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moonlight-qt/app/shaders/d3d11_yuv420_pixel.hlsl

32 lines
956 B
HLSL

Texture2D<min16float> luminancePlane : register(t0);
Texture2D<min16float2> chrominancePlane : register(t1);
SamplerState theSampler : register(s0);
struct ShaderInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD0;
};
cbuffer CSC_CONST_BUF : register(b0)
{
min16float3x3 cscMatrix;
min16float3 offsets;
min16float2 chromaOffset;
min16float2 chromaTexMax;
};
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 + chromaOffset, chromaTexMax.rg)));
// Subtract the YUV offset for limited vs full range
yuv -= offsets;
// Multiply by the conversion matrix for this colorspace
yuv = mul(yuv, cscMatrix);
return min16float4(yuv, 1.0);
}