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Only bind the constant buffer once
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@@ -17,7 +17,7 @@ struct ShaderInput
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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float y = luminancePlane.Sample(theSampler, input.tex);
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float2 uv = chrominancePlane.Sample(theSampler, input.tex);
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float2 uv = chrominancePlane.Sample(theSampler, input.tex);
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float3 yuv = float3(y, uv);
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// Subtract the YUV offset for limited vs full range
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