sampler s0 : register(s0); float4 p0 : register(c0); float4 p1 : register(c1); #define width (p0[0]) #define height (p0[1]) #define counter (p0[2]) #define clock (p0[3]) #define one_over_width (p1[0]) #define one_over_height (p1[1]) #define PI acos(-1) static float4x4 r2y = { 0.299, 0.587, 0.114, 0, -0.147, -0.289, 0.437, 0, 0.615, -0.515, -0.100, 0, 0, 0, 0, 0 }; static float4x4 y2r = { 1.0, 0.0, 1.140, 0, 1.0, -0.394, -0.581, 0, 1.0, 2.028, 0.0, 0, 0, 0, 0, 0 }; #define ymin (16.0/255) #define ymax (235.0/255) // Brightness: -1.0 to 1.0, default 0.0 // Contrast: 0.0 to 10.0, default 1.0 // Hue: -180.0 to +180.0, default 0.0 // Saturation: 0.0 to 10.0, default 1.0 #define Brightness 0.0 #define Contrast 1.0 #define Hue 0.0 #define Saturation 1.0 // tv -> pc scale // #define Brightness (-ymin) // #define Contrast (1.0/(ymax-ymin)) static float2x2 HueMatrix = { cos(Hue * PI / 180), sin(Hue * PI / 180), -sin(Hue * PI / 180), cos(Hue * PI / 180) }; float4 main(float2 tex : TEXCOORD0) : COLOR { float4 c0 = tex2D(s0, tex); c0 = mul(r2y, c0); c0.r = Contrast * (c0.r - ymin) + ymin + Brightness; c0.gb = mul(HueMatrix, c0.gb) * Saturation; c0 = mul(y2r, c0); return c0; }