ;
181 | 		Rgb.g = 0.0f ;
182 | 		Rgb.b = 1.0f - ( Param.x - 5.0f ) ;
183 | 	}
184 | 
185 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
186 | 
187 | 	if( Hsb.z <= 0.5f )
188 | 	{
189 | 		Rgb *= Hsb.z * 2.0f;
190 | 	}
191 | 	else
192 | 	{
193 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
194 | 	}
195 | 
196 | 	Color.r = Rgb.r;
197 | 	Color.g = Rgb.g;
198 | 	Color.b = Rgb.b;
199 | 
200 | 	return Color;
201 | }
202 | 
203 | float4 HSB_To_RGB_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
204 | {
205 | 	float4 Color;
206 | 	float3 Hsb;
207 | 	float3 Rgb;
208 | 	float Max;
209 | 	float Min;
210 | 	float Delta;
211 | 	float3 Half;
212 | 	float3 One;
213 | 
214 | 	Half = 0.5f;
215 | 	One  = 1.0f;
216 | 
217 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
218 | 	Hsb = Color.rgb;
219 | 
220 | 	Hsb.x *= 6.0f;
221 | 	Hsb.x += Param.x;
222 | 	if( Hsb.x < 0.0f )
223 | 	{
224 | 		Hsb.x += 6.0;
225 | 	}
226 | 	else
227 | 	if( Hsb.x >= 6.0f )
228 | 	{
229 | 		Hsb.x -= 6.0;
230 | 	}
231 | 
232 | 	Hsb.y = saturate( Hsb.y * ( 1.0 + Param.y ) );
233 | 
234 | 	if( Hsb.x < 1.0f )
235 | 	{
236 | 		Rgb.r = 1.0f ;
237 | 		Rgb.g = Hsb.x ;
238 | 		Rgb.b = 0.0f ;
239 | 	}
240 | 	else
241 | 	if( Hsb.x < 2.0f )
242 | 	{
243 | 		Rgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
244 | 		Rgb.g = 1.0f ;
245 | 		Rgb.b = 0.0f ;
246 | 	}
247 | 	else
248 | 	if( Hsb.x < 3.0f )
249 | 	{
250 | 		Rgb.r = 0.0f ;
251 | 		Rgb.g = 1.0f ;
252 | 		Rgb.b = Hsb.x - 2.0f ;
253 | 	}
254 | 	else
255 | 	if( Hsb.x < 4.0f )
256 | 	{
257 | 		Rgb.r = 0.0f ;
258 | 		Rgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
259 | 		Rgb.b = 1.0f ;
260 | 	}
261 | 	else
262 | 	if( Hsb.x < 5.0f )
263 | 	{
264 | 		Rgb.r = Hsb.x - 4.0f ;
265 | 		Rgb.g = 0.0f ;
266 | 		Rgb.b = 1.0f ;
267 | 	}
268 | 	else
269 | 	{
270 | 		Rgb.r = 1.0f ;
271 | 		Rgb.g = 0.0f ;
272 | 		Rgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
273 | 	}
274 | 
275 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
276 | 
277 | 	if( Hsb.z <= 0.5f )
278 | 	{
279 | 		Rgb *= Hsb.z * 2.0f;
280 | 	}
281 | 	else
282 | 	{
283 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
284 | 	}
285 | 	
286 | 	Color.r = Rgb.r;
287 | 	Color.g = Rgb.g;
288 | 	Color.b = Rgb.b;
289 | 
290 | 	return Color;
291 | }
292 | 
293 | 
294 | 
295 | 
296 | 
297 | 
298 | float4 HSB_Base_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
299 | {
300 | 	float4 Color;
301 | 	float3 Hsb;
302 | 	float3 Rgb;
303 | 	float Max;
304 | 	float Min;
305 | 	float Delta;
306 | 	float3 Half;
307 | 	float3 One;
308 | 
309 | 	Half = 0.5f;
310 | 	One  = 1.0f;
311 | 
312 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
313 | 	Rgb = Color.rgb;
314 | 	
315 | 	if( Param.z > 0.0 )
316 | 	{
317 | 		Rgb += ( One - Rgb ) * Param.z;
318 | 	}
319 | 	else
320 | 	{
321 | 		Rgb *= 1.0 + Param.z;
322 | 	}
323 | 	Rgb = saturate( Rgb );
324 | 
325 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
326 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
327 | 	Delta = Max - Min;
328 | 
329 | 	Hsb.z = ( Max + Min ) / 2.0;
330 | 	if( Max == Min )
331 | 	{
332 | 		Hsb.x = 0.0f;
333 | 		Hsb.y = 0.0f;
334 | 	}
335 | 	else
336 | 	{
337 | 		float3 tRGB;
338 | 
339 | 		if( Hsb.z > 0.5 )
340 | 		{
341 | 			Hsb.y = 2 - Max - Min; 
342 | 		}
343 | 		else
344 | 		{
345 | 			Hsb.y = Max + Min;
346 | 		}
347 | 		Hsb.y = Delta / Hsb.y;
348 | 		
349 | 		tRGB = ( float3( Max, Max, Max ) - Rgb ) / Delta;
350 | 		if( Rgb.r == Max )
351 | 		{
352 | 			Hsb.x = tRGB.b - tRGB.g;
353 | 		}
354 | 		else
355 | 		if( Rgb.g == Max )
356 | 		{
357 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
358 | 		}
359 | 		else
360 | 		{
361 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
362 | 		}
363 | 		if( Hsb.x < 0.0 )
364 | 		{
365 | 			Hsb.x += 6.0;
366 | 		}
367 | 	}
368 | 
369 | 	Hsb.x += Param.x;
370 | 	if( Hsb.x < 0.0f )
371 | 	{
372 | 		Hsb.x += 6.0;
373 | 	}
374 | 	else
375 | 	if( Hsb.x >= 6.0f )
376 | 	{
377 | 		Hsb.x -= 6.0;
378 | 	}
379 | 
380 | 	Hsb.y = saturate( Hsb.y * ( 1.0 + Param.y ) );
381 | 
382 | 	if( Hsb.x < 1.0f )
383 | 	{
384 | 		Rgb.r = 1.0f ;
385 | 		Rgb.g = Hsb.x ;
386 | 		Rgb.b = 0.0f ;
387 | 	}
388 | 	else
389 | 	if( Hsb.x < 2.0f )
390 | 	{
391 | 		Rgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
392 | 		Rgb.g = 1.0f ;
393 | 		Rgb.b = 0.0f ;
394 | 	}
395 | 	else
396 | 	if( Hsb.x < 3.0f )
397 | 	{
398 | 		Rgb.r = 0.0f ;
399 | 		Rgb.g = 1.0f ;
400 | 		Rgb.b = Hsb.x - 2.0f ;
401 | 	}
402 | 	else
403 | 	if( Hsb.x < 4.0f )
404 | 	{
405 | 		Rgb.r = 0.0f ;
406 | 		Rgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
407 | 		Rgb.b = 1.0f ;
408 | 	}
409 | 	else
410 | 	if( Hsb.x < 5.0f )
411 | 	{
412 | 		Rgb.r = Hsb.x - 4.0f ;
413 | 		Rgb.g = 0.0f ;
414 | 		Rgb.b = 1.0f ;
415 | 	}
416 | 	else
417 | 	{
418 | 		Rgb.r = 1.0f ;
419 | 		Rgb.g = 0.0f ;
420 | 		Rgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
421 | 	}
422 | 
423 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
424 | 
425 | 	if( Hsb.z <= 0.5f )
426 | 	{
427 | 		Rgb *= Hsb.z * 2.0f;
428 | 	}
429 | 	else
430 | 	{
431 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
432 | 	}
433 | 	
434 | 	Color.rgb = saturate( Rgb.rgb );
435 | 	
436 | 	return Color;
437 | }
438 | 
439 | 
440 | 
441 | 
442 | 
443 | 
444 | float4 HSB_Blend_Hue_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
445 | {
446 | 	float4 Color;
447 | 	float4 BlendColor;
448 | 	float3 Hsb;
449 | 	float3 Rgb;
450 | 	float3 DestRgb;
451 | 	float2 Max;
452 | 	float2 Min;
453 | 	float2 Delta;
454 | 	float3 Half;
455 | 	float3 One;
456 | 
457 | 	Half = 0.5f;
458 | 	One  = 1.0f;
459 | 
460 | 	Color      = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
461 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 ) ;
462 | 	Rgb = Color.rgb;
463 | 	
464 | 	Max.x = max( Rgb.r, max( Rgb.g, Rgb.b ) );
465 | 	Min.x = min( Rgb.r, min( Rgb.g, Rgb.b ) );
466 | 	Delta.x = Max.x - Min.x;
467 | 
468 | 	Max.y = max( BlendColor.r, max( BlendColor.g, BlendColor.b ) );
469 | 	Min.y = min( BlendColor.r, min( BlendColor.g, BlendColor.b ) );
470 | 	Delta.y = Max.y - Min.y;
471 | 
472 | 	Hsb.z = ( Max.x + Min.x ) / 2.0;
473 | 	if( Max.x != Min.x )
474 | 	{
475 | 		if( Hsb.z > 0.5 )
476 | 		{
477 | 			Hsb.y = 2 - Max.x - Min.x;
478 | 		}
479 | 		else
480 | 		{
481 | 			Hsb.y = Max.x + Min.x;
482 | 		}
483 | 		Hsb.y = Delta.x / Hsb.y;
484 | 	}
485 | 	
486 | 	if( Max.y != Min.y )
487 | 	{
488 | 		float3 tRGB;
489 | 
490 | 		tRGB = ( Max.yyy - BlendColor.rgb ) / Delta.y;
491 | 		if( BlendColor.r == Max.y )
492 | 		{
493 | 			Hsb.x = tRGB.b - tRGB.g;
494 | 		}
495 | 		else
496 | 		if( BlendColor.g == Max.y )
497 | 		{
498 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
499 | 		}
500 | 		else
501 | 		{
502 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
503 | 		}
504 | 		if( Hsb.x < 0.0 )
505 | 		{
506 | 			Hsb.x += 6.0;
507 | 		}
508 | 	}
509 | 
510 | 	if( Hsb.x < 1.0f )
511 | 	{
512 | 		DestRgb.r = 1.0f ;
513 | 		DestRgb.g = Hsb.x ;
514 | 	}
515 | 	else
516 | 	if( Hsb.x < 2.0f )
517 | 	{
518 | 		DestRgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
519 | 		DestRgb.g = 1.0f ;
520 | 	}
521 | 	else
522 | 	if( Hsb.x < 3.0f )
523 | 	{
524 | 		DestRgb.g = 1.0f ;
525 | 		DestRgb.b = Hsb.x - 2.0f ;
526 | 	}
527 | 	else
528 | 	if( Hsb.x < 4.0f )
529 | 	{
530 | 		DestRgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
531 | 		DestRgb.b = 1.0f ;
532 | 	}
533 | 	else
534 | 	if( Hsb.x < 5.0f )
535 | 	{
536 | 		DestRgb.r = Hsb.x - 4.0f ;
537 | 		DestRgb.b = 1.0f ;
538 | 	}
539 | 	else
540 | 	{
541 | 		DestRgb.r = 1.0f ;
542 | 		DestRgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
543 | 	}
544 | 
545 | 	DestRgb.rgb += ( Half.rgb - DestRgb.rgb ) * ( 1.0f - Hsb.y );
546 | 
547 | 	if( Hsb.z <= 0.5f )
548 | 	{
549 | 		DestRgb.rgb *= Hsb.z * 2.0f;
550 | 	}
551 | 	else
552 | 	{
553 | 		DestRgb.rgb += ( One.rgb - DestRgb.rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
554 | 	}
555 | 	
556 | 	Color.rgb = lerp( Color.rgb, DestRgb.rgb, Param.x/*BlendRatio*/ * BlendColor.a );
557 | 	
558 | 	return Color;
559 | }
560 | 
561 | float4 HSB_Blend_Saturation_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
562 | {
563 | 	float4 Color;
564 | 	float4 BlendColor;
565 | 	float3 Hsb;
566 | 	float3 Rgb;
567 | 	float3 DestRgb;
568 | 	float2 Max;
569 | 	float2 Min;
570 | 	float2 Delta;
571 | 	float3 Half;
572 | 	float3 One;
573 | 
574 | 	Half = 0.5f;
575 | 	One  = 1.0f;
576 | 
577 | 	Color      = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
578 | 	BlendColor = g_BlendTexture.Sample( g_BlendSampler, In.TexCoords1 ) ;
579 | 	Rgb = Color.rgb;
580 | 	
581 | 	Max.x = max( Rgb.r, max( Rgb.g, Rgb.b ) );
582 | 	Min.x = min( Rgb.r, min( Rgb.g, Rgb.b ) );
583 | 	Delta.x = Max.x - Min.x;
584 | 
585 | 	Max.y = max( BlendColor.r, max( BlendColor.g, BlendColor.b ) );
586 | 	Min.y = min( BlendColor.r, min( BlendColor.g, BlendColor.b ) );
587 | 	Delta.y = Max.y - Min.y;
588 | 
589 | 	Hsb.z = Max.x + Min.x;
590 | 	if( Max.x != Min.x )
591 | 	{
592 | 		float3 tRGB;
593 | 
594 | 		tRGB = ( Max.xxx - Color.rgb ) / Delta.x;
595 | 		if( Color.r == Max.x )
596 | 		{
597 | 			Hsb.x = tRGB.b - tRGB.g;
598 | 		}
599 | 		else
600 | 		if( Color.g == Max.x )
601 | 		{
602 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
603 | 		}
604 | 		else
605 | 		{
606 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
607 | 		}
608 | 		if( Hsb.x < 0.0 )
609 | 		{
610 | 			Hsb.x += 6.0;
611 | 		}
612 | 	}
613 | 	
614 | 	if( Max.y != Min.y )
615 | 	{
616 | 		if( Max.y + Min.y > 1.0 )
617 | 		{
618 | 			Hsb.y = 2 - ( Max.y + Min.y );
619 | 		}
620 | 		else
621 | 		{
622 | 			Hsb.y = Max.y + Min.y;
623 | 		}
624 | 		Hsb.y = Delta.y / Hsb.y;
625 | 	}
626 | 
627 | 	if( Hsb.x < 1.0f )
628 | 	{
629 | 		DestRgb.r = 1.0f ;
630 | 		DestRgb.g = Hsb.x ;
631 | 	}
632 | 	else
633 | 	if( Hsb.x < 2.0f )
634 | 	{
635 | 		DestRgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
636 | 		DestRgb.g = 1.0f ;
637 | 	}
638 | 	else
639 | 	if( Hsb.x < 3.0f )
640 | 	{
641 | 		DestRgb.g = 1.0f ;
642 | 		DestRgb.b = Hsb.x - 2.0f ;
643 | 	}
644 | 	else
645 | 	if( Hsb.x < 4.0f )
646 | 	{
647 | 		DestRgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
648 | 		DestRgb.b = 1.0f ;
649 | 	}
650 | 	else
651 | 	if( Hsb.x < 5.0f )
652 | 	{
653 | 		DestRgb.r = Hsb.x - 4.0f ;
654 | 		DestRgb.b = 1.0f ;
655 | 	}
656 | 	else
657 | 	{
658 | 		DestRgb.r = 1.0f ;
659 | 		DestRgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
660 | 	}
661 | 
662 | 	DestRgb.rgb += ( Half.rgb - DestRgb.rgb ) * ( 1.0f - Hsb.y );
663 | 
664 | 	if( Hsb.z < 1.0f )
665 | 	{
666 | 		DestRgb.rgb *= Hsb.z;
667 | 	}
668 | 	else
669 | 	{
670 | 		DestRgb.rgb += ( One.rgb - DestRgb.rgb ) * ( Hsb.z - 1.0f );
671 | 	}
672 | 	
673 | 	Color.rgb = lerp( Color.rgb, DestRgb.rgb, Param.x/*BlendRatio*/ * BlendColor.a );
674 | 	
675 | 	return Color;
676 | }
677 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/Invert_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | SamplerState g_SrcSampler       : register( s0 ) ;
