Use a Texture2DArray in HLSL to match the SRVs

This commit is contained in:
Cameron Gutman
2024-06-27 19:46:27 -05:00
parent dff02eab7d
commit d389f9a6e9
10 changed files with 20 additions and 20 deletions
+1 -1
View File
@@ -2,7 +2,7 @@ min16float4 main(ShaderInput input) : SV_TARGET
{
// Clamp the chrominance texcoords to avoid sampling the row of texels adjacent to the alignment padding
min16float3 yuv = min16float3(luminancePlane.Sample(theSampler, input.tex),
chrominancePlane.Sample(theSampler, min(input.tex, chromaTexMax.rg)));
chrominancePlane.Sample(theSampler, min(input.tex, chromaTexMax)));
// Subtract the YUV offset for limited vs full range
yuv -= offsets;