diff options
Diffstat (limited to 'video/out/d3d_shader_yuv.hlsl')
-rw-r--r-- | video/out/d3d_shader_yuv.hlsl | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/video/out/d3d_shader_yuv.hlsl b/video/out/d3d_shader_yuv.hlsl new file mode 100644 index 0000000000..b17e257210 --- /dev/null +++ b/video/out/d3d_shader_yuv.hlsl @@ -0,0 +1,44 @@ +// 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); +} |