 4 | Texture2D    g_SrcTexture       : register( t0 ) ;
 5 | 
 6 | float4 Invert_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
 7 | {
 8 | 	float4 Color;
 9 | 
10 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
11 | 
12 | 	Color.rgb = float3(1,1,1) - Color.rgb;
13 | 	
14 | 	return Color;
15 | }
16 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/Level_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | cbuffer cbNormal : register( b3 )
 4 | {
 5 | 	float4 Min_LenRev_AfterMin_AfterMax ;
 6 | } ;
 7 | 
 8 | SamplerState g_SrcSampler       : register( s0 ) ;
 9 | Texture2D    g_SrcTexture       : register( t0 ) ;
10 | 
11 | SamplerState g_GammaSampler     : register( s1 ) ;
12 | Texture2D    g_GammaTexture     : register( t1 ) ;
13 | 
14 | float4 Level_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
15 | {
16 | 	float4 Color;
17 | 	float3 Rgb;
18 | 	float Ratio;
19 | 
20 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
21 | 
22 | 	Rgb.rgb = saturate( ( Color.rgb - Min_LenRev_AfterMin_AfterMax.xxx ) * Min_LenRev_AfterMin_AfterMax.y );
23 | 
24 | 	Ratio = g_GammaTexture.Sample( g_GammaSampler, float2( Rgb.r, 0.0 ) ).r ;
25 | 	Color.r = lerp( Min_LenRev_AfterMin_AfterMax.z, Min_LenRev_AfterMin_AfterMax.w, Ratio );
26 | 
27 | 	Ratio = g_GammaTexture.Sample( g_GammaSampler, float2( Rgb.g, 0.0 ) ).r ;
28 | 	Color.g = lerp( Min_LenRev_AfterMin_AfterMax.z, Min_LenRev_AfterMin_AfterMax.w, Ratio );
29 | 
30 | 	Ratio = g_GammaTexture.Sample( g_GammaSampler, float2( Rgb.b, 0.0 ) ).r ;
31 | 	Color.b = lerp( Min_LenRev_AfterMin_AfterMax.z, Min_LenRev_AfterMin_AfterMax.w, Ratio );
32 | 
33 | 	return Color;
34 | }
35 | 
36 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/Mono_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | cbuffer cbNormal : register( b3 )
 4 | {
 5 | 	float4 RGBToY     ;
 6 | 	float4 YCbCrToRGB ;
 7 | } ;
 8 | 
 9 | SamplerState g_SrcSampler       : register( s0 ) ;
10 | Texture2D    g_SrcTexture       : register( t0 ) ;
11 | 
12 | float4 Mono_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
13 | {
14 | 	float4 Color;
15 | 	float3 Rgb;
16 | 	float3 RGBToY_F3;
17 | 	float3 YCbCrToRGB_F3;
18 | 
19 | 	RGBToY_F3     = RGBToY.rgb;
20 | 	YCbCrToRGB_F3 = YCbCrToRGB.rgb;
21 | 
22 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
23 | 	Rgb = Color.rgb;
24 | 
25 | 	Rgb.rgb   = dot( Rgb, RGBToY_F3 );
26 | 	Color.rgb = Rgb + YCbCrToRGB_F3;
27 | 
28 | 	return Color;
29 | }
30 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/PremultipliedAlpha_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | SamplerState g_SrcSampler       : register( s0 ) ;
 4 | Texture2D    g_SrcTexture       : register( t0 ) ;
 5 | 
 6 | float4 PremultipliedAlpha_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
 7 | {
 8 | 	float4 Color;
 9 | 
10 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
11 | 
12 | 	Color.rgb = Color.rgb * Color.a;
13 | 	
14 | 	return Color;
15 | }
16 | 
17 | float4 InterpolatedAlpha_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
18 | {
19 | 	float4 Color;
20 | 
21 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
22 | 
23 | 	if( Color.a < 0.001f )
24 | 	{
25 | 		Color.r = 0.0f ;
26 | 		Color.g = 0.0f ;
27 | 		Color.b = 0.0f ;
28 | 	}
29 | 	else
30 | 	{
31 | 		Color.rgb = Color.rgb / Color.a;
32 | 	}
33 | 	
34 | 	return Color;
35 | }
36 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/TwoColor_PS.hlsl:
--------------------------------------------------------------------------------
 1 | #include "../PixelShader.h"
 2 | 
 3 | cbuffer cbNormal : register( b3 )
 4 | {
 5 | 	float4 RGBToY_Cmp ;
 6 | 	float4 LowColor ;
 7 | 	float4 HighColor ;
 8 | } ;
 9 | 
10 | SamplerState g_SrcSampler       : register( s0 ) ;
11 | Texture2D    g_SrcTexture       : register( t0 ) ;
12 | 
13 | float4 TwoColor_PS(STRETCHRECT_VS_OUTPUT In) : SV_TARGET0
14 | {
15 | 	float4 Color;
16 | 
17 | 	Color = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
18 | 
19 | 	if( dot( Color.rgb, RGBToY_Cmp.rgb ) > RGBToY_Cmp.w )
20 | 	{
21 | 		Color = HighColor;
22 | 	}
23 | 	else
24 | 	{
25 | 		Color = LowColor;
26 | 	}
27 | 
28 | 	return Color;
29 | }
30 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/Filter/YuvToRgb_PS.hlsl:
--------------------------------------------------------------------------------
  1 | #include "../PixelShader.h"
  2 | 
  3 | cbuffer cbNormal : register( b3 )
  4 | {
  5 | 	float4 UVTextureCoordScale_RRA_Add_U ;
  6 | } ;
  7 | 
  8 | SamplerState g_SrcSampler  : register( s0 ) ;
  9 | Texture2D    g_SrcTexture  : register( t0 ) ;
 10 | 
 11 | SamplerState g_UVSampler   : register( s1 ) ;
 12 | Texture2D    g_UVTexture   : register( t1 ) ;
 13 | 
 14 | float4 Y2UV2toRGB_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 15 | {
 16 | 	float4 DestColor ;
 17 | 	float4 YUVColor ;
 18 | 
 19 | 	YUVColor = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
 20 | 
 21 | 	DestColor.r = saturate( 1.164f * ( YUVColor.r - 0.0625f ) + 1.596f * ( YUVColor.b - 0.5f ) ) ;
 22 | 	DestColor.g = saturate( 1.164f * ( YUVColor.r - 0.0625f ) - 0.391f * ( YUVColor.g - 0.5f ) - 0.813f * ( YUVColor.b - 0.5f ) ) ;
 23 | 	DestColor.b = saturate( 1.164f * ( YUVColor.r - 0.0625f ) + 2.018f * ( YUVColor.g - 0.5f ) ) ;
 24 | 	DestColor.a = 1.0f ;
 25 | 
 26 | 	return DestColor ;
 27 | }
 28 | 
 29 | float4 Y2UV2toRGB_RRA_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 30 | {
 31 | 	float4 DestColor ;
 32 | 	float4 YUVColor ;
 33 | 	float4 A_YUVColor ;
 34 | 	float2 A_TexCoords ;
 35 | 
 36 | 	YUVColor = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
 37 | 
 38 | 	A_TexCoords = In.TexCoords0 ;
 39 | 	A_TexCoords.x += UVTextureCoordScale_RRA_Add_U.z ;
 40 | 	A_YUVColor = g_SrcTexture.Sample( g_SrcSampler, A_TexCoords ) ;
 41 | 
 42 | 	DestColor.r = saturate( 1.164f * ( YUVColor.r   - 0.0625f ) + 1.596f * ( YUVColor.b   - 0.5f ) ) ;
 43 | 	DestColor.g = saturate( 1.164f * ( YUVColor.r   - 0.0625f ) - 0.391f * ( YUVColor.g   - 0.5f ) - 0.813f * ( YUVColor.b - 0.5f ) ) ;
 44 | 	DestColor.b = saturate( 1.164f * ( YUVColor.r   - 0.0625f ) + 2.018f * ( YUVColor.g   - 0.5f ) ) ;
 45 | 	DestColor.a = saturate( 1.164f * ( A_YUVColor.r - 0.0625f ) + 1.596f * ( A_YUVColor.b - 0.5f ) ) ;
 46 | 
 47 | 	return DestColor ;
 48 | }
 49 | 
 50 | float4 Y2UV1toRGB_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 51 | {
 52 | 	float4 DestColor ;
 53 | 	float4 YColor ;
 54 | 	float4 UVColor ;
 55 | 	float2 UVTexCoord ;
 56 | 
 57 | 	YColor  = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
 58 | 	UVTexCoord = In.TexCoords0 ;
 59 | 	UVTexCoord.x *= UVTextureCoordScale_RRA_Add_U.x ;
 60 | 	UVTexCoord.y *= UVTextureCoordScale_RRA_Add_U.y ;
 61 | 	UVColor = g_UVTexture.Sample(  g_UVSampler, UVTexCoord ) ;
 62 | 
 63 | 	DestColor.r = saturate( 1.164f * ( YColor.r - 0.0625f ) + 1.596f * ( UVColor.g - 0.5f ) ) ;
 64 | 	DestColor.g = saturate( 1.164f * ( YColor.r - 0.0625f ) - 0.391f * ( UVColor.r - 0.5f ) - 0.813f * ( UVColor.g - 0.5f ) ) ;
 65 | 	DestColor.b = saturate( 1.164f * ( YColor.r - 0.0625f ) + 2.018f * ( UVColor.r - 0.5f ) ) ;
 66 | 	DestColor.a = 1.0f ;
 67 | 
 68 | 	return DestColor ;
 69 | }
 70 | 
 71 | float4 Y2UV1toRGB_RRA_PS( STRETCHRECT_VS_OUTPUT In ) : SV_TARGET0
 72 | {
 73 | 	float4 DestColor ;
 74 | 	float4 YColor ;
 75 | 	float4 UVColor ;
 76 | 	float2 UVTexCoord ;
 77 | 	float4 A_YColor ;
 78 | 	float4 A_UVColor ;
 79 | 	float2 A_TexCoords ;
 80 | 
 81 | 	YColor  = g_SrcTexture.Sample( g_SrcSampler, In.TexCoords0 ) ;
 82 | 	UVTexCoord = In.TexCoords0 ;
 83 | 	UVTexCoord.x *= UVTextureCoordScale_RRA_Add_U.x ;
 84 | 	UVTexCoord.y *= UVTextureCoordScale_RRA_Add_U.y ;
 85 | 	UVColor = g_UVTexture.Sample(  g_UVSampler, UVTexCoord ) ;
 86 | 
 87 | 	A_TexCoords = In.TexCoords0 ;
 88 | 	A_TexCoords.x += UVTextureCoordScale_RRA_Add_U.z ;
 89 | 	A_YColor = g_SrcTexture.Sample( g_SrcSampler, A_TexCoords ) ;
 90 | 	A_TexCoords = In.TexCoords0 ;
 91 | 	A_TexCoords.x *= UVTextureCoordScale_RRA_Add_U.x ;
 92 | 	A_TexCoords.y *= UVTextureCoordScale_RRA_Add_U.y ;
 93 | 	A_TexCoords.x += UVTextureCoordScale_RRA_Add_U.w ;
 94 | 	A_UVColor = g_UVTexture.Sample(  g_UVSampler, A_TexCoords ) ;
 95 | 
 96 | 	DestColor.r = saturate( 1.164f * ( YColor.r   - 0.0625f ) + 1.596f * ( UVColor.g   - 0.5f ) ) ;
 97 | 	DestColor.g = saturate( 1.164f * ( YColor.r   - 0.0625f ) - 0.391f * ( UVColor.r   - 0.5f ) - 0.813f * ( UVColor.g - 0.5f ) ) ;
 98 | 	DestColor.b = saturate( 1.164f * ( YColor.r   - 0.0625f ) + 2.018f * ( UVColor.r   - 0.5f ) ) ;
 99 | 	DestColor.a = saturate( 1.164f * ( A_YColor.r - 0.0625f ) + 1.596f * ( A_UVColor.g - 0.5f ) ) ;
100 | 
101 | 	return DestColor ;
102 | }
103 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_PixelLighting_PS.hlsl:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_PixelLighting_PS.hlsl
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/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_PixelLighting_VS.hlsl:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_PixelLighting_VS.hlsl
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/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_VertexLighting_PS.hlsl:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_VertexLighting_PS.hlsl
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/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_VertexLighting_VS.hlsl:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D11/MV1DefaultShader/MV1Default_VertexLighting_VS.hlsl
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/source/Shader/Windows/Direct3D11/PixelShader.h:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D11/PixelShader.h
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/source/Shader/Windows/Direct3D11/VertexShader.h:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D11/VertexShader.h
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/source/Shader/Windows/Direct3D9/Base.fx:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/Base.fx
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/source/Shader/Windows/Direct3D9/BaseVertexShader.fx:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/BaseVertexShader.fx
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/source/Shader/Windows/Direct3D9/BasicBlendFilter.fx:
--------------------------------------------------------------------------------
  1 | float BlendRatio     : register( c0 ) ;
  2 | float4 One           : register( c1 ) ;
  3 | sampler SrcTexture   : register( s0 ) ;
  4 | sampler BlendTexture : register( s1 ) ;
  5 | 
  6 | struct VS_OUTPUT
  7 | {
  8 | 	float4 Position        : POSITION ;
  9 | 	float2 TexCoords0      : TEXCOORD0 ;
 10 | 	float2 TexCoords1      : TEXCOORD1 ;
 11 | } ;
 12 | 
 13 | float4 Normal_PS( VS_OUTPUT In ) : Color
 14 | {
 15 | 	float4 Color;
 16 | 	float4 BlendColor;
 17 | 
 18 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
