moonlight-qt/app/shaders/d3d11_bt601lim_pixel.hlsl

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Texture2D<min16float> luminancePlane : register(t0);
Texture2D<min16float2> chrominancePlane : register(t1);
SamplerState theSampler : register(s0);
static const min16float3x3 cscMatrix =
{
1.1644, 1.1644, 1.1644,
0.0, -0.3917, 2.0172,
1.5960, -0.8129, 0.0,
};
static const min16float3 offsets =
{
16.0 / 255.0, 128.0 / 255.0, 128.0 / 255.0
};
struct ShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
min16float4 main(ShaderInput input) : SV_TARGET
{
min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
chrominancePlane.Sample(theSampler, input.tex));
// Subtract the YUV offset for limited vs full range
yuv -= offsets;
// Multiply by the conversion matrix for this colorspace
yuv = mul(yuv, cscMatrix);
return min16float4(yuv, 1.0);
}