mirror of
https://github.com/RetroDECK/Duckstation.git
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74 lines
2.5 KiB
HLSL
74 lines
2.5 KiB
HLSL
/**
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* Daltonization algorithm by daltonize.org
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* http://www.daltonize.org/2010/05/lms-daltonization-algorithm.html
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* Originally ported to ReShade by IDDQD, modified for ReShade 3.0 by crosire
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*/
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uniform int Type <
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ui_type = "combo";
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ui_items = "Protanopia\0Deuteranopia\0Tritanopia\0";
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> = 0;
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#include "ReShade.fxh"
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float3 PS_DaltonizeFXmain(float4 vpos : SV_Position, float2 texcoord : TexCoord) : SV_Target
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{
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float3 input = tex2D(ReShade::BackBuffer, texcoord).rgb;
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// RGB to LMS matrix conversion
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float OnizeL = (17.8824f * input.r) + (43.5161f * input.g) + (4.11935f * input.b);
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float OnizeM = (3.45565f * input.r) + (27.1554f * input.g) + (3.86714f * input.b);
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float OnizeS = (0.0299566f * input.r) + (0.184309f * input.g) + (1.46709f * input.b);
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// Simulate color blindness
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float Daltl, Daltm, Dalts;
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if (Type == 0) // Protanopia - reds are greatly reduced (1% men)
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{
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Daltl = 0.0f * OnizeL + 2.02344f * OnizeM + -2.52581f * OnizeS;
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Daltm = 0.0f * OnizeL + 1.0f * OnizeM + 0.0f * OnizeS;
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Dalts = 0.0f * OnizeL + 0.0f * OnizeM + 1.0f * OnizeS;
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}
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else if (Type == 1) // Deuteranopia - greens are greatly reduced (1% men)
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{
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Daltl = 1.0f * OnizeL + 0.0f * OnizeM + 0.0f * OnizeS;
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Daltm = 0.494207f * OnizeL + 0.0f * OnizeM + 1.24827f * OnizeS;
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Dalts = 0.0f * OnizeL + 0.0f * OnizeM + 1.0f * OnizeS;
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}
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else if (Type == 2) // Tritanopia - blues are greatly reduced (0.003% population)
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{
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Daltl = 1.0f * OnizeL + 0.0f * OnizeM + 0.0f * OnizeS;
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Daltm = 0.0f * OnizeL + 1.0f * OnizeM + 0.0f * OnizeS;
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Dalts = -0.395913f * OnizeL + 0.801109f * OnizeM + 0.0f * OnizeS;
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}
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// LMS to RGB matrix conversion
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float3 error;
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error.r = (0.0809444479f * Daltl) + (-0.130504409f * Daltm) + (0.116721066f * Dalts);
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error.g = (-0.0102485335f * Daltl) + (0.0540193266f * Daltm) + (-0.113614708f * Dalts);
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error.b = (-0.000365296938f * Daltl) + (-0.00412161469f * Daltm) + (0.693511405f * Dalts);
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// Isolate invisible colors to color vision deficiency (calculate error matrix)
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error = (input - error);
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// Shift colors towards visible spectrum (apply error modifications)
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float3 correction;
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correction.r = 0; // (error.r * 0.0) + (error.g * 0.0) + (error.b * 0.0);
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correction.g = (error.r * 0.7) + (error.g * 1.0); // + (error.b * 0.0);
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correction.b = (error.r * 0.7) + (error.b * 1.0); // + (error.g * 0.0);
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// Add compensation to original values
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correction = input + correction;
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return correction;
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}
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technique Daltonize
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{
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pass
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{
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VertexShader = PostProcessVS;
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PixelShader = PS_DaltonizeFXmain;
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}
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}
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