 19 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
 20 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
 21 | 
 22 | 	return Color;
 23 | }
 24 | 
 25 | float4 Normal_AlphaCh_PS( VS_OUTPUT In ) : Color
 26 | {
 27 | 	float4 Color;
 28 | 	float4 BlendColor;
 29 | 	float Ta;
 30 | 	float RSa;
 31 | 
 32 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
 33 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
 34 | 	BlendColor.a *= BlendRatio;
 35 | 	RSa = ( 1.0f - BlendColor.a );
 36 | 	Ta = RSa * Color.a + BlendColor.a;
 37 | 	Color = ( RSa * Color.a * Color + BlendColor.a * BlendColor ) / Ta;
 38 | 	Color.a = Ta;
 39 | 
 40 | 	return Color;
 41 | }
 42 | 
 43 | float4 Add_AlphaCh_PS( VS_OUTPUT In ) : Color
 44 | {
 45 | 	float4 Color;
 46 | 	float4 BlendColor;
 47 | 	float Ta;
 48 | 	float RSa;
 49 | 
 50 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
 51 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
 52 | 	BlendColor.a *= BlendRatio;
 53 | 	RSa = ( 1.0f - BlendColor.a );
 54 | 	Ta = RSa * Color.a + BlendColor.a;
 55 | 	Color = ( Color.a * Color + BlendColor.a * BlendColor ) / Ta;
 56 | 	Color.a = Ta;
 57 | 	Color = saturate( Color );
 58 | 
 59 | 	return Color;
 60 | }
 61 | 
 62 | float4 Multiple_PS( VS_OUTPUT In ) : Color
 63 | {
 64 | 	float4 Color;
 65 | 	float4 BlendColor;
 66 | 
 67 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
 68 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
 69 | 	Color.rgb = lerp( Color.rgb, Color.rgb * BlendColor.rgb, BlendRatio * BlendColor.a );
 70 | 
 71 | 	return Color;
 72 | }
 73 | 
 74 | float4 Difference_PS( VS_OUTPUT In ) : Color
 75 | {
 76 | 	float4 Color;
 77 | 	float4 BlendColor;
 78 | 
 79 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
 80 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
 81 | 	Color.rgb = lerp( Color.rgb, saturate( Color.rgb - BlendColor.rgb ), BlendRatio * BlendColor.a );
 82 | 
 83 | 	return Color;
 84 | }
 85 | 
 86 | float4 Add_PS( VS_OUTPUT In ) : Color
 87 | {
 88 | 	float4 Color;
 89 | 	float4 BlendColor;
 90 | 
 91 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
 92 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
 93 | 	Color.rgb = lerp( Color.rgb, saturate( Color.rgb + BlendColor.rgb ), BlendRatio * BlendColor.a );
 94 | 
 95 | 	return Color;
 96 | }
 97 | 
 98 | float4 Screen_PS( VS_OUTPUT In ) : Color
 99 | {
100 | 	float4 Color;
101 | 	float4 BlendColor;
102 | 
103 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
104 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
105 | 	Color.rgb = lerp( Color.rgb, One.rgb - (( One.rgb - Color.rgb ) * ( One.rgb - BlendColor.rgb )), BlendRatio * BlendColor.a );
106 | 
107 | 	return Color;
108 | }
109 | 
110 | float4 Overlay_PS( VS_OUTPUT In ) : Color
111 | {
112 | 	float4 Color;
113 | 	float4 BlendColor;
114 | 
115 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
116 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
117 | 
118 | 	if( Color.r < 0.5 )
119 | 	{
120 | 		BlendColor.r = Color.r * BlendColor.r * 2.0;
121 | 	}
122 | 	else
123 | 	{
124 | 		BlendColor.r = 2.0 * ( Color.r + BlendColor.r - Color.r * BlendColor.r ) - 1.0;
125 | 	}
126 | 
127 | 	if( Color.g < 0.5 )
128 | 	{
129 | 		BlendColor.g = Color.g * BlendColor.g * 2.0;
130 | 	}
131 | 	else
132 | 	{
133 | 		BlendColor.g = 2.0 * ( Color.g + BlendColor.g - Color.g * BlendColor.g ) - 1.0;
134 | 	}
135 | 
136 | 	if( Color.b < 0.5 )
137 | 	{
138 | 		BlendColor.b = Color.b * BlendColor.b * 2.0;
139 | 	}
140 | 	else
141 | 	{
142 | 		BlendColor.b = 2.0 * ( Color.b + BlendColor.b - Color.b * BlendColor.b ) - 1.0;
143 | 	}
144 | 	BlendColor = saturate( BlendColor );
145 | 
146 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
147 | 
148 | 	return Color;
149 | }
150 | 
151 | float4 Dodge_PS( VS_OUTPUT In ) : Color
152 | {
153 | 	float4 Color;
154 | 	float4 BlendColor;
155 | 
156 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
157 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
158 | 
159 | 	if( BlendColor.r <= 0.999 )
160 | 	{
161 | 		BlendColor.r = Color.r / ( 1.0 - BlendColor.r );
162 | 	}
163 | 	else
164 | 	{
165 | 		BlendColor.r = 1.0;
166 | 	}
167 | 
168 | 	if( BlendColor.g <= 0.999 )
169 | 	{
170 | 		BlendColor.g = Color.g / ( 1.0 - BlendColor.g );
171 | 	}
172 | 	else
173 | 	{
174 | 		BlendColor.g = 1.0;
175 | 	}
176 | 
177 | 	if( BlendColor.b <= 0.999 )
178 | 	{
179 | 		BlendColor.b = Color.b / ( 1.0 - BlendColor.b );
180 | 	}
181 | 	else
182 | 	{
183 | 		BlendColor.b = 1.0;
184 | 	}
185 | 
186 | 	BlendColor = saturate( BlendColor );
187 | 
188 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
189 | 
190 | 	return Color;
191 | }
192 | 
193 | float4 Burn_PS( VS_OUTPUT In ) : Color
194 | {
195 | 	float4 Color;
196 | 	float4 BlendColor;
197 | 
198 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
199 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
200 | 
201 | 	if( BlendColor.r > 0.0001 )
202 | 	{
203 | 		BlendColor.r = 1.0 - ( 1.0 - Color.r ) / BlendColor.r ;
204 | 	}
205 | 
206 | 	if( BlendColor.g > 0.0001 )
207 | 	{
208 | 		BlendColor.g = 1.0 - ( 1.0 - Color.g ) / BlendColor.g ;
209 | 	}
210 | 
211 | 	if( BlendColor.b > 0.0001 )
212 | 	{
213 | 		BlendColor.b = 1.0 - ( 1.0 - Color.b ) / BlendColor.b ;
214 | 	}
215 | 
216 | 	BlendColor = saturate( BlendColor );
217 | 
218 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
219 | 
220 | 	return Color;
221 | }
222 | 
223 | float4 Darken_PS( VS_OUTPUT In ) : Color
224 | {
225 | 	float4 Color;
226 | 	float4 BlendColor;
227 | 
228 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
229 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
230 | 
231 | 	if( Color.r < BlendColor.r )
232 | 	{
233 | 		BlendColor.r = Color.r ;
234 | 	}
235 | 
236 | 	if( Color.g < BlendColor.g )
237 | 	{
238 | 		BlendColor.g = Color.g ;
239 | 	}
240 | 
241 | 	if( Color.b < BlendColor.b )
242 | 	{
243 | 		BlendColor.b = Color.b ;
244 | 	}
245 | 
246 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
247 | 
248 | 	return Color;
249 | }
250 | 
251 | float4 Lighten_PS( VS_OUTPUT In ) : Color
252 | {
253 | 	float4 Color;
254 | 	float4 BlendColor;
255 | 
256 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
257 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
258 | 
259 | 	if( Color.r > BlendColor.r )
260 | 	{
261 | 		BlendColor.r = Color.r ;
262 | 	}
263 | 
264 | 	if( Color.g > BlendColor.g )
265 | 	{
266 | 		BlendColor.g = Color.g ;
267 | 	}
268 | 
269 | 	if( Color.b > BlendColor.b )
270 | 	{
271 | 		BlendColor.b = Color.b ;
272 | 	}
273 | 
274 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
275 | 
276 | 	return Color;
277 | }
278 | 
279 | float4 SoftLight_PS( VS_OUTPUT In ) : Color
280 | {
281 | 	float4 Color;
282 | 	float4 BlendColor;
283 | 
284 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
285 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
286 | 
287 | 	if( BlendColor.r < 0.5 )
288 | 	{
289 | 		BlendColor.r = pow( Color.r, ( 1.0f - BlendColor.r ) * 2.0 ) ;
290 | 	}
291 | 	else
292 | 	{
293 | 		BlendColor.r = pow( Color.r, 0.5 / BlendColor.r );
294 | 	}
295 | 
296 | 	if( BlendColor.g < 0.5 )
297 | 	{
298 | 		BlendColor.g = pow( Color.g, ( 1.0f - BlendColor.g ) * 2.0 ) ;
299 | 	}
300 | 	else
301 | 	{
302 | 		BlendColor.g = pow( Color.g, 0.5 / BlendColor.g );
303 | 	}
304 | 
305 | 	if( BlendColor.b < 0.5 )
306 | 	{
307 | 		BlendColor.b = pow( Color.b, ( 1.0f - BlendColor.b ) * 2.0 ) ;
308 | 	}
309 | 	else
310 | 	{
311 | 		BlendColor.b = pow( Color.b, 0.5 / BlendColor.b );
312 | 	}
313 | 
314 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
315 | 
316 | 	return Color;
317 | }
318 | 
319 | float4 HardLight_PS( VS_OUTPUT In ) : Color
320 | {
321 | 	float4 Color;
322 | 	float4 BlendColor;
323 | 
324 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
325 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
326 | 
327 | 	if( BlendColor.r < 0.5 )
328 | 	{
329 | 		BlendColor.r = Color.r * BlendColor.r * 2.0;
330 | 	}
331 | 	else
332 | 	{
333 | 		BlendColor.r = 2.0 * ( Color.r + BlendColor.r - Color.r * BlendColor.r ) - 1.0;
334 | 	}
335 | 
336 | 	if( BlendColor.g < 0.5 )
337 | 	{
338 | 		BlendColor.g = Color.g * BlendColor.g * 2.0;
339 | 	}
340 | 	else
341 | 	{
342 | 		BlendColor.g = 2.0 * ( Color.g + BlendColor.g - Color.g * BlendColor.g ) - 1.0;
343 | 	}
344 | 
345 | 	if( BlendColor.b < 0.5 )
346 | 	{
347 | 		BlendColor.b = Color.b * BlendColor.b * 2.0;
348 | 	}
349 | 	else
350 | 	{
351 | 		BlendColor.b = 2.0 * ( Color.b + BlendColor.b - Color.b * BlendColor.b ) - 1.0;
352 | 	}
353 | 
354 | 	BlendColor = saturate( BlendColor );
355 | 
356 | 	Color.rgb = lerp( Color.rgb, BlendColor.rgb, BlendRatio * BlendColor.a );
357 | 
358 | 	return Color;
359 | }
360 | 
361 | float4 Exclusion_PS( VS_OUTPUT In ) : Color
362 | {
363 | 	float4 Color;
364 | 	float4 BlendColor;
365 | 
366 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
367 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
368 | 	Color.rgb = lerp( Color.rgb, Color.rgb + BlendColor.rgb - 2.0 * Color.rgb * BlendColor.rgb, BlendRatio * BlendColor.a );
369 | 
370 | 	return Color;
371 | }
372 | 
373 | float4 Multiple_AOnly_PS( VS_OUTPUT In ) : Color
374 | {
375 | 	float4 Color;
376 | 	float4 BlendColor;
377 | 
378 | 	Color = tex2D( SrcTexture, In.TexCoords0 );
379 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 );
380 | 	Color.a = lerp( Color.a, BlendColor.a * Color.a, BlendRatio );
381 | 
382 | 	return Color;
383 | }
384 | 
385 | float4 PMA_Multiple_AOnly_PS( VS_OUTPUT In ) : Color
386 | {
387 | 	float4 PremulColor;
388 | 	float4 LinearColor;
389 | 	float4 PremulBlendColor;
390 | 	float4 LinearBlendColor;
391 | 	float4 OutputLinearColor;
392 | 	float4 OutputPremulColor;
393 | 
394 | 	PremulColor         = tex2D( SrcTexture,   In.TexCoords0 );
395 | 	PremulBlendColor    = tex2D( BlendTexture, In.TexCoords1 );
396 | 
397 | 	LinearColor         = PremulColor      / PremulColor.a;
398 | 	LinearColor.a       = PremulColor.a;
399 | 	LinearBlendColor    = PremulBlendColor / PremulBlendColor.a;
400 | 	LinearBlendColor.a  = PremulBlendColor.a;
401 | 	
402 | 	OutputLinearColor   = LinearColor;
403 | 	OutputLinearColor.a = lerp( LinearColor.a, LinearBlendColor.a * LinearColor.a, BlendRatio );
404 | 
405 | 	OutputPremulColor   = OutputLinearColor * OutputLinearColor.a;
406 | 	OutputPremulColor.a = OutputLinearColor.a;
407 | 
408 | 	return OutputPremulColor;
409 | }
410 | 
411 | 
412 | 
413 | 
414 | 
415 | 
416 | 
417 | 
418 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/BrightnessClip.fx:
--------------------------------------------------------------------------------
 1 | float   ClipBrightness : register( c0 ) ;
 2 | float4  RGBToY         : register( c1 ) ;
 3 | float4  ClipFillColor  : register( c2 ) ;
 4 | sampler SrcTexture     : register( s0 ) ;
 5 | 
 6 | struct VS_OUTPUT
 7 | {
 8 | 	float4 Position        : POSITION ;
 9 | 	float2 TexCoords0      : TEXCOORD0 ;
