diff options
Diffstat (limited to 'libvo/d3d_shader_yuv.hlsl')
-rw-r--r-- | libvo/d3d_shader_yuv.hlsl | 44 |
1 files changed, 0 insertions, 44 deletions
diff --git a/libvo/d3d_shader_yuv.hlsl b/libvo/d3d_shader_yuv.hlsl deleted file mode 100644 index b17e257210..0000000000 --- a/libvo/d3d_shader_yuv.hlsl +++ /dev/null @@ -1,44 +0,0 @@ -// Compile with: -// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv -// fxc.exe /Tps_2_0 /Fhd3d_shader_yuv_2ch.h d3d_shader_yuv.hlsl /Vnd3d_shader_yuv_2ch /DUSE_2CH=1 - -// Be careful with this shader. You can't use constant slots, since we don't -// load the shader with D3DX. All uniform variables are mapped to hardcoded -// constant slots. - -sampler2D tex0 : register(s0); -sampler2D tex1 : register(s1); -sampler2D tex2 : register(s2); - -uniform float4x4 colormatrix : register(c0); -uniform float2 depth : register(c5); - -#ifdef USE_2CH - -float1 sample(sampler2D tex, float2 t) -{ - // Sample from A8L8 format as if we sampled a single value from L16. - // We compute the 2 channel values back into one. - return dot(tex2D(tex, t).xw, depth); -} - -#else - -float1 sample(sampler2D tex, float2 t) -{ - return tex2D(tex, t).x; -} - -#endif - -float4 main(float2 t0 : TEXCOORD0, - float2 t1 : TEXCOORD1, - float2 t2 : TEXCOORD2) - : COLOR -{ - float4 c = float4(sample(tex0, t0), - sample(tex1, t1), - sample(tex2, t2), - 1); - return mul(c, colormatrix); -} |