texture EdenBackBufferTex : COLOR; sampler EdenBackBuffer { Texture = EdenBackBufferTex; }; uniform float Saturation < ui_type = "slider"; ui_label = "Saturation"; ui_min = 0.0; ui_max = 2.0; ui_step = 0.01; > = 1.0; uniform float Brightness < ui_type = "slider"; ui_label = "Brightness"; ui_min = 0.0; ui_max = 2.0; ui_step = 0.01; > = 1.0; uniform float Contrast < ui_type = "slider"; ui_label = "Contrast"; ui_min = 0.0; ui_max = 2.0; ui_step = 0.01; > = 1.0; uniform float Gamma < ui_type = "slider"; ui_label = "Gamma"; ui_min = 0.5; ui_max = 2.0; ui_step = 0.01; > = 1.0; void VS_Eden(in uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD) { uv = float2(0.0, 0.0); if (id == 2) { uv.x = 2.0; } if (id == 1) { uv.y = 2.0; } pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0); } float4 PS_ColorGrade(float4 pos : SV_Position, float2 uv : TEXCOORD) : SV_Target { float3 rgb = tex2D(EdenBackBuffer, uv).rgb; float luma = dot(rgb, float3(0.2126, 0.7152, 0.0722)); rgb = lerp(float3(luma, luma, luma), rgb, Saturation); rgb *= Brightness; rgb = (rgb - 0.5) * Contrast + 0.5; rgb = pow(max(rgb, 0.0), 1.0 / max(Gamma, 0.0001)); return float4(saturate(rgb), 1.0); } technique EdenColorGrade { pass { VertexShader = VS_Eden; PixelShader = PS_ColorGrade; } }