10 | } ;
11 | 
12 | struct VS_INPUT 
13 | {
14 | 	float4 Position        : POSITION ;
15 | 	float4 Normal          : NORMAL ;
16 | 	float4 Diffuse         : COLOR0 ;
17 | 	float4 Specular        : COLOR1 ;
18 | 	float2 TexCoords0      : TEXCOORD0 ;
19 | 	float2 TexCoords1      : TEXCOORD1 ;
20 | } ;
21 | 
22 | VS_OUTPUT VS_main( VS_INPUT In )
23 | {
24 |     VS_OUTPUT Out = (VS_OUTPUT)0;
25 |     
26 |     Out.Position = In.Position;
27 |     Out.TexCoords0 = In.TexCoords0;
28 | 
29 |     return Out;
30 | }
31 | 
32 | float4 PS_Less(VS_OUTPUT In) : COLOR
33 | {   
34 |     float4 Color;
35 | 
36 |     Color = tex2D( SrcTexture, In.TexCoords0 ) ;
37 |     clip( dot( RGBToY, Color ) - ClipBrightness ) ;
38 | 	
39 |     return Color;
40 | }
41 | 
42 | float4 PS_Less_ClipFill(VS_OUTPUT In) : COLOR
43 | {   
44 |     float4 Color;
45 | 
46 |     Color = tex2D( SrcTexture, In.TexCoords0 ) ;
47 |     if( dot( RGBToY, Color ) < ClipBrightness )
48 |     {
49 |         return ClipFillColor;
50 |     }
51 |     else
52 |     {
53 |         return Color;
54 |     }
55 | }
56 | 
57 | float4 PS_Greater(VS_OUTPUT In) : COLOR
58 | {   
59 |     float4 Color;
60 | 
61 |     Color = tex2D( SrcTexture, In.TexCoords0 ) ;
62 |     clip( ClipBrightness - dot( RGBToY, Color ) ) ;
63 | 
64 |     return Color;
65 | }
66 | 
67 | float4 PS_Greater_ClipFill(VS_OUTPUT In) : COLOR
68 | {   
69 |     float4 Color;
70 | 
71 |     Color = tex2D( SrcTexture, In.TexCoords0 ) ;
72 |     if( dot( RGBToY, Color ) > ClipBrightness )
73 |     {
74 |         return ClipFillColor;
75 |     }
76 |     else
77 |     {
78 |         return Color;
79 |     }
80 | }
81 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/BrightnessScale.fx:
--------------------------------------------------------------------------------
  1 | float4 g_MinB_ScaleB   : register( c0 ) ;
  2 | sampler SrcTexture     : register( s0 ) ;
  3 | 
  4 | struct VS_OUTPUT
  5 | {
  6 | 	float4 Position        : POSITION ;
  7 | 	float2 TexCoords0      : TEXCOORD0 ;
  8 | } ;
  9 | 
 10 | float4 BrightnessScale_PS(VS_OUTPUT In) : COLOR
 11 | {
 12 | 	float4 Color;
 13 | 	float3 Hsb;
 14 | 	float3 Rgb;
 15 | 	float Max;
 16 | 	float Min;
 17 | 	float Delta;
 18 | 	float3 Half;
 19 | 	float3 One;
 20 | 
 21 | 	Half = 0.5f;
 22 | 	One  = 1.0f;
 23 | 
 24 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
 25 | 	Rgb = Color.rgb;
 26 | 	
 27 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
 28 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
 29 | 	Delta = Max - Min;
 30 | 
 31 | 	Hsb.z = ( Max + Min ) / 2.0;
 32 | 	if( Max == Min )
 33 | 	{
 34 | 		Hsb.y = 0.0f;
 35 | 		
 36 | 		Rgb.r = 1.0f;
 37 | 		Rgb.g = 0.0f;
 38 | 		Rgb.b = 0.0f;
 39 | 	}
 40 | 	else
 41 | 	{
 42 | 		float3 tRGB;
 43 | 		float t;
 44 | 
 45 | 		if( Hsb.z > 0.5 )
 46 | 		{
 47 | 			Hsb.y = 2 - Max - Min; 
 48 | 		}
 49 | 		else
 50 | 		{
 51 | 			Hsb.y = Max + Min;
 52 | 		}
 53 | 		Hsb.y = Delta / Hsb.y;
 54 | 		
 55 | 		tRGB = ( float3( Max, Max, Max ) - Rgb ) / Delta;
 56 | 		if( Rgb.r == Max )
 57 | 		{
 58 | 			Rgb.r = 1.0f;
 59 | 			t = tRGB.b - tRGB.g;
 60 | 			if( tRGB.b > tRGB.g )
 61 | 			{
 62 | 				Rgb.b = 0.0f;
 63 | 				Rgb.g = t ;
 64 | 			}
 65 | 			else
 66 | 			{
 67 | 				Rgb.b = -t ;
 68 | 				Rgb.g = 0.0f;
 69 | 			}
 70 | 		}
 71 | 		else
 72 | 		if( Rgb.g == Max )
 73 | 		{
 74 | 			Rgb.g = 1.0f;
 75 | 			t = tRGB.r - tRGB.b;
 76 | 			if( tRGB.r > tRGB.b )
 77 | 			{
 78 | 				Rgb.r = 0.0f;
 79 | 				Rgb.b = t ;
 80 | 			}
 81 | 			else
 82 | 			{
 83 | 				Rgb.r = -t ;
 84 | 				Rgb.b = 0.0f;
 85 | 			}
 86 | 		}
 87 | 		else
 88 | 		{
 89 | 			Rgb.b = 1.0f;
 90 | 			t = tRGB.g - tRGB.r;
 91 | 			if( tRGB.g > tRGB.r )
 92 | 			{
 93 | 				Rgb.g = 0.0f;
 94 | 				Rgb.r = t ;
 95 | 			}
 96 | 			else
 97 | 			{
 98 | 				Rgb.g = -t ;
 99 | 				Rgb.r = 0.0f ;
100 | 			}
101 | 		}
102 | 	}
103 | 
104 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
105 | 
106 | 	Hsb.z = saturate( ( Hsb.z - g_MinB_ScaleB.x ) * g_MinB_ScaleB.y ) ;
107 | 
108 | 	if( Hsb.z <= 0.5f )
109 | 	{
110 | 		Rgb *= Hsb.z * 2.0f;
111 | 	}
112 | 	else
113 | 	{
114 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
115 | 	}
116 | 	
117 | 	Color.r = Rgb.r;
118 | 	Color.g = Rgb.g;
119 | 	Color.b = Rgb.b;
120 | 	
121 | 	return Color;
122 | }
123 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/DownScale.fx:
--------------------------------------------------------------------------------
 1 | float2 PixelOffset[16] : register( c0 ) ;
 2 | sampler SrcTexture     : register( s0 ) ;
 3 | 
 4 | struct VS_OUTPUT
 5 | {
 6 | 	float4 Position        : POSITION ;
 7 | 	float2 TexCoords0      : TEXCOORD0 ;
 8 | } ;
 9 | 
10 | float4 Down_2_PS(VS_OUTPUT In) : COLOR
11 | {   
12 |     float4 Color;
13 | 
14 |     Color = tex2D( SrcTexture, In.TexCoords0 + PixelOffset[0] ) ;
15 | 
16 |     return Color;
17 | }
18 | 
19 | 
20 | float4 Down_4_PS(VS_OUTPUT In) : COLOR
21 | {   
22 |     float4 Color;
23 | 
24 |     Color  = tex2D( SrcTexture, In.TexCoords0 + PixelOffset[0] ) ;
25 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[1] ) ;
26 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[2] ) ;
27 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[3] ) ;
28 | 
29 |     return Color / 4;
30 | }
31 | 
32 | 
33 | float4 Down_8_PS(VS_OUTPUT In) : COLOR
34 | {   
35 |     float4 Color;
36 | 
37 |     Color  = tex2D( SrcTexture, In.TexCoords0 + PixelOffset[0] ) ;
38 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[1] ) ;
39 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[2] ) ;
40 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[3] ) ;
41 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[4] ) ;
42 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[5] ) ;
43 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[6] ) ;
44 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[7] ) ;
45 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[8] ) ;
46 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[9] ) ;
47 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[10] ) ;
48 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[11] ) ;
49 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[12] ) ;
50 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[13] ) ;
51 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[14] ) ;
52 |     Color += tex2D( SrcTexture, In.TexCoords0 + PixelOffset[15] ) ;
53 | 
54 |     return Color / 16;
55 | }
56 | 
57 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/DxPixelShaderFxCode.h:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/DxPixelShaderFxCode.h
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/source/Shader/Windows/Direct3D9/DxPixelShaderFxCode2.h:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/DxPixelShaderFxCode2.h
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/source/Shader/Windows/Direct3D9/DxVertexShaderFxCode.h:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/DxVertexShaderFxCode.h
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/source/Shader/Windows/Direct3D9/DxVertexShaderFxCode2.h:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/DxVertexShaderFxCode2.h
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/source/Shader/Windows/Direct3D9/Gauss.fx:
--------------------------------------------------------------------------------
 1 | float2 TextureSize     : register( c0  ) ;
 2 | float4 PixelWeight[4]  : register( c1  ) ;
 3 | float2 PixelOffset[16] : register( c5  ) ;
 4 | sampler SrcTexture     : register( s0  ) ;
 5 | 
 6 | struct VS_OUTPUT
 7 | {
 8 | 	float4 Position        : POSITION ;
 9 | 	float2 TexCoords0      : TEXCOORD0 ;
10 | } ;
11 | 
12 | float4 PS_8pixel(VS_OUTPUT In) : COLOR
13 | {   
14 |     float4 Color;
15 | 	
16 |     Color  = PixelWeight[0].x *   tex2D( SrcTexture, In.TexCoords0 );
17 |     Color += PixelWeight[0].y * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  1 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  1 ] ) );
18 |     Color += PixelWeight[0].z * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  2 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  2 ] ) );
19 |     Color += PixelWeight[0].w * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  3 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  3 ] ) );
20 | 	
21 |     return Color;
22 | }
23 | 
24 | float4 PS_16pixel(VS_OUTPUT In) : COLOR
25 | {   
26 |     float4 Color;
27 | 	
28 |     Color  = PixelWeight[0].x *   tex2D( SrcTexture, In.TexCoords0 );
29 |     Color += PixelWeight[0].y * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  1 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  1 ] ) );
30 |     Color += PixelWeight[0].z * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  2 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  2 ] ) );
31 |     Color += PixelWeight[0].w * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  3 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  3 ] ) );
32 |     Color += PixelWeight[1].x * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  4 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  4 ] ) );
33 |     Color += PixelWeight[1].y * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  5 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  5 ] ) );
34 |     Color += PixelWeight[1].z * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  6 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  6 ] ) );
35 |     Color += PixelWeight[1].w * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  7 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  7 ] ) );
36 | 	
37 |     return Color;
38 | }
39 | 
40 | float4 PS_32pixel(VS_OUTPUT In) : COLOR
41 | {   
42 |     float4 Color;
43 | 	
44 |     Color  = PixelWeight[0].x *   tex2D( SrcTexture, In.TexCoords0 );
45 |     Color += PixelWeight[0].y * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  1 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  1 ] ) );
46 |     Color += PixelWeight[0].z * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  2 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  2 ] ) );
47 |     Color += PixelWeight[0].w * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  3 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  3 ] ) );
48 |     Color += PixelWeight[1].x * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  4 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  4 ] ) );
49 |     Color += PixelWeight[1].y * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  5 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  5 ] ) );
50 |     Color += PixelWeight[1].z * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  6 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  6 ] ) );
51 |     Color += PixelWeight[1].w * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  7 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  7 ] ) );
