uniform float4x4 ViewProj; uniform texture2d a_tex; uniform texture2d b_tex; uniform texture2d matte_tex; uniform bool invert_matte; sampler_state textureSampler { Filter = Linear; AddressU = Clamp; AddressV = Clamp; }; struct VertData { float4 pos : POSITION; float2 uv : TEXCOORD0; }; VertData VSDefault(VertData v_in) { VertData vert_out; vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj); vert_out.uv = v_in.uv; return vert_out; } float srgb_nonlinear_to_linear_channel(float u) { return (u <= 0.04045) ? (u / 12.92) : pow((u + 0.055) / 1.055, 2.4); } float3 srgb_nonlinear_to_linear(float3 v) { return float3(srgb_nonlinear_to_linear_channel(v.r), srgb_nonlinear_to_linear_channel(v.g), srgb_nonlinear_to_linear_channel(v.b)); } float4 StingerMatte(VertData f_in) { float2 uv = f_in.uv; float4 a_color = a_tex.Sample(textureSampler, uv); float4 b_color = b_tex.Sample(textureSampler, uv); float4 matte_color = matte_tex.Sample(textureSampler, uv); // RGB -> Luma conversion using Rec. 709 factors float matte_luma = ( (matte_color.x * 0.2126) + (matte_color.y * 0.7152) + (matte_color.z * 0.0722) ); // if matte invert is enabled, invert the matte color matte_luma = (invert_matte ? (1.0 - matte_luma) : matte_luma); float4 rgba = lerp(a_color, b_color, matte_luma); return rgba; } float4 PSStingerMatte(VertData f_in) : TARGET { float4 rgba = StingerMatte(f_in); rgba.rgb = srgb_nonlinear_to_linear(rgba.rgb); return rgba; } float4 PSStingerMatteLinear(VertData f_in) : TARGET { float4 rgba = StingerMatte(f_in); return rgba; } technique StingerMatte { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSStingerMatte(f_in); } } technique StingerMatteLinear { pass { vertex_shader = VSDefault(v_in); pixel_shader = PSStingerMatteLinear(f_in); } }