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Consolidate D3D11 constant buffers now that all shaders need a CSC constant buffer
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@@ -1,7 +1,6 @@
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min16float4 main(ShaderInput input) : SV_TARGET
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{
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// Clamp the texcoords to avoid sampling the row of texels adjacent to the alignment padding
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min16float3 yuv = swizzle(videoTex.Sample(theSampler, min(input.tex, chromaTexMax.rg)));
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min16float3 yuv = swizzle(videoTex.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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