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texture g_YTexture;
texture g_UTexture;
texture g_VTexture;
float4x4 g_ColorMatrix;
sampler YSampler =
sampler_state {
Texture = <g_YTexture>;
AddressU = CLAMP;
AddressV = CLAMP;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler USampler =
sampler_state {
Texture = <g_UTexture>;
AddressU = CLAMP;
AddressV = CLAMP;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
sampler VSampler =
sampler_state
{
Texture = <g_VTexture>;
AddressU = CLAMP;
AddressV = CLAMP;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float2 TextureY : TEXCOORD0;
float2 TextureU : TEXCOORD0;
float2 TextureV : TEXCOORD0;
};
struct PS_OUTPUT
{
float4 RGBColor : COLOR0;
};
PS_OUTPUT YUV2RGB( VS_OUTPUT In)
{
PS_OUTPUT OUT;
float4 YUV = float4(tex2D (YSampler, In.TextureY).x
, tex2D (USampler, In.TextureU).x
, tex2D (VSampler, In.TextureV).x
, 1.0);
OUT.RGBColor = mul(YUV, g_ColorMatrix);
OUT.RGBColor.a = 1.0;
return OUT;
}
technique YUV2RGB_T
{
pass P0
{
PixelShader = compile ps_2_0 YUV2RGB();
ZEnable = False;
FillMode = Solid;
FogEnable = False;
}
};
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