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-rw-r--r--video/out/d3d_shader_yuv.hlsl15
1 files changed, 0 insertions, 15 deletions
diff --git a/video/out/d3d_shader_yuv.hlsl b/video/out/d3d_shader_yuv.hlsl
index b17e257210..0e78554254 100644
--- a/video/out/d3d_shader_yuv.hlsl
+++ b/video/out/d3d_shader_yuv.hlsl
@@ -1,6 +1,5 @@
// 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
@@ -11,26 +10,12 @@ 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)