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); }