52 |     Color += PixelWeight[2].x * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  8 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  8 ] ) );
53 |     Color += PixelWeight[2].y * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[  9 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[  9 ] ) );
54 |     Color += PixelWeight[2].z * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[ 10 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[ 10 ] ) );
55 |     Color += PixelWeight[2].w * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[ 11 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[ 11 ] ) );
56 |     Color += PixelWeight[3].x * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[ 12 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[ 12 ] ) );
57 |     Color += PixelWeight[3].y * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[ 13 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[ 13 ] ) );
58 |     Color += PixelWeight[3].z * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[ 14 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[ 14 ] ) );
59 |     Color += PixelWeight[3].w * ( tex2D( SrcTexture, In.TexCoords0 + PixelOffset[ 15 ] ) +  tex2D( SrcTexture, In.TexCoords0 - PixelOffset[ 15 ] ) );
60 | 	
61 |     return Color;
62 | }
63 | 
64 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/GradientMap.fx:
--------------------------------------------------------------------------------
 1 | float3 RGBToY : register( c0 ) ;
 2 | 
 3 | sampler SrcTexture         : register( s0 ) ;
 4 | sampler GradientMapTexture : register( s1 ) ;
 5 | 
 6 | struct VS_OUTPUT
 7 | {
 8 | 	float4 Position        : POSITION ;
 9 | 	float2 TexCoords0      : TEXCOORD0 ;
10 | } ;
11 | 
12 | float4 GradientMap_PS(VS_OUTPUT In) : COLOR
13 | {
14 | 	float4 DestColor ;
15 | 	float4 SrcColor ;
16 | 
17 | 	SrcColor = tex2D( SrcTexture, In.TexCoords0 ) ;
18 | 	DestColor = tex2D( GradientMapTexture, float2( dot( SrcColor.rgb, RGBToY.rgb ), 0 ) ) ;
19 | 	DestColor.a *= SrcColor.a ;
20 | 
21 | 	return DestColor ;
22 | }
23 | 
24 | float4 GradientMapRev_PS(VS_OUTPUT In) : COLOR
25 | {
26 | 	float4 DestColor ;
27 | 	float4 SrcColor ;
28 | 
29 | 	SrcColor = tex2D( SrcTexture, In.TexCoords0 ) ;
30 | 	DestColor = tex2D( GradientMapTexture, float2( 1.0f - dot( SrcColor.rgb, RGBToY.rgb ), 0 ) ) ;
31 | 	DestColor.a *= SrcColor.a ;
32 | 
33 | 	return DestColor ;
34 | }
35 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/Hsb.fx:
--------------------------------------------------------------------------------
  1 | float4 Param      : register( c0 ) ;
  2 | float  BlendRatio : register( c0 ) ;
  3 | float3 Half       : register( c1 ) ;
  4 | float3 One        : register( c2 ) ;
  5 | sampler SrcTexture   : register( s0 ) ;
  6 | sampler BlendTexture : register( s1 ) ;
  7 | 
  8 | struct VS_OUTPUT
  9 | {
 10 | 	float4 Position        : POSITION ;
 11 | 	float2 TexCoords0      : TEXCOORD0 ;
 12 | } ;
 13 | 
 14 | struct VS_OUTPUT2
 15 | {
 16 | 	float4 Position        : POSITION ;
 17 | 	float2 TexCoords0      : TEXCOORD0 ;
 18 | 	float2 TexCoords1      : TEXCOORD1 ;
 19 | } ;
 20 | 
 21 | float4 RGB_To_HSB_PS(VS_OUTPUT In) : COLOR
 22 | {
 23 | 	float4 Color;
 24 | 	float3 Hsb;
 25 | 	float3 Rgb;
 26 | 	float Max;
 27 | 	float Min;
 28 | 	float Delta;
 29 | 
 30 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
 31 | 	Rgb = Color.rgb;
 32 | 	
 33 | 	if( Param.z > 0.0 )
 34 | 	{
 35 | 		Rgb += ( One - Rgb ) * Param.z;
 36 | 	}
 37 | 	else
 38 | 	{
 39 | 		Rgb *= 1.0 + Param.z;
 40 | 	}
 41 | 	Rgb = saturate( Rgb );
 42 | 
 43 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
 44 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
 45 | 	Delta = Max - Min;
 46 | 
 47 | 	Hsb.z = ( Max + Min ) / 2.0;
 48 | 	if( Max == Min )
 49 | 	{
 50 | 		Hsb.x = 0.0f;
 51 | 		Hsb.y = 0.0f;
 52 | 	}
 53 | 	else
 54 | 	{
 55 | 		float3 tRGB;
 56 | 
 57 | 		if( Hsb.z > 0.5 )
 58 | 		{
 59 | 			Hsb.y = 2 - Max - Min; 
 60 | 		}
 61 | 		else
 62 | 		{
 63 | 			Hsb.y = Max + Min;
 64 | 		}
 65 | 		Hsb.y = Delta / Hsb.y;
 66 | 		
 67 | 		tRGB = ( float3( Max, Max, Max ) - Rgb ) / Delta;
 68 | 		if( Rgb.r == Max )
 69 | 		{
 70 | 			Hsb.x = tRGB.b - tRGB.g;
 71 | 		}
 72 | 		else
 73 | 		if( Rgb.g == Max )
 74 | 		{
 75 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
 76 | 		}
 77 | 		else
 78 | 		{
 79 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
 80 | 		}
 81 | 		if( Hsb.x < 0.0 )
 82 | 		{
 83 | 			Hsb.x += 6.0;
 84 | 		}
 85 | 		Hsb.x /= 6.0;
 86 | 	}
 87 | 
 88 | 	Color.r = Hsb.x;
 89 | 	Color.g = Hsb.y;
 90 | 	Color.b = Hsb.z;
 91 | 
 92 | 	return Color;
 93 | }
 94 | 
 95 | float4 HSB_HLOCK_PS(VS_OUTPUT In) : COLOR
 96 | {
 97 | 	float4 Color;
 98 | 	float3 Hsb;
 99 | 	float3 Rgb;
100 | 	float Max;
101 | 	float Min;
102 | 	float Delta;
103 | 
104 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
105 | 	Rgb = Color.rgb;
106 | 	
107 | 	if( Param.z > 0.0 )
108 | 	{
109 | 		Rgb += ( One - Rgb ) * Param.z;
110 | 	}
111 | 	else
112 | 	{
113 | 		Rgb *= 1.0 + Param.z;
114 | 	}
115 | 	Rgb = saturate( Rgb );
116 | 
117 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
118 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
119 | 	Delta = Max - Min;
120 | 
121 | 	Hsb.z = ( Max + Min ) / 2.0;
122 | 	if( Max == Min )
123 | 	{
124 | 		Hsb.y = 0.0f;
125 | 	}
126 | 	else
127 | 	{
128 | 		float3 tRGB;
129 | 
130 | 		if( Hsb.z > 0.5 )
131 | 		{
132 | 			Hsb.y = 2 - Max - Min; 
133 | 		}
134 | 		else
135 | 		{
136 | 			Hsb.y = Max + Min;
137 | 		}
138 | 		Hsb.y = Delta / Hsb.y;
139 | 	}
140 | 	
141 | 	Hsb.y = saturate( Hsb.y * ( 1.0 + Param.y ) );
142 | 
143 | 	if( Param.x < 1.0f )
144 | 	{
145 | 		Rgb.r = 1.0f ;
146 | 		Rgb.g = Param.x ;
147 | 		Rgb.b = 0.0f ;
148 | 	}
149 | 	else
150 | 	if( Param.x < 2.0f )
151 | 	{
152 | 		Rgb.r = 1.0f - ( Param.x - 1.0f ) ;
153 | 		Rgb.g = 1.0f ;
154 | 		Rgb.b = 0.0f ;
155 | 	}
156 | 	else
157 | 	if( Param.x < 3.0f )
158 | 	{
159 | 		Rgb.r = 0.0f ;
160 | 		Rgb.g = 1.0f ;
161 | 		Rgb.b = Param.x - 2.0f ;
162 | 	}
163 | 	else
164 | 	if( Param.x < 4.0f )
165 | 	{
166 | 		Rgb.r = 0.0f ;
167 | 		Rgb.g = 1.0f - ( Param.x - 3.0f ) ;
168 | 		Rgb.b = 1.0f ;
169 | 	}
170 | 	else
171 | 	if( Param.x < 5.0f )
172 | 	{
173 | 		Rgb.r = Param.x - 4.0f ;
174 | 		Rgb.g = 0.0f ;
175 | 		Rgb.b = 1.0f ;
176 | 	}
177 | 	else
178 | 	{
179 | 		Rgb.r = 1.0f ;
180 | 		Rgb.g = 0.0f ;
181 | 		Rgb.b = 1.0f - ( Param.x - 5.0f ) ;
182 | 	}
183 | 
184 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
185 | 
186 | 	if( Hsb.z <= 0.5f )
187 | 	{
188 | 		Rgb *= Hsb.z * 2.0f;
189 | 	}
190 | 	else
191 | 	{
192 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
193 | 	}
194 | 
195 | 	Color.r = Rgb.r;
196 | 	Color.g = Rgb.g;
197 | 	Color.b = Rgb.b;
198 | 
199 | 	return Color;
200 | }
201 | 
202 | float4 HSB_To_RGB_PS(VS_OUTPUT In) : COLOR
203 | {
204 | 	float4 Color;
205 | 	float3 Hsb;
206 | 	float3 Rgb;
207 | 	float Max;
208 | 	float Min;
209 | 	float Delta;
210 | 
211 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
212 | 	Hsb = Color.rgb;
213 | 
214 | 	Hsb.x *= 6.0f;
215 | 	Hsb.x += Param.x;
216 | 	if( Hsb.x < 0.0f )
217 | 	{
218 | 		Hsb.x += 6.0;
219 | 	}
220 | 	else
221 | 	if( Hsb.x >= 6.0f )
222 | 	{
223 | 		Hsb.x -= 6.0;
224 | 	}
225 | 
226 | 	Hsb.y = saturate( Hsb.y * ( 1.0 + Param.y ) );
227 | 
228 | 	if( Hsb.x < 1.0f )
229 | 	{
230 | 		Rgb.r = 1.0f ;
231 | 		Rgb.g = Hsb.x ;
232 | 		Rgb.b = 0.0f ;
233 | 	}
234 | 	else
235 | 	if( Hsb.x < 2.0f )
236 | 	{
237 | 		Rgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
238 | 		Rgb.g = 1.0f ;
239 | 		Rgb.b = 0.0f ;
240 | 	}
241 | 	else
242 | 	if( Hsb.x < 3.0f )
243 | 	{
244 | 		Rgb.r = 0.0f ;
245 | 		Rgb.g = 1.0f ;
246 | 		Rgb.b = Hsb.x - 2.0f ;
247 | 	}
248 | 	else
249 | 	if( Hsb.x < 4.0f )
250 | 	{
251 | 		Rgb.r = 0.0f ;
252 | 		Rgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
253 | 		Rgb.b = 1.0f ;
254 | 	}
255 | 	else
256 | 	if( Hsb.x < 5.0f )
257 | 	{
258 | 		Rgb.r = Hsb.x - 4.0f ;
259 | 		Rgb.g = 0.0f ;
260 | 		Rgb.b = 1.0f ;
261 | 	}
262 | 	else
263 | 	{
264 | 		Rgb.r = 1.0f ;
265 | 		Rgb.g = 0.0f ;
266 | 		Rgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
267 | 	}
268 | 
269 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
270 | 
271 | 	if( Hsb.z <= 0.5f )
272 | 	{
273 | 		Rgb *= Hsb.z * 2.0f;
274 | 	}
275 | 	else
276 | 	{
277 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
278 | 	}
279 | 	
280 | 	Color.r = Rgb.r;
281 | 	Color.g = Rgb.g;
282 | 	Color.b = Rgb.b;
283 | 
284 | 	return Color;
285 | }
286 | 
287 | 
288 | 
289 | 
290 | 
291 | 
292 | float4 HSB_Base_PS(VS_OUTPUT In) : COLOR
293 | {
294 | 	float4 Color;
295 | 	float3 Hsb;
296 | 	float3 Rgb;
297 | 	float Max;
298 | 	float Min;
299 | 	float Delta;
300 | 
301 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
302 | 	Rgb = Color.rgb;
303 | 	
304 | 	if( Param.z > 0.0 )
305 | 	{
306 | 		Rgb += ( One - Rgb ) * Param.z;
307 | 	}
308 | 	else
309 | 	{
310 | 		Rgb *= 1.0 + Param.z;
311 | 	}
312 | 	Rgb = saturate( Rgb );
313 | 
314 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
315 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
316 | 	Delta = Max - Min;
317 | 
318 | 	Hsb.z = ( Max + Min ) / 2.0;
319 | 	if( Max == Min )
320 | 	{
321 | 		Hsb.x = 0.0f;
322 | 		Hsb.y = 0.0f;
323 | 	}
324 | 	else
325 | 	{
326 | 		float3 tRGB;
327 | 
328 | 		if( Hsb.z > 0.5 )
329 | 		{
330 | 			Hsb.y = 2 - Max - Min; 
331 | 		}
332 | 		else
333 | 		{
334 | 			Hsb.y = Max + Min;
335 | 		}
336 | 		Hsb.y = Delta / Hsb.y;
337 | 		
338 | 		tRGB = ( float3( Max, Max, Max ) - Rgb ) / Delta;
339 | 		if( Rgb.r == Max )
340 | 		{
341 | 			Hsb.x = tRGB.b - tRGB.g;
342 | 		}
343 | 		else
344 | 		if( Rgb.g == Max )
345 | 		{
346 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
347 | 		}
348 | 		else
349 | 		{
350 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
351 | 		}
352 | 		if( Hsb.x < 0.0 )
353 | 		{
354 | 			Hsb.x += 6.0;
355 | 		}
356 | 	}
357 | 
358 | 	Hsb.x += Param.x;
359 | 	if( Hsb.x < 0.0f )
360 | 	{
361 | 		Hsb.x += 6.0;
362 | 	}
363 | 	else
364 | 	if( Hsb.x >= 6.0f )
365 | 	{
366 | 		Hsb.x -= 6.0;
367 | 	}
368 | 
369 | 	Hsb.y = saturate( Hsb.y * ( 1.0 + Param.y ) );
370 | 
371 | 	if( Hsb.x < 1.0f )
372 | 	{
373 | 		Rgb.r = 1.0f ;
374 | 		Rgb.g = Hsb.x ;
375 | 		Rgb.b = 0.0f ;
376 | 	}
377 | 	else
378 | 	if( Hsb.x < 2.0f )
379 | 	{
380 | 		Rgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
381 | 		Rgb.g = 1.0f ;
382 | 		Rgb.b = 0.0f ;
383 | 	}
384 | 	else
385 | 	if( Hsb.x < 3.0f )
386 | 	{
387 | 		Rgb.r = 0.0f ;
388 | 		Rgb.g = 1.0f ;
389 | 		Rgb.b = Hsb.x - 2.0f ;
390 | 	}
391 | 	else
392 | 	if( Hsb.x < 4.0f )
393 | 	{
394 | 		Rgb.r = 0.0f ;
395 | 		Rgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
396 | 		Rgb.b = 1.0f ;
397 | 	}
398 | 	else
399 | 	if( Hsb.x < 5.0f )
400 | 	{
401 | 		Rgb.r = Hsb.x - 4.0f ;
402 | 		Rgb.g = 0.0f ;
403 | 		Rgb.b = 1.0f ;
404 | 	}
405 | 	else
406 | 	{
407 | 		Rgb.r = 1.0f ;
