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mpv/video/out/d3d_shader_yuv.hlsl

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// 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);
}