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Refactor D3D11 shaders to reduce duplicated code
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@@ -0,0 +1,13 @@
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
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chrominancePlane.Sample(theSampler, input.tex));
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// Subtract the YUV offset for limited vs full range
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yuv -= offsets;
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// Multiply by the conversion matrix for this colorspace
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yuv = mul(yuv, cscMatrix);
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return min16float4(yuv, 1.0);
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}
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