What is a simple pixel shader script effect to apply brightness and contrast?
I found this one, but it doesn't seem to be correct:
sampler2D input : register(s0);
float brightness : register(c0);
float contrast : register(c1);
float4 main(float2 uv : TEXCOORD) : COLOR
{
float4 color = tex2D(input, uv);
float4 result = color;
result = color + brightness;
result = result * (1.0+contrast)/1.0;
return result;
}
thanks!
From stackoverflow
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That contrast calculation looks wrong to me. If you leave it out, does your brightness work ok?
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Is this what you are looking for?
float Brightness : register(C0); float Contrast : register(C1); sampler2D Texture1Sampler : register(S0); float4 main(float2 uv : TEXCOORD) : COLOR { float4 pixelColor = tex2D(Texture1Sampler, uv); pixelColor.rgb /= pixelColor.a; // Apply contrast. pixelColor.rgb = ((pixelColor.rgb - 0.5f) * max(Contrast, 0)) + 0.5f; // Apply brightness. pixelColor.rgb += Brightness; // Return final pixel color. pixelColor.rgb *= pixelColor.a; return pixelColor; }
--- Tested with Shazzam Shader Editor http://shazzam-tool.com
Walt Ritscher : Hmmm. I thought this question was from this week, now I see that it was asked a year ago.
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