408 | 		Rgb.g = 0.0f ;
409 | 		Rgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
410 | 	}
411 | 
412 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsb.y );
413 | 
414 | 	if( Hsb.z <= 0.5f )
415 | 	{
416 | 		Rgb *= Hsb.z * 2.0f;
417 | 	}
418 | 	else
419 | 	{
420 | 		Rgb += ( One - Rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
421 | 	}
422 | 	
423 | 	Color.r = Rgb.r;
424 | 	Color.g = Rgb.g;
425 | 	Color.b = Rgb.b;
426 | 	
427 | 	return Color;
428 | }
429 | 
430 | 
431 | 
432 | 
433 | 
434 | 
435 | float4 HSB_Blend_Hue_PS(VS_OUTPUT2 In) : COLOR
436 | {
437 | 	float4 Color;
438 | 	float4 BlendColor;
439 | 	float3 Hsb;
440 | 	float3 Rgb;
441 | 	float3 DestRgb;
442 | 	float2 Max;
443 | 	float2 Min;
444 | 	float2 Delta;
445 | 
446 | 	Color      = tex2D( SrcTexture,   In.TexCoords0 ) ;
447 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 ) ;
448 | 	Rgb = Color.rgb;
449 | 	
450 | 	Max.x = max( Rgb.r, max( Rgb.g, Rgb.b ) );
451 | 	Min.x = min( Rgb.r, min( Rgb.g, Rgb.b ) );
452 | 	Delta.x = Max.x - Min.x;
453 | 
454 | 	Max.y = max( BlendColor.r, max( BlendColor.g, BlendColor.b ) );
455 | 	Min.y = min( BlendColor.r, min( BlendColor.g, BlendColor.b ) );
456 | 	Delta.y = Max.y - Min.y;
457 | 
458 | 	Hsb.z = ( Max.x + Min.x ) / 2.0;
459 | 	if( Max.x != Min.x )
460 | 	{
461 | 		if( Hsb.z > 0.5 )
462 | 		{
463 | 			Hsb.y = 2 - Max.x - Min.x;
464 | 		}
465 | 		else
466 | 		{
467 | 			Hsb.y = Max.x + Min.x;
468 | 		}
469 | 		Hsb.y = Delta.x / Hsb.y;
470 | 	}
471 | 	
472 | 	if( Max.y != Min.y )
473 | 	{
474 | 		float3 tRGB;
475 | 
476 | 		tRGB = ( Max.yyy - BlendColor.rgb ) / Delta.y;
477 | 		if( BlendColor.r == Max.y )
478 | 		{
479 | 			Hsb.x = tRGB.b - tRGB.g;
480 | 		}
481 | 		else
482 | 		if( BlendColor.g == Max.y )
483 | 		{
484 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
485 | 		}
486 | 		else
487 | 		{
488 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
489 | 		}
490 | 		if( Hsb.x < 0.0 )
491 | 		{
492 | 			Hsb.x += 6.0;
493 | 		}
494 | 	}
495 | 
496 | 	if( Hsb.x < 1.0f )
497 | 	{
498 | 		DestRgb.r = 1.0f ;
499 | 		DestRgb.g = Hsb.x ;
500 | 	}
501 | 	else
502 | 	if( Hsb.x < 2.0f )
503 | 	{
504 | 		DestRgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
505 | 		DestRgb.g = 1.0f ;
506 | 	}
507 | 	else
508 | 	if( Hsb.x < 3.0f )
509 | 	{
510 | 		DestRgb.g = 1.0f ;
511 | 		DestRgb.b = Hsb.x - 2.0f ;
512 | 	}
513 | 	else
514 | 	if( Hsb.x < 4.0f )
515 | 	{
516 | 		DestRgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
517 | 		DestRgb.b = 1.0f ;
518 | 	}
519 | 	else
520 | 	if( Hsb.x < 5.0f )
521 | 	{
522 | 		DestRgb.r = Hsb.x - 4.0f ;
523 | 		DestRgb.b = 1.0f ;
524 | 	}
525 | 	else
526 | 	{
527 | 		DestRgb.r = 1.0f ;
528 | 		DestRgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
529 | 	}
530 | 
531 | 	DestRgb.rgb += ( Half.rgb - DestRgb.rgb ) * ( 1.0f - Hsb.y );
532 | 
533 | 	if( Hsb.z <= 0.5f )
534 | 	{
535 | 		DestRgb.rgb *= Hsb.z * 2.0f;
536 | 	}
537 | 	else
538 | 	{
539 | 		DestRgb.rgb += ( One.rgb - DestRgb.rgb ) * ( ( Hsb.z - 0.5f ) * 2.0f );
540 | 	}
541 | 	
542 | 	Color.rgb = lerp( Color.rgb, DestRgb.rgb, BlendRatio * BlendColor.a );
543 | 	
544 | 	return Color;
545 | }
546 | 
547 | float4 HSB_Blend_Saturation_PS(VS_OUTPUT2 In) : COLOR
548 | {
549 | 	float4 Color;
550 | 	float4 BlendColor;
551 | 	float3 Hsb;
552 | 	float3 Rgb;
553 | 	float3 DestRgb;
554 | 	float2 Max;
555 | 	float2 Min;
556 | 	float2 Delta;
557 | 
558 | 	Color      = tex2D( SrcTexture,   In.TexCoords0 ) ;
559 | 	BlendColor = tex2D( BlendTexture, In.TexCoords1 ) ;
560 | 	Rgb = Color.rgb;
561 | 	
562 | 	Max.x = max( Rgb.r, max( Rgb.g, Rgb.b ) );
563 | 	Min.x = min( Rgb.r, min( Rgb.g, Rgb.b ) );
564 | 	Delta.x = Max.x - Min.x;
565 | 
566 | 	Max.y = max( BlendColor.r, max( BlendColor.g, BlendColor.b ) );
567 | 	Min.y = min( BlendColor.r, min( BlendColor.g, BlendColor.b ) );
568 | 	Delta.y = Max.y - Min.y;
569 | 
570 | 	Hsb.z = Max.x + Min.x;
571 | 	if( Max.x != Min.x )
572 | 	{
573 | 		float3 tRGB;
574 | 
575 | 		tRGB = ( Max.xxx - Color.rgb ) / Delta.x;
576 | 		if( Color.r == Max.x )
577 | 		{
578 | 			Hsb.x = tRGB.b - tRGB.g;
579 | 		}
580 | 		else
581 | 		if( Color.g == Max.x )
582 | 		{
583 | 			Hsb.x = 2.0 + tRGB.r - tRGB.b;
584 | 		}
585 | 		else
586 | 		{
587 | 			Hsb.x = 4.0 + tRGB.g - tRGB.r;
588 | 		}
589 | 		if( Hsb.x < 0.0 )
590 | 		{
591 | 			Hsb.x += 6.0;
592 | 		}
593 | 	}
594 | 	
595 | 	if( Max.y != Min.y )
596 | 	{
597 | 		if( Max.y + Min.y > 1.0 )
598 | 		{
599 | 			Hsb.y = 2 - ( Max.y + Min.y );
600 | 		}
601 | 		else
602 | 		{
603 | 			Hsb.y = Max.y + Min.y;
604 | 		}
605 | 		Hsb.y = Delta.y / Hsb.y;
606 | 	}
607 | 
608 | 	if( Hsb.x < 1.0f )
609 | 	{
610 | 		DestRgb.r = 1.0f ;
611 | 		DestRgb.g = Hsb.x ;
612 | 	}
613 | 	else
614 | 	if( Hsb.x < 2.0f )
615 | 	{
616 | 		DestRgb.r = 1.0f - ( Hsb.x - 1.0f ) ;
617 | 		DestRgb.g = 1.0f ;
618 | 	}
619 | 	else
620 | 	if( Hsb.x < 3.0f )
621 | 	{
622 | 		DestRgb.g = 1.0f ;
623 | 		DestRgb.b = Hsb.x - 2.0f ;
624 | 	}
625 | 	else
626 | 	if( Hsb.x < 4.0f )
627 | 	{
628 | 		DestRgb.g = 1.0f - ( Hsb.x - 3.0f ) ;
629 | 		DestRgb.b = 1.0f ;
630 | 	}
631 | 	else
632 | 	if( Hsb.x < 5.0f )
633 | 	{
634 | 		DestRgb.r = Hsb.x - 4.0f ;
635 | 		DestRgb.b = 1.0f ;
636 | 	}
637 | 	else
638 | 	{
639 | 		DestRgb.r = 1.0f ;
640 | 		DestRgb.b = 1.0f - ( Hsb.x - 5.0f ) ;
641 | 	}
642 | 
643 | 	DestRgb.rgb += ( Half.rgb - DestRgb.rgb ) * ( 1.0f - Hsb.y );
644 | 
645 | 	if( Hsb.z < 1.0f )
646 | 	{
647 | 		DestRgb.rgb *= Hsb.z;
648 | 	}
649 | 	else
650 | 	{
651 | 		DestRgb.rgb += ( One.rgb - DestRgb.rgb ) * ( Hsb.z - 1.0f );
652 | 	}
653 | 	
654 | 	Color.rgb = lerp( Color.rgb, DestRgb.rgb, BlendRatio * BlendColor.a );
655 | 	
656 | 	return Color;
657 | }
658 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/Hsi.fx:
--------------------------------------------------------------------------------
  1 | float4 Param : register( c0 ) ;
  2 | float3 Half : register( c1 ) ;
  3 | float3 One : register( c2 ) ;
  4 | sampler SrcTexture      : register( s0 ) ;
  5 | 
  6 | struct VS_OUTPUT
  7 | {
  8 | 	float4 Position        : POSITION ;
  9 | 	float2 TexCoords0      : TEXCOORD0 ;
 10 | } ;
 11 | 
 12 | float4 RGB_To_HSI_PS(VS_OUTPUT In) : COLOR
 13 | {
 14 | 	float4 Color;
 15 | 	float3 Hsv;
 16 | 	float3 Rgb;
 17 | 	float Max;
 18 | 	float Min;
 19 | 	float Delta;
 20 | 
 21 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
 22 | 	Rgb = Color.rgb;
 23 | 	
 24 | 	if( Param.z > 0.0 )
 25 | 	{
 26 | 		Rgb += ( One - Rgb ) * Param.z;
 27 | 	}
 28 | 	else
 29 | 	{
 30 | 		Rgb *= 1.0 + Param.z;
 31 | 	}
 32 | 	Rgb = saturate( Rgb );
 33 | 
 34 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
 35 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
 36 | 	Delta = Max - Min;
 37 | 
 38 | 	Hsv.z = ( Max + Min ) / 2.0;
 39 | 	if( Max == Min )
 40 | 	{
 41 | 		Hsv.x = 0.0f;
 42 | 		Hsv.y = 0.0f;
 43 | 	}
 44 | 	else
 45 | 	{
 46 | 		float3 tRGB;
 47 | 
 48 | 		if( Hsv.z > 0.5 )
 49 | 		{
 50 | 			Hsv.y = 2 - Max - Min; 
 51 | 		}
 52 | 		else
 53 | 		{
 54 | 			Hsv.y = Max + Min;
 55 | 		}
 56 | 		Hsv.y = Delta / Hsv.y;
 57 | 		
 58 | 		tRGB = ( float3( Max, Max, Max ) - Rgb ) / Delta;
 59 | 		if( Rgb.r == Max )
 60 | 		{
 61 | 			Hsv.x = tRGB.b - tRGB.g;
 62 | 		}
 63 | 		else
 64 | 		if( Rgb.g == Max )
 65 | 		{
 66 | 			Hsv.x = 2.0 + tRGB.r - tRGB.b;
 67 | 		}
 68 | 		else
 69 | 		{
 70 | 			Hsv.x = 4.0 + tRGB.g - tRGB.r;
 71 | 		}
 72 | 		if( Hsv.x < 0.0 )
 73 | 		{
 74 | 			Hsv.x += 6.0;
 75 | 		}
 76 | 		Hsv.x /= 6.0;
 77 | 	}
 78 | 
 79 | 	Color.r = Hsv.x;
 80 | 	Color.g = Hsv.y;
 81 | 	Color.b = Hsv.z;
 82 | 
 83 | 	return Color;
 84 | }
 85 | 
 86 | float4 HSB_HLOCK_PS(VS_OUTPUT In) : COLOR
 87 | {
 88 | 	float4 Color;
 89 | 	float3 Hsv;
 90 | 	float3 Rgb;
 91 | 	float Max;
 92 | 	float Min;
 93 | 	float Delta;
 94 | 
 95 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
 96 | 	Rgb = Color.rgb;
 97 | 	
 98 | 	if( Param.z > 0.0 )
 99 | 	{
100 | 		Rgb += ( One - Rgb ) * Param.z;
101 | 	}
102 | 	else
103 | 	{
104 | 		Rgb *= 1.0 + Param.z;
105 | 	}
106 | 	Rgb = saturate( Rgb );
107 | 
108 | 	Max = max( Rgb.r, max( Rgb.g, Rgb.b ) );
109 | 	Min = min( Rgb.r, min( Rgb.g, Rgb.b ) );
110 | 	Delta = Max - Min;
111 | 
112 | 	Hsv.z = ( Max + Min ) / 2.0;
113 | 	if( Max == Min )
114 | 	{
115 | 		Hsv.y = 0.0f;
116 | 	}
117 | 	else
118 | 	{
119 | 		float3 tRGB;
120 | 
121 | 		if( Hsv.z > 0.5 )
122 | 		{
123 | 			Hsv.y = 2 - Max - Min; 
124 | 		}
125 | 		else
126 | 		{
127 | 			Hsv.y = Max + Min;
128 | 		}
129 | 		Hsv.y = Delta / Hsv.y;
130 | 	}
131 | 	
132 | 	Hsv.y = saturate( Hsv.y * ( 1.0 + Param.y ) );
133 | 
134 | 	if( Param.x < 1.0f )
135 | 	{
136 | 		Rgb.r = 1.0f ;
137 | 		Rgb.g = Param.x ;
138 | 		Rgb.b = 0.0f ;
139 | 	}
140 | 	else
141 | 	if( Param.x < 2.0f )
142 | 	{
143 | 		Rgb.r = 1.0f - ( Param.x - 1.0f ) ;
144 | 		Rgb.g = 1.0f ;
145 | 		Rgb.b = 0.0f ;
146 | 	}
147 | 	else
148 | 	if( Param.x < 3.0f )
149 | 	{
150 | 		Rgb.r = 0.0f ;
151 | 		Rgb.g = 1.0f ;
152 | 		Rgb.b = Param.x - 2.0f ;
153 | 	}
154 | 	else
155 | 	if( Param.x < 4.0f )
156 | 	{
157 | 		Rgb.r = 0.0f ;
158 | 		Rgb.g = 1.0f - ( Param.x - 3.0f ) ;
159 | 		Rgb.b = 1.0f ;
160 | 	}
161 | 	else
162 | 	if( Param.x < 5.0f )
163 | 	{
164 | 		Rgb.r = Param.x - 4.0f ;
165 | 		Rgb.g = 0.0f ;
166 | 		Rgb.b = 1.0f ;
167 | 	}
168 | 	else
169 | 	{
170 | 		Rgb.r = 1.0f ;
171 | 		Rgb.g = 0.0f ;
172 | 		Rgb.b = 1.0f - ( Param.x - 5.0f ) ;
173 | 	}
174 | 
175 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsv.y );
176 | 
177 | 	if( Hsv.z <= 0.5f )
178 | 	{
179 | 		Rgb *= Hsv.z * 2.0f;
180 | 	}
181 | 	else
182 | 	{
183 | 		Rgb += ( One - Rgb ) * ( ( Hsv.z - 0.5f ) * 2.0f );
184 | 	}
185 | 
186 | 	Color.r = Rgb.r;
187 | 	Color.g = Rgb.g;
188 | 	Color.b = Rgb.b;
189 | 
190 | 	return Color;
191 | }
192 | 
193 | float4 HSI_To_RGB_PS(VS_OUTPUT In) : COLOR
194 | {
195 | 	float4 Color;
196 | 	float3 Hsv;
197 | 	float3 Rgb;
198 | 	float Max;
199 | 	float Min;
200 | 	float Delta;
201 | 
202 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
203 | 	Hsv = Color.rgb;
204 | 
205 | 	Hsv.x *= 6.0f;
206 | 	Hsv.x += Param.x;
207 | 	if( Hsv.x < 0.0f )
208 | 	{
209 | 		Hsv.x += 6.0;
210 | 	}
211 | 	else
212 | 	if( Hsv.x >= 6.0f )
213 | 	{
214 | 		Hsv.x -= 6.0;
215 | 	}
216 | 
217 | 	Hsv.y = saturate( Hsv.y * ( 1.0 + Param.y ) );
218 | 
219 | 	if( Hsv.x < 1.0f )
220 | 	{
221 | 		Rgb.r = 1.0f ;
222 | 		Rgb.g = Hsv.x ;
223 | 		Rgb.b = 0.0f ;
224 | 	}
225 | 	else
226 | 	if( Hsv.x < 2.0f )
227 | 	{
228 | 		Rgb.r = 1.0f - ( Hsv.x - 1.0f ) ;
229 | 		Rgb.g = 1.0f ;
230 | 		Rgb.b = 0.0f ;
231 | 	}
232 | 	else
233 | 	if( Hsv.x < 3.0f )
234 | 	{
235 | 		Rgb.r = 0.0f ;
236 | 		Rgb.g = 1.0f ;
237 | 		Rgb.b = Hsv.x - 2.0f ;
238 | 	}
239 | 	else
240 | 	if( Hsv.x < 4.0f )
241 | 	{
242 | 		Rgb.r = 0.0f ;
243 | 		Rgb.g = 1.0f - ( Hsv.x - 3.0f ) ;
244 | 		Rgb.b = 1.0f ;
245 | 	}
246 | 	else
247 | 	if( Hsv.x < 5.0f )
248 | 	{
249 | 		Rgb.r = Hsv.x - 4.0f ;
250 | 		Rgb.g = 0.0f ;
251 | 		Rgb.b = 1.0f ;
