mpv/libvo/d3d_shader_yuv.hlsl

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// 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);
}