2022-02-05 03:51:34 +00:00
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Texture2D luminancePlane : register(t0);
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Texture2D chrominancePlane : register(t1);
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SamplerState theSampler : register(s0);
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cbuffer CSC_CONST_BUF : register(b0)
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{
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float3x3 cscMatrix;
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float3 offsets;
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};
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struct ShaderInput
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{
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float4 pos : SV_POSITION;
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float2 tex : TEXCOORD0;
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};
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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float y = luminancePlane.Sample(theSampler, input.tex);
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2022-02-05 20:15:35 +00:00
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float2 uv = chrominancePlane.Sample(theSampler, input.tex);
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2022-02-05 03:51:34 +00:00
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float3 yuv = float3(y, uv);
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// Subtract the YUV offset for limited vs full range
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yuv -= offsets;
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// Multiply by the conversion matrix for this colorspace
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yuv = mul(yuv, cscMatrix);
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return min16float4(saturate(yuv), 1.0f);
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}
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