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-rw-r--r--video/out/d3d_shader_yuv.hlsl32
1 files changed, 0 insertions, 32 deletions
diff --git a/video/out/d3d_shader_yuv.hlsl b/video/out/d3d_shader_yuv.hlsl
deleted file mode 100644
index b74f42e6dc..0000000000
--- a/video/out/d3d_shader_yuv.hlsl
+++ /dev/null
@@ -1,32 +0,0 @@
-// Compile with:
-// fxc.exe /Tps_2_0 -DUSE_420P=1 /Fhd3d_shader_420p.h d3d_shader_yuv.hlsl /Vnd3d_shader_420p
-// fxc.exe /Tps_2_0 -DUSE_NV12=1 /Fhd3d_shader_nv12.h d3d_shader_yuv.hlsl /Vnd3d_shader_nv12
-
-// 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);
-
-float4 main(float2 t0 : TEXCOORD0,
- float2 t1 : TEXCOORD1,
- float2 t2 : TEXCOORD2)
- : COLOR
-{
-#ifdef USE_420P
- float4 c = float4(tex2D(tex0, t0).x,
- tex2D(tex1, t1).x,
- tex2D(tex2, t2).x,
- 1);
-#endif
-#ifdef USE_NV12
- float4 c = float4(tex2D(tex0, t0).x,
- tex2D(tex1, t1).xz,
- 1);
-#endif
- return mul(c, colormatrix);
-}