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Slightly simplify Metal shader
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@ -25,8 +25,9 @@ fragment float4 ps_draw_biplanar(Vertex v [[ stage_in ]],
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texture2d<float> luminancePlane [[ texture(0) ]],
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texture2d<float> chrominancePlane [[ texture(1) ]])
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{
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float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r * cscParams.bitnessScaleFactor,
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chrominancePlane.sample(s, v.texCoords).rg * cscParams.bitnessScaleFactor);
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float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r,
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chrominancePlane.sample(s, v.texCoords).rg);
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yuv *= cscParams.bitnessScaleFactor;
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yuv -= cscParams.offsets;
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float3 rgb;
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@ -42,9 +43,10 @@ fragment float4 ps_draw_triplanar(Vertex v [[ stage_in ]],
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texture2d<float> chrominancePlaneU [[ texture(1) ]],
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texture2d<float> chrominancePlaneV [[ texture(2) ]])
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{
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float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r * cscParams.bitnessScaleFactor,
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chrominancePlaneU.sample(s, v.texCoords).r * cscParams.bitnessScaleFactor,
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chrominancePlaneV.sample(s, v.texCoords).r * cscParams.bitnessScaleFactor);
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float3 yuv = float3(luminancePlane.sample(s, v.texCoords).r,
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chrominancePlaneU.sample(s, v.texCoords).r,
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chrominancePlaneV.sample(s, v.texCoords).r);
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yuv *= cscParams.bitnessScaleFactor;
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yuv -= cscParams.offsets;
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float3 rgb;
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