diff options
Diffstat (limited to 'video/out/d3d_shader_yuv.hlsl')
-rw-r--r-- | video/out/d3d_shader_yuv.hlsl | 15 |
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) |