mirror of
https://github.com/arnavbhatt288/sdl-2.30.3-kolibri.git
synced 2024-12-22 13:28:48 +01:00
43 lines
1.3 KiB
HLSL
43 lines
1.3 KiB
HLSL
|
Texture2D theTextureY : register(t0);
|
||
|
Texture2D theTextureUV : register(t1);
|
||
|
SamplerState theSampler : register(s0);
|
||
|
|
||
|
struct PixelShaderInput
|
||
|
{
|
||
|
float4 pos : SV_POSITION;
|
||
|
float2 tex : TEXCOORD0;
|
||
|
float4 color : COLOR0;
|
||
|
};
|
||
|
|
||
|
#define NVRS \
|
||
|
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
|
||
|
" DENY_DOMAIN_SHADER_ROOT_ACCESS |" \
|
||
|
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
|
||
|
" DENY_HULL_SHADER_ROOT_ACCESS )," \
|
||
|
"RootConstants(num32BitConstants=32, b0),"\
|
||
|
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||
|
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
|
||
|
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
|
||
|
|
||
|
[RootSignature(NVRS)]
|
||
|
float4 main(PixelShaderInput input) : SV_TARGET
|
||
|
{
|
||
|
const float3 offset = {0.0, -0.501960814, -0.501960814};
|
||
|
const float3 Rcoeff = {1.0000, 0.0000, 1.4020};
|
||
|
const float3 Gcoeff = {1.0000, -0.3441, -0.7141};
|
||
|
const float3 Bcoeff = {1.0000, 1.7720, 0.0000};
|
||
|
|
||
|
float4 Output;
|
||
|
|
||
|
float3 yuv;
|
||
|
yuv.x = theTextureY.Sample(theSampler, input.tex).r;
|
||
|
yuv.yz = theTextureUV.Sample(theSampler, input.tex).rg;
|
||
|
|
||
|
yuv += offset;
|
||
|
Output.r = dot(yuv, Rcoeff);
|
||
|
Output.g = dot(yuv, Gcoeff);
|
||
|
Output.b = dot(yuv, Bcoeff);
|
||
|
Output.a = 1.0f;
|
||
|
|
||
|
return Output * input.color;
|
||
|
}
|