252 | 	}
253 | 	else
254 | 	{
255 | 		Rgb.r = 1.0f ;
256 | 		Rgb.g = 0.0f ;
257 | 		Rgb.b = 1.0f - ( Hsv.x - 5.0f ) ;
258 | 	}
259 | 
260 | 	Rgb += ( Half - Rgb ) * ( 1.0f - Hsv.y );
261 | 
262 | 	if( Hsv.z <= 0.5f )
263 | 	{
264 | 		Rgb *= Hsv.z * 2.0f;
265 | 	}
266 | 	else
267 | 	{
268 | 		Rgb += ( One - Rgb ) * ( ( Hsv.z - 0.5f ) * 2.0f );
269 | 	}
270 | 	
271 | 	Color.r = Rgb.r;
272 | 	Color.g = Rgb.g;
273 | 	Color.b = Rgb.b;
274 | 
275 | 	return Color;
276 | }
277 | 
278 | 
279 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/Invert.fx:
--------------------------------------------------------------------------------
 1 | sampler SrcTexture   : register( s0 ) ;
 2 | 
 3 | struct VS_OUTPUT
 4 | {
 5 | 	float4 Position        : POSITION ;
 6 | 	float2 TexCoords0      : TEXCOORD0 ;
 7 | } ;
 8 | 
 9 | float4 Invert_PS(VS_OUTPUT In) : COLOR
10 | {
11 | 	float4 Color;
12 | 
13 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
14 | 
15 | 	Color.rgb = float3(1,1,1) - Color.rgb;
16 | 	
17 | 	return Color;
18 | }
19 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/Level.fx:
--------------------------------------------------------------------------------
 1 | float4 Min_LenRev_AfterMin_AfterMax : register( c0 ) ;
 2 | 
 3 | sampler SrcTexture   : register( s0 ) ;
 4 | sampler GammaTexture : register( s1 ) ;
 5 | 
 6 | struct VS_OUTPUT
 7 | {
 8 | 	float4 Position        : POSITION ;
 9 | 	float2 TexCoords0      : TEXCOORD0 ;
10 | } ;
11 | 
12 | float4 Level_PS(VS_OUTPUT In) : COLOR
13 | {
14 | 	float4 Color;
15 | 	float3 Rgb;
16 | 	float Ratio;
17 | 
18 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
19 | 
20 | 	Rgb.rgb = saturate( ( Color.rgb - Min_LenRev_AfterMin_AfterMax.xxx ) * Min_LenRev_AfterMin_AfterMax.y );
21 | 
22 | 	Ratio = tex2D( GammaTexture, float2( Rgb.r, 0.0 ) ).r ;
23 | 	Color.r = lerp( Min_LenRev_AfterMin_AfterMax.z, Min_LenRev_AfterMin_AfterMax.w, Ratio );
24 | 
25 | 	Ratio = tex2D( GammaTexture, float2( Rgb.g, 0.0 ) ).r ;
26 | 	Color.g = lerp( Min_LenRev_AfterMin_AfterMax.z, Min_LenRev_AfterMin_AfterMax.w, Ratio );
27 | 
28 | 	Ratio = tex2D( GammaTexture, float2( Rgb.b, 0.0 ) ).r ;
29 | 	Color.b = lerp( Min_LenRev_AfterMin_AfterMax.z, Min_LenRev_AfterMin_AfterMax.w, Ratio );
30 | 
31 | 	return Color;
32 | }
33 | 
34 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/MV1PixelShaderDefault.fx:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/MV1PixelShaderDefault.fx
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/source/Shader/Windows/Direct3D9/MV1PixelShaderDefault2.fx:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/MV1PixelShaderDefault2.fx
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/source/Shader/Windows/Direct3D9/MV1VertexShaderDefault.fx:
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https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/MV1VertexShaderDefault.fx
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/source/Shader/Windows/Direct3D9/MV1VertexShaderDefault2.fx:
--------------------------------------------------------------------------------
https://raw.githubusercontent.com/yumetodo/DxLib/c70a253bb05380e62ddd851d09a5657dfcec228e/source/Shader/Windows/Direct3D9/MV1VertexShaderDefault2.fx
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/source/Shader/Windows/Direct3D9/Mono.fx:
--------------------------------------------------------------------------------
 1 | float3 RGBToY     : register( c0 ) ;
 2 | float3 YCbCrToRGB : register( c1 ) ;
 3 | 
 4 | sampler SrcTexture      : register( s0 ) ;
 5 | 
 6 | struct VS_OUTPUT
 7 | {
 8 | 	float4 Position        : POSITION ;
 9 | 	float2 TexCoords0      : TEXCOORD0 ;
10 | } ;
11 | 
12 | float4 Mono_PS(VS_OUTPUT In) : COLOR
13 | {
14 | 	float4 Color;
15 | 	float3 Rgb;
16 | 
17 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
18 | 	Rgb = Color.rgb;
19 | 
20 | 	Rgb.rgb = dot( Rgb, RGBToY );
21 | 	Color.rgb = Rgb + YCbCrToRGB;
22 | 
23 | 	return Color;
24 | }
25 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/PremultipliedAlpha.fx:
--------------------------------------------------------------------------------
 1 | sampler SrcTexture   : register( s0 ) ;
 2 | 
 3 | struct VS_OUTPUT
 4 | {
 5 | 	float4 Position        : POSITION ;
 6 | 	float2 TexCoords0      : TEXCOORD0 ;
 7 | } ;
 8 | 
 9 | float4 PremultipliedAlpha_PS(VS_OUTPUT In) : COLOR
10 | {
11 | 	float4 Color;
12 | 
13 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
14 | 
15 | 	Color.rgb = Color.rgb * Color.a;
16 | 	
17 | 	return Color;
18 | }
19 | 
20 | float4 InterpolatedAlpha_PS(VS_OUTPUT In) : COLOR
21 | {
22 | 	float4 Color;
23 | 
24 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
25 | 
26 | 	if( Color.a < 0.001f )
27 | 	{
28 | 		Color.r = 0.0f ;
29 | 		Color.g = 0.0f ;
30 | 		Color.b = 0.0f ;
31 | 	}
32 | 	else
33 | 	{
34 | 		Color.rgb = Color.rgb / Color.a;
35 | 	}
36 | 	
37 | 	return Color;
38 | }
39 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/TwoColor.fx:
--------------------------------------------------------------------------------
 1 | float4 RGBToY_Cmp : register( c0 ) ;
 2 | float4 LowColor   : register( c1 ) ;
 3 | float4 HighColor  : register( c2 ) ;
 4 | 
 5 | sampler SrcTexture      : register( s0 ) ;
 6 | 
 7 | struct VS_OUTPUT
 8 | {
 9 | 	float4 Position        : POSITION ;
10 | 	float2 TexCoords0      : TEXCOORD0 ;
11 | } ;
12 | 
13 | float4 TwoColor_PS(VS_OUTPUT In) : COLOR
14 | {
15 | 	float4 Color;
16 | 
17 | 	Color = tex2D( SrcTexture, In.TexCoords0 ) ;
18 | 
19 | 	if( dot( Color.rgb, RGBToY_Cmp.rgb ) > RGBToY_Cmp.w )
20 | 	{
21 | 		Color = HighColor;
22 | 	}
23 | 	else
24 | 	{
25 | 		Color = LowColor;
26 | 	}
27 | 
28 | 	return Color;
29 | }
30 | 
--------------------------------------------------------------------------------
/source/Shader/Windows/Direct3D9/YuvToRgb.fx:
--------------------------------------------------------------------------------
  1 | float4 UVTextureCoordScale_RRA_Add_U : register( c0 ) ;
  2 | 
  3 | sampler SrcTexture : register( s0 ) ;
  4 | sampler UVTexture  : register( s1 ) ;
  5 | 
  6 | struct VS_OUTPUT
  7 | {
  8 | 	float4 Position        : POSITION ;
  9 | 	float2 TexCoords0      : TEXCOORD0 ;
 10 | } ;
 11 | 
 12 | float4 Y2UV2toRGB_PS(VS_OUTPUT In) : COLOR
 13 | {
 14 | 	float4 DestColor ;
 15 | 	float4 YUVColor ;
 16 | 
 17 | 	YUVColor = tex2D( SrcTexture, In.TexCoords0 ) ;
 18 | 
 19 | 	DestColor.r = saturate( 1.164f * ( YUVColor.r - 0.0625f ) + 1.596f * ( YUVColor.b - 0.5f ) ) ;
 20 | 	DestColor.g = saturate( 1.164f * ( YUVColor.r - 0.0625f ) - 0.391f * ( YUVColor.g - 0.5f ) - 0.813f * ( YUVColor.b - 0.5f ) ) ;
 21 | 	DestColor.b = saturate( 1.164f * ( YUVColor.r - 0.0625f ) + 2.018f * ( YUVColor.g - 0.5f ) ) ;
 22 | 	DestColor.a = 1.0f ;
 23 | 
 24 | 	return DestColor ;
 25 | }
 26 | 
 27 | float4 Y2UV2toRGB_RRA_PS(VS_OUTPUT In) : COLOR
 28 | {
 29 | 	float4 DestColor ;
 30 | 	float4 YUVColor ;
 31 | 	float4 A_YUVColor ;
 32 | 	float2 A_TexCoords ;
 33 | 
 34 | 	YUVColor = tex2D( SrcTexture, In.TexCoords0 ) ;
 35 | 
 36 | 	A_TexCoords = In.TexCoords0 ;
 37 | 	A_TexCoords.x += UVTextureCoordScale_RRA_Add_U.z ;
 38 | 	A_YUVColor = tex2D( SrcTexture, A_TexCoords ) ;
 39 | 
 40 | 	DestColor.r = saturate( 1.164f * ( YUVColor.r   - 0.0625f ) + 1.596f * ( YUVColor.b   - 0.5f ) ) ;
 41 | 	DestColor.g = saturate( 1.164f * ( YUVColor.r   - 0.0625f ) - 0.391f * ( YUVColor.g   - 0.5f ) - 0.813f * ( YUVColor.b - 0.5f ) ) ;
 42 | 	DestColor.b = saturate( 1.164f * ( YUVColor.r   - 0.0625f ) + 2.018f * ( YUVColor.g   - 0.5f ) ) ;
 43 | 	DestColor.a = saturate( 1.164f * ( A_YUVColor.r - 0.0625f ) + 1.596f * ( A_YUVColor.b - 0.5f ) ) ;
 44 | 
 45 | 	return DestColor ;
 46 | }
 47 | 
 48 | float4 Y2UV1toRGB_PS(VS_OUTPUT In) : COLOR
 49 | {
 50 | 	float4 DestColor ;
 51 | 	float4 YColor ;
 52 | 	float4 UVColor ;
 53 | 	float2 UVTexCoord ;
 54 | 
 55 | 	YColor  = tex2D( SrcTexture, In.TexCoords0 ) ;
 56 | 	UVTexCoord = In.TexCoords0 ;
 57 | 	UVTexCoord.x *= UVTextureCoordScale_RRA_Add_U.x ;
 58 | 	UVTexCoord.y *= UVTextureCoordScale_RRA_Add_U.y ;
 59 | 	UVColor = tex2D( UVTexture, UVTexCoord ) ;
 60 | 
 61 | 	DestColor.r = saturate( 1.164f * ( YColor.r - 0.0625f ) + 1.596f * ( UVColor.a - 0.5f ) ) ;
 62 | 	DestColor.g = saturate( 1.164f * ( YColor.r - 0.0625f ) - 0.391f * ( UVColor.r - 0.5f ) - 0.813f * ( UVColor.a - 0.5f ) ) ;
 63 | 	DestColor.b = saturate( 1.164f * ( YColor.r - 0.0625f ) + 2.018f * ( UVColor.r - 0.5f ) ) ;
 64 | 	DestColor.a = 1.0f ;
 65 | 
 66 | 	return DestColor ;
 67 | }
 68 | 
 69 | float4 Y2UV1toRGB_RRA_PS(VS_OUTPUT In) : COLOR
 70 | {
 71 | 	float4 DestColor ;
 72 | 	float4 YColor ;
 73 | 	float4 UVColor ;
 74 | 	float2 UVTexCoord ;
 75 | 	float4 A_YColor ;
 76 | 	float4 A_UVColor ;
 77 | 	float2 A_TexCoords ;
 78 | 
 79 | 	YColor   = tex2D( SrcTexture, In.TexCoords0 ) ;
 80 | 	UVTexCoord = In.TexCoords0 ;
 81 | 	UVTexCoord.x *= UVTextureCoordScale_RRA_Add_U.x ;
 82 | 	UVTexCoord.y *= UVTextureCoordScale_RRA_Add_U.y ;
 83 | 	UVColor = tex2D( UVTexture, UVTexCoord ) ;
 84 | 	
 85 | 	A_TexCoords = In.TexCoords0 ;
 86 | 	A_TexCoords.x += UVTextureCoordScale_RRA_Add_U.z ;
 87 | 	A_YColor = tex2D( SrcTexture, A_TexCoords ) ;
 88 | 	A_TexCoords = In.TexCoords0 ;
 89 | 	A_TexCoords.x *= UVTextureCoordScale_RRA_Add_U.x ;
 90 | 	A_TexCoords.y *= UVTextureCoordScale_RRA_Add_U.y ;
 91 | 	A_TexCoords.x += UVTextureCoordScale_RRA_Add_U.w ;
 92 | 	A_UVColor = tex2D( UVTexture, A_TexCoords ) ;
 93 | 
 94 | 	DestColor.r = saturate( 1.164f * ( YColor.r   - 0.0625f ) + 1.596f * ( UVColor.a   - 0.5f ) ) ;
 95 | 	DestColor.g = saturate( 1.164f * ( YColor.r   - 0.0625f ) - 0.391f * ( UVColor.r   - 0.5f ) - 0.813f * ( UVColor.a - 0.5f ) ) ;
 96 | 	DestColor.b = saturate( 1.164f * ( YColor.r   - 0.0625f ) + 2.018f * ( UVColor.r   - 0.5f ) ) ;
 97 | 	DestColor.a = saturate( 1.164f * ( A_YColor.r - 0.0625f ) + 1.596f * ( A_UVColor.a - 0.5f ) ) ;
 98 | 
 99 | 	return DestColor ;
100 | }
101 | 
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/source/Tool/bullet_rename.cpp:
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  1 | #include "FileLib.h"
  2 | #include 
  3 | #include 
  4 | #include 
  5 | #include 
  6 | 
  7 | int btNameNum ;
  8 | char btNameList[ 10000 ][ 128 ] ;
  9 | char DestBuffer[ 1024 * 1024 ] ;
 10 | 
 11 | void Rename( FILE_INFOLIST *FInfoList, bool FileRename )
 12 | {
 13 | 	FILE_INFO *FInfo ;
 14 | 	int i ;
 15 | 	int j ;
 16 | 	int k ;
 17 | 	int l ;
 18 | 	unsigned char *FileImage ;
 19 | 	int FileSize ;
 20 | 	unsigned char *data ;
 21 | 	unsigned char *dest ;
 22 | 	char FileName[ 1024 ] ;
 23 | 	char Name[ 4096 ] ;
 24 | 
 25 | 	FInfo = FInfoList->List ;
 26 | 	for( i = 0 ; i < FInfoList->Num ; i ++, FInfo ++ )
 27 | 	{
 28 | 		sprintf( FileName, "%s%s", FInfo->AbsDirectoryPath, FInfo->FileName ) ;
 29 | 		LoadFileMem( FileName, ( void ** )&FileImage, &FileSize ) ;
 30 | 
 31 | 		memset( DestBuffer, 0, sizeof( DestBuffer ) ) ;
 32 | 
