uniform float4x4 ViewProj;
uniform float4x4 yuv_matrix;
uniform texture2d diffuse;

sampler_state def_sampler {
	Filter   = Linear;
	AddressU = Clamp;
	AddressV = Clamp;
};

struct VertInOut {
	float4 pos : POSITION;
	float2 uv  : TEXCOORD0;
};

VertInOut VSDefault(VertInOut vert_in)
{
	VertInOut vert_out;
	vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
	vert_out.uv  = vert_in.uv;
	return vert_out;
}

float4 PSDrawRGB(VertInOut vert_in) : TARGET
{
	return diffuse.Sample(def_sampler, vert_in.uv);
}

float4 PSDrawYUVToRGB(VertInOut vert_in) : TARGET
{
	float4 yuv = diffuse.Sample(def_sampler, vert_in.uv);
	return saturate(mul(float4(yuv.xyz, 1.0), yuv_matrix));
}

technique DrawRGB
{
	pass
	{
		vertex_shader = VSDefault(vert_in);
		pixel_shader  = PSDrawRGB(vert_in);
	}
}

technique DrawYUV
{
	pass
	{
		vertex_shader = VSDefault(vert_in);
		pixel_shader  = PSDrawYUVToRGB(vert_in);
	}
}
