uniform float4x4 ViewProj;
uniform texture2d image;

uniform float lumaMax;
uniform float lumaMin;
uniform float lumaMaxSmooth;
uniform float lumaMinSmooth;

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;
}

float4 PSALumaKeyRGBA(VertData v_in) : TARGET
{
	float4 rgba = image.Sample(textureSampler, v_in.uv);
	rgba.rgb = max(float3(0.0, 0.0, 0.0), rgba.rgb / rgba.a);

	float3 lumaCoef = float3(0.2126, 0.7152, 0.0722);

	float luminance = dot(rgba.rgb, lumaCoef);

	float clo = smoothstep(lumaMin, lumaMin + lumaMinSmooth, luminance);
	float chi = 1. - smoothstep(lumaMax - lumaMaxSmooth, lumaMax, luminance);

	float amask = clo * chi;
	rgba.a *= amask;
	rgba.rgb *= rgba.a;

	return rgba;
}

technique Draw
{
	pass
	{
		vertex_shader = VSDefault(v_in);
		pixel_shader  = PSALumaKeyRGBA(v_in);
	}
}
