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@@ -19,23 +19,18 @@ uniform float width;
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uniform float height;
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uniform float width_i;
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uniform float width_d2;
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-uniform float width_d2_i;
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-uniform float input_width_i_d2;
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+uniform float height_d2;
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+uniform float width_x2_i;
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-uniform int int_width;
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-uniform int int_input_width;
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-uniform int int_u_plane_offset;
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-uniform int int_v_plane_offset;
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-
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-uniform float4x4 color_matrix;
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+uniform float4 color_vec0;
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+uniform float4 color_vec1;
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+uniform float4 color_vec2;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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-uniform float4 color_vec_y;
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-uniform float4 color_vec_u;
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-uniform float4 color_vec_v;
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-
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uniform texture2d image;
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+uniform texture2d image1;
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+uniform texture2d image2;
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sampler_state def_sampler {
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Filter = Linear;
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@@ -52,6 +47,11 @@ struct VertTexPos {
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float4 pos : POSITION;
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};
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+struct VertPosWide {
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+ float3 pos_wide : TEXCOORD0;
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+ float4 pos : POSITION;
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+};
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+
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struct VertTexPosWide {
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float3 uuv : TEXCOORD0;
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float4 pos : POSITION;
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@@ -61,6 +61,10 @@ struct FragTex {
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float2 uv : TEXCOORD0;
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};
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+struct FragPosWide {
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+ float3 pos_wide : TEXCOORD0;
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+};
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+
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struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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@@ -78,7 +82,25 @@ FragPos VSPos(uint id : VERTEXID)
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return vert_out;
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}
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-VertTexPos VSTexPos(uint id : VERTEXID)
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+VertTexPosWide VSTexPos_Left(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4.0 - 1.0;
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+ float y = idLow * 4.0 - 1.0;
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+
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+ float u_right = idHigh * 2.0;
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+ float u_left = u_right - width_i;
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+ float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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+
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+ VertTexPosWide vert_out;
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+ vert_out.uuv = float3(u_left, u_right, v);
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+ vert_out.pos = float4(x, y, 0.0, 1.0);
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+ return vert_out;
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+}
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+
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+VertTexPos VSTexPosHalf_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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@@ -90,12 +112,12 @@ VertTexPos VSTexPos(uint id : VERTEXID)
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertTexPos vert_out;
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- vert_out.uv = float2(u, v);
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+ vert_out.uv = float2(width_d2 * u, height * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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-VertTexPosWide VSTexPosLeft(uint id : VERTEXID)
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+VertTexPos VSTexPosHalfHalf_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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@@ -103,25 +125,36 @@ VertTexPosWide VSTexPosLeft(uint id : VERTEXID)
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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- float u_right = idHigh * 2.0;
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- float u_left = u_right - width_i;
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+ float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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- VertTexPosWide vert_out;
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- vert_out.uuv.x = u_left;
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- vert_out.uuv.y = u_right;
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- vert_out.uuv.z = v;
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+ VertTexPos vert_out;
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+ vert_out.uv = float2(width_d2 * u, height_d2 * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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-/* used to prevent internal GPU precision issues width fmod in particular */
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-#define PRECISION_OFFSET 0.2
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+VertPosWide VSPosWide_Reverse(uint id : VERTEXID)
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+{
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+ float idHigh = float(id >> 1);
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+ float idLow = float(id & uint(1));
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+
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+ float x = idHigh * 4.0 - 1.0;
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+ float y = idLow * 4.0 - 1.0;
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+
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+ float u = idHigh * 2.0;
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+ float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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+
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+ VertPosWide vert_out;
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+ vert_out.pos_wide = float3(float2(width, width_d2) * u, height * v);
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+ vert_out.pos = float4(x, y, 0.0, 1.0);
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+ return vert_out;
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+}
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float PS_Y(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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- float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w;
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+ float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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return y;
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}
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@@ -130,22 +163,22 @@ float2 PS_UV_Wide(FragTexWide frag_in) : TARGET
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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- float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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- float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return float2(u, v);
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}
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-float PS_U(FragTex frag_in) : TARGET
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+float PS_U(FragPos frag_in) : TARGET
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{
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- float3 rgb = image.Sample(def_sampler, frag_in.uv).rgb;
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- float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u;
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}
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-float PS_V(FragTex frag_in) : TARGET
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+float PS_V(FragPos frag_in) : TARGET
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{
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- float3 rgb = image.Sample(def_sampler, frag_in.uv).rgb;
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- float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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+ float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return v;
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}
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@@ -154,7 +187,7 @@ float PS_U_Wide(FragTexWide frag_in) : TARGET
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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- float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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+ float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u;
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}
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@@ -163,161 +196,138 @@ float PS_V_Wide(FragTexWide frag_in) : TARGET
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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- float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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+ float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return v;
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}
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-float GetIntOffsetColor(int offset)
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+float3 YUV_to_RGB(float3 yuv)
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{
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- return image.Load(int3(offset % int_input_width,
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- offset / int_input_width,
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- 0)).r;
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+ yuv = clamp(yuv, color_range_min, color_range_max);
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+ float r = dot(color_vec0.xyz, yuv) + color_vec0.w;
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+ float g = dot(color_vec1.xyz, yuv) + color_vec1.w;
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+ float b = dot(color_vec2.xyz, yuv) + color_vec2.w;
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+ return float3(r, g, b);
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}
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-float4 PSPacked422_Reverse(FragTex frag_in, int u_pos, int v_pos,
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- int y0_pos, int y1_pos) : TARGET
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+float3 PSUYVY_Reverse(FragTex frag_in) : TARGET
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{
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- float y = frag_in.uv.y;
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- float odd = floor(fmod(width * frag_in.uv.x + PRECISION_OFFSET, 2.0));
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- float x = floor(width_d2 * frag_in.uv.x + PRECISION_OFFSET) *
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- width_d2_i;
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-
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- x += input_width_i_d2;
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-
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- float4 texel = image.Sample(def_sampler, float2(x, y));
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- float3 yuv = float3(odd > 0.5 ? texel[y1_pos] : texel[y0_pos],
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- texel[u_pos], texel[v_pos]);
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- yuv = clamp(yuv, color_range_min, color_range_max);
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- return saturate(mul(float4(yuv, 1.0), color_matrix));
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+ float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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+ float2 y01 = y2uv.yw;
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+ float2 cbcr = y2uv.zx;
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+ float leftover = frac(frag_in.uv.x);
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+ float y = (leftover < 0.5) ? y01.x : y01.y;
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+ float3 yuv = float3(y, cbcr);
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+ float3 rgb = YUV_to_RGB(yuv);
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+ return rgb;
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}
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-float4 PSPlanar420_Reverse(FragTex frag_in) : TARGET
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+float3 PSYUY2_Reverse(FragTex frag_in) : TARGET
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{
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- int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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-
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- int lum_offset = y * int_width + x;
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- int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
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- int chroma1 = int_u_plane_offset + chroma_offset;
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- int chroma2 = int_v_plane_offset + chroma_offset;
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-
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- float3 yuv = float3(
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- GetIntOffