moonlight-qt/app/shaders/d3d11_video_pixel_end.hlsli

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min16float4 main(ShaderInput input) : SV_TARGET
{
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min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
chrominancePlane.Sample(theSampler, input.tex));
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// 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);
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}