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ColorGrading.fx
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#define USE_CUTSOM_PARAMS 0
const float3 colorContrastAll = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorSaturationAll = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGammaAll = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGainAll = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorOffsetAll = float3(0.0, 0.0, 0.0); // 0.0 ~ inf
const float3 colorContrastLow = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorSaturationLow = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGammaLow = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGainLow = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorOffsetLow = float3(0.0, 0.0, 0.0); // 0.0 ~ inf
const float3 colorContrastMid = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorSaturationMid = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGammaMid = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGainMid = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorOffsetMid = float3(0.0, 0.0, 0.0); // 0.0 ~ inf
const float3 colorContrastHigh = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorSaturationHigh = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGammaHigh = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorGainHigh = float3(1.0, 1.0, 1.0); // 0.0 ~ inf
const float3 colorOffsetHigh = float3(0.0, 0.0, 0.0); // 0.0 ~ inf
const float colorVisualizationLUT = 0.0; // 0.0 ~ 1.0
const float colorCorrectionLowThreshold = 0.5; // 0.0 ~ 1.0
const float colorCorrectionHighThreshold = 0.5; // 0.0 ~ 1.0
#include "ColorGrading.fxsub"