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-rw-r--r--libvo/d3d_shader_yuv.hlsl44
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);
-}