Files
moonlight-qt/app/shaders/d3d11_yuv444_pixel_end.hlsli

12 lines
328 B
HLSL

min16float4 main(ShaderInput input) : SV_TARGET
{
min16float3 yuv = swizzle(videoTex.Sample(theSampler, input.tex));
// 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);
}