// Tonemapping, Sharpen, and Desaturation effects for SA - DKT70 - Feb 2011.

// HDR Settings.
float Defog=0.000; // Strength of FogColor, higher = more.
float4 FogColor={0.0, 0.0, 0.0, 0.0}; // Lens-style color filters for Blue, Red, Yellow, White.
float Exposure=0.500; // Contrast settings, higher = brighter, but also more white.
float Gamma=0.250; // Gamma settings for darker or lighter shadows and dark areas, higher = darker.
float BlueShift=0.25; // Shifts entire color spectrum towards blue, good for images too yellow, but this is global.

// Saturation Levels.
float sat = 0; // Saturation levels, higher values = less saturation, 0 = off.

// Sharpen effect settings. For some good settings try using double your resolution in sxres and syres, and keep sharp strength double the offset. 
float sharps = 1.20; // Sharpen Strength.
float offsetv = 0.60; // Offset value, higher = more offset from center.
float sxres = 2880; // Horizontal Resolution setting.
float syres = 1800; // Vertical Resolution setting.
float aspect = 1.6; // Aspect Ratio.

//--------------------------------------------------------------------------------------
// Textures
//--------------------------------------------------------------------------------------
texture2D texColor;

//--------------------------------------------------------------------------------------
// Sampler Inputs
//--------------------------------------------------------------------------------------


sampler2D InputSampler = sampler_state
{
     Texture = (texColor);
     MinFilter = Point;
     MagFilter = Anisotropic;
     MipFilter = Point;
     AddressU  = Clamp;
     AddressV  = Clamp;
     SRGBTexture=FALSE;
     MaxMipLevel=0;
     MipMapLodBias=0;
};


struct VS_OUTPUT_POST {
 float4 vpos  : POSITION;
 float2 txcoord : TEXCOORD0;
};

struct VS_INPUT_POST {
 float3 pos  : POSITION;
 float2 txcoord : TEXCOORD0;
};

float pixelWidth;
float pixelHeight;


//--------------------------------------------------------------------------------------
// Vertex Shader Input
//--------------------------------------------------------------------------------------

VS_OUTPUT_POST VS_PostProcess(VS_INPUT_POST IN)
{
 VS_OUTPUT_POST OUT;

 float4 pos=float4(IN.pos.x,IN.pos.y,IN.pos.z,1.0);

 OUT.vpos=pos;
 OUT.txcoord.xy=IN.txcoord.xy;

 return OUT;
}

//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------

float4 main(float2 uv : TEXCOORD) : COLOR
{
    float4 c = tex2D(InputSampler, uv);
	 
    c.rgb = max(0, c.rgb - Defog * FogColor.rgb);
    c.rgb *= pow(2.0f, Exposure);
    c.rgb = pow(c.rgb, Gamma);
	
    float3 d = c.rgb * float3(1.05f, 0.97f, 1.27f);
    c.rgb = lerp(c.rgb, d, BlueShift);

    float2 InputSize = float2(sxres, syres/aspect);
    float Amount = sharps;
    float2 offset = offsetv / InputSize;
    float4 color;
    color = tex2D(InputSampler, uv);
    color += tex2D(InputSampler, uv - offset) * Amount;
    color -= tex2D(InputSampler, uv + offset) * Amount;
	
	float middlegray=(c.r+c.g+c.b)*0.333;
	float3 diffcolor=c.rgb-middlegray;
	c.rgb+=diffcolor*-sat;

    return c * color; 
}

//--------------------------------------------------------------------------------------
// Compiler
//--------------------------------------------------------------------------------------
technique PostProcess
{
    pass P0
    {
#ifdef E_SHADER_3_0
 VertexShader = compile vs_3_0 VS_PostProcess();
 PixelShader  = compile ps_3_0 main();
#else
 VertexShader = compile vs_2_0 VS_PostProcess();
 PixelShader  = compile ps_2_0 main();
#endif

 ZEnable=FALSE;
 CullMode=NONE;
 ALPHATESTENABLE=FALSE;
 SEPARATEALPHABLENDENABLE=FALSE;
 AlphaBlendEnable=FALSE;
 FogEnable=FALSE;
 SRGBWRITEENABLE=FALSE;
 }
}