 33 | 		dest = ( unsigned char * )DestBuffer ;
 34 | 		data = FileImage ;
 35 | 		j = 0 ;
 36 | 		for(;;)
 37 | 		{
 38 | 			if( ( data[ 0 ] >= 'a' && data[ 0 ] <= 'z' ) ||
 39 | 				( data[ 0 ] >= 'A' && data[ 0 ] <= 'Z' ) ||
 40 | 				data[ 0 ] == '_' )
 41 | 			{
 42 | 				for( k = 0 ; ; )
 43 | 				{
 44 | 					if( ( data[ 0 ] < 'a' || data[ 0 ] > 'z' ) &&
 45 | 						( data[ 0 ] < 'A' || data[ 0 ] > 'Z' ) &&
 46 | 						( data[ 0 ] < '0' || data[ 0 ] > '9' ) &&
 47 | 						data[ 0 ] != '_' )
 48 | 					{
 49 | 						break ;
 50 | 					}
 51 | 					else
 52 | 					{
 53 | 						Name[ k ] = data[ 0 ] ;
 54 | 						k ++ ;
 55 | 
 56 | 						j ++ ;
 57 | 						data ++ ;
 58 | 						if( j == FileSize )
 59 | 						{
 60 | 							break ;
 61 | 						}
 62 | 					}
 63 | 				}
 64 | 
 65 | 				Name[ k ] = '\0' ;
 66 | 				if( j + 3 > FileSize || data[ 0 ] != '.' || data[ 1 ] != 'h' || data[ 2 ] != '\"' )
 67 | 				{
 68 | 					for( l = 0 ; l < btNameNum && strcmp( Name, btNameList[ l ] ) != 0 ; l ++ ){}
 69 | 					if( l != btNameNum )
 70 | 					{
 71 | 						dest[ 0 ] = 'D' ;
 72 | 						dest[ 1 ] = '_' ;
 73 | 						dest += 2 ;
 74 | 					}
 75 | 				}
 76 | 				strcpy( ( char * )dest, Name ) ;
 77 | 				dest += k ;
 78 | 
 79 | 				if( j == FileSize )
 80 | 				{
 81 | 					break ;
 82 | 				}
 83 | 			}
 84 | 			else
 85 | 			{
 86 | 				dest[ 0 ] = data[ 0 ] ;
 87 | 				dest ++ ;
 88 | 
 89 | 				j ++ ;
 90 | 				data ++ ;
 91 | 				if( j == FileSize )
 92 | 				{
 93 | 					break ;
 94 | 				}
 95 | 			}
 96 | 		}
 97 | 
 98 | 		if( FileRename )
 99 | 		{
100 | 			sprintf( FileName, "%sD_%s", FInfo->AbsDirectoryPath, FInfo->FileName ) ;
101 | 		}
102 | 		SaveFileMem( FileName, DestBuffer, ( char * )dest - DestBuffer ) ;
103 | 
104 | 		free( FileImage ) ;
105 | 	}
106 | }
107 | 
108 | void RenameMain( const char *Path )
109 | {
110 | 	FILE_INFOLIST FInfoList ;
111 | 	FILE_INFO *FInfo ;
112 | 	int i ;
113 | 	int j ;
114 | 	int k ;
115 | 	unsigned char *FileImage ;
116 | 	int FileSize ;
117 | 	unsigned char *data ;
118 | 	unsigned char *start ;
119 | 	char FileName[ 1024 ] ;
120 | 	char Name[ 4096 ] ;
121 | 	bool EnumFlag ;
122 | 	bool TypedefFlag ;
123 | 	bool TypedefEndFlag ;
124 | 	unsigned char LastChar ;
125 | 
126 | 	CreateFileList( Path, &FInfoList, 1, 1, 0, 0, "h;cpp" ) ;
127 | 
128 | 	FInfo = FInfoList.List ;
129 | 	for( i = 0 ; i < FInfoList.Num ; i ++, FInfo ++ )
130 | 	{
131 | 		sprintf( FileName, "%s%s", FInfo->AbsDirectoryPath, FInfo->FileName ) ;
132 | 		LoadFileMem( FileName, ( void ** )&FileImage, &FileSize ) ;
133 | 
134 | 		EnumFlag = false ;
135 | 		TypedefFlag = false ;
136 | 
137 | 		data = FileImage ;
138 | 		j = 0 ;
139 | 		for(;;)
140 | 		{
141 | 			if( data[ 0 ] == '/' && data[ 1 ] == '/' )
142 | 			{
143 | 				data += 2 ;
144 | 				j += 2 ;
145 | 				while( j < FileSize && data[ 0 ] != '\n' )
146 | 				{
147 | 					data ++ ;
148 | 					j ++ ;
149 | 				}
150 | 				data ++ ;
151 | 				j ++ ;
152 | 				if( j >= FileSize )
153 | 				{
154 | 					break ;
155 | 				}
156 | 			}
157 | 			else
158 | 			if( ( data[ 0 ] >= 'a' && data[ 0 ] <= 'z' ) ||
159 | 				( data[ 0 ] >= 'A' && data[ 0 ] <= 'Z' ) ||
160 | 				data[ 0 ] == '_' )
161 | 			{
162 | 				start = data ;
163 | 				for( k = 0 ; ; )
164 | 				{
165 | 					if( ( data[ 0 ] < 'a' || data[ 0 ] > 'z' ) &&
166 | 						( data[ 0 ] < 'A' || data[ 0 ] > 'Z' ) &&
167 | 						( data[ 0 ] < '0' || data[ 0 ] > '9' ) &&
168 | 						data[ 0 ] != '_' )
169 | 					{
170 | 						break ;
171 | 					}
172 | 					else
173 | 					{
174 | 						Name[ k ] = data[ 0 ] ;
175 | 						k ++ ;
176 | 
177 | 						j ++ ;
178 | 						data ++ ;
179 | 						if( j == FileSize )
180 | 						{
181 | 							break ;
182 | 						}
183 | 					}
184 | 				}
185 | 
186 | 				Name[ k ] = '\0' ;
187 | 				if( ( Name[ 0 ] != 'i' || Name[ 1 ] != 'n' || Name[ 2 ] != 't' || Name[ 3 ] != '\0' ) &&
188 | 					strncmp( "DWORD", Name, strlen( "DWORD" ) ) != 0 &&
189 | 					strncmp( "for", Name, strlen( "for" ) ) != 0 &&
190 | 					strncmp( "printf", Name, strlen( "printf" ) ) != 0 &&
191 | 					strncmp( "using", Name, strlen( "using" ) ) != 0 &&
192 | 					(
193 | 					  ( TypedefEndFlag && data[ 0 ] == ';' && start[ -3 ] == '\n' && start[ -2 ] == '}' && start[ -1 ] == ' ' ) || 
194 | 					  ( TypedefFlag && data[ 0 ] == ';' ) ||
195 | 					  ( TypedefFlag && ( data[ 0 ] == '[' && data[ 1 ] >= '0' && data[ 1 ] <= '9' && data[ 2 ] == ']' && data[ 3 ] == ';' ) ) ||
196 | 					  ( TypedefFlag && ( data[ 0 ] == '[' && data[ 1 ] >= '0' && data[ 1 ] <= '9' && data[ 2 ] >= '0' && data[ 2 ] <= '9' && data[ 3 ] == ']' && data[ 4 ] == ';' ) ) ||
197 | 					  ( TypedefFlag && ( data[ 0 ] == '[' && data[ 1 ] >= '0' && data[ 1 ] <= '9' && data[ 2 ] == ']' && data[ 3 ] == '[' && data[ 4 ] >= '0' && data[ 4 ] <= '9' && data[ 5 ] == ']' && data[ 6 ] == ';' ) ) ||
198 | 					  ( EnumFlag && ( LastChar == '{' || LastChar == ',' ) ) ||
199 | 					  (
200 | 					    ( j >= 8  && strncmp( "#define ",  ( char * )&start[ -8 ], 8 ) == 0 && data[ 1 ] != '\r' && data[ 0 ] != '\r' ) ||
201 | 					    ( j >= 6  && strncmp( "class ",    ( char * )&start[ -6 ], 6 ) == 0 ) ||
202 | 					    ( j >= 6  && strncmp( "class\t",   ( char * )&start[ -6 ], 6 ) == 0 ) ||
203 | 					    ( j >= 5  && strncmp( "enum\t",    ( char * )&start[ -5 ], 5 ) == 0 ) ||
204 | 					    ( j >= 5  && strncmp( "enum ",     ( char * )&start[ -5 ], 5 ) == 0 ) ||
205 | 					    ( j >= 7  && strncmp( "struct ",   ( char * )&start[ -7 ], 7 ) == 0 ) ||
206 | 					    ( j >= 9  && strncmp( "(struct) ", ( char * )&start[ -9 ], 9 ) == 0 ) ||
207 | 					    ( j >= 1  && strncmp( "typedef", Name, strlen( "typedef" ) ) == 0 && start[ -1 ] == '\n' ) ||
208 | 					    ( j >= 2  && strncmp( "typedef", Name, strlen( "typedef" ) ) == 0 && start[ -2 ] == '\r' && start[ -1 ] == '\n' ) ||
209 | 					    ( j >= 3  && strncmp( "typedef", Name, strlen( "typedef" ) ) == 0 && start[ -3 ] == '\r' && start[ -2 ] == '\n' && start[ -1 ] == '\t' ) ||
210 | 					    ( j >= 6  && strncmp( "typedef", Name, strlen( "typedef" ) ) == 0 && start[ -6 ] == '\r' && start[ -5 ] == '\n' && start[ -4 ] == ' ' && start[ -3 ] == ' ' && start[ -2 ] == ' ' && start[ -1 ] == ' ' ) ||
211 | 					    ( Name[ 0 ] == 'b' && Name[ 1 ] == 't' && Name[ 2 ] >= 'A' && Name[ 2 ] <= 'Z' ) ||
212 | 					    ( Name[ 0 ] == 'g' &&                     Name[ 1 ] >= 'A' && Name[ 1 ] <= 'Z' ) ||
213 | 					    ( Name[ 0 ] == 'd' &&                     Name[ 1 ] >= 'A' && Name[ 1 ] <= 'Z' ) ||
214 | 					    ( Name[ 0 ] == 't' &&                     Name[ 1 ] >= 'A' && Name[ 1 ] <= 'Z' ) ||
215 | 					    ( Name[ 0 ] == 's' &&                     Name[ 1 ] >= 'A' && Name[ 1 ] <= 'Z' ) ||
216 | 					    ( Name[ 0 ] == 'p' && Name[ 1 ] == 'l' && Name[ 2 ] >= 'A' && Name[ 2 ] <= 'Z' ) ||
217 | 					    ( Name[ 0 ] == 'g' && Name[ 1 ] == 'i' && Name[ 2 ] == 'm' && Name[ 3 ] == '_' ) ||
218 | 					    ( Name[ 0 ] == 'G' && Name[ 1 ] == 'I' && Name[ 2 ] == 'M' && Name[ 3 ] == '_' ) ||
219 | 					    ( Name[ 0 ] == 'G' && Name[ 1 ] == 'E' && Name[ 2 ] == 'N' && Name[ 3 ] == '_' ) ||
220 | 					    ( Name[ 0 ] == 'B' && Name[ 1 ] == 'T' && Name[ 2 ] == '_'                     ) ||
221 | 					    strncmp( "SphereTriangleDetector", Name, strlen( "SphereTriangleDetector" ) ) == 0 ||
222 | 					    strncmp( "SequentialThreadFunc", Name, strlen( "SequentialThreadFunc" ) ) == 0 ||
223 | 					    strncmp( "SequentiallsMemorySetupFunc", Name, strlen( "SequentiallsMemorySetupFunc" ) ) == 0 ||
224 | 					    strncmp( "Win32ThreadFunc", Name, strlen( "Win32ThreadFunc" ) ) == 0 ||
225 | 					    strncmp( "Win32lsMemorySetupFunc", Name, strlen( "Win32lsMemorySetupFunc" ) ) == 0 ||
226 | 					    strncmp( "PosixThreadFunc", Name, strlen( "PosixThreadFunc" ) ) == 0 ||
227 | 					    strncmp( "PosixlsMemorySetupFunc", Name, strlen( "PosixlsMemorySetupFunc" ) ) == 0 ||
228 | 					    strncmp( "disableCcd", Name, strlen( "disableCcd" ) ) == 0 ||
229 | 					    strncmp( "cullPoints2", Name, strlen( "cullPoints2" ) ) == 0 ||
230 | 					    strncmp( "addr64", Name, strlen( "addr64" ) ) == 0 ||
231 | 					    strncmp( "ContactAddedCallback", Name, strlen( "ContactAddedCallback" ) ) == 0 ||
232 | 					    strncmp( "ContactDestroyedCallback", Name, strlen( "ContactDestroyedCallback" ) ) == 0 ||
233 | 					    strncmp( "ContactProcessedCallback", Name, strlen( "ContactProcessedCallback" ) ) == 0 ||
234 | 					    strncmp( "gjkepa2_impl", Name, strlen( "gjkepa2_impl" ) ) == 0 ||
235 | 					    strncmp( "Vectormath", Name, strlen( "Vectormath" ) ) == 0 ||
236 | 					    strncmp( "Aos", Name, strlen( "Aos" ) ) == 0 ||
237 | 					    strncmp( "enum\r\n", ( char * )start, strlen( "enum\r\n" ) ) == 0 ||
238 | 					    strncmp( "maxIterations", Name, strlen( "maxIterations" ) ) == 0 
239 | 					  )
240 | 					)
241 | 				  )
242 | 				{
243 | 					if( ( j >= 5 && ( strncmp( "enum ", ( char * )&start[ -5 ], 5 ) == 0 || strncmp( "enum\t", ( char * )&start[ -5 ], 5 ) == 0 ) ) ||
244 | 						strncmp( "enum\r\n", ( char * )start, strlen( "enum\r\n" ) ) == 0 )
245 | 					{
246 | 						EnumFlag = true ;
247 | 					}
248 | 
249 | 					if( strncmp( "typedef", Name, strlen( "typedef" ) ) == 0 )
250 | 					{
251 | 						TypedefFlag = true ;
252 | 					}
253 | 
254 | 					if( ( Name[ 0 ] != 'D' || Name[ 1 ] != '_' ) &&
255 | 						strncmp( "enum\r\n", ( char * )start, strlen( "enum\r\n" ) ) != 0 &&
256 | 						strncmp( "typedef", Name, strlen( "typedef" ) ) != 0 )
257 | 					{
258 | 						for( k = 0 ; k < btNameNum && strcmp( Name, btNameList[ k ] ) != 0 ; k ++ ){}
259 | 						if( k == btNameNum )
260 | 						{
261 | 							strcpy( btNameList[ btNameNum ], Name ) ;
262 | 							btNameNum ++ ;
263 | 						}
264 | 					}
265 | 				}
266 | 
267 | 				if( j == FileSize )
268 | 				{
269 | 					break ;
270 | 				}
271 | 			}
272 | 			else
273 | 			{
274 | 				if( TypedefFlag && ( data[ 0 ] == ';' || data[ 0 ] == '\n' ) )
275 | 				{
276 | 					TypedefFlag = false ;
277 | 					if( data[ 0 ] == '\n' )
278 | 					{
279 | 						TypedefEndFlag = true ;
280 | 					}
281 | 				}
282 | 				if( EnumFlag && data[ 0 ] == '}' )
283 | 				{
284 | 					EnumFlag = false ;
285 | 				}
286 | 				if( data[ 0 ] != ' ' && data[ 0 ] != '\t' && data[ 0 ] != '\r' && data[ 0 ] != '\n' )
287 | 				{
288 | 					LastChar = data[ 0 ] ;
289 | 				}
290 | 
291 | 				j ++ ;
292 | 				data ++ ;
293 | 				if( j == FileSize )
294 | 				{
295 | 					break ;
296 | 				}
297 | 			}
298 | 		}
299 | 
300 | 		free( FileImage ) ;
301 | 	}
302 | 
303 | 	Rename( &FInfoList, false ) ;
304 | }
305 | 
306 | int main( int argc, char **argv )
307 | {
308 | 	printf( "Bullet Physics Version 2.75 Rename\n" ) ;
309 | 	if( argc != 2 )
310 | 	{
311 | 		printf( "bullet_rename.exe BulletPhysicsSrcFolderPath\n" ) ;
312 | 		return -1 ;
313 | 	}
314 | 
315 | 	RenameMain( argv[ 1 ] ) ;
316 | 
317 | 	return 0 ;
318 | }
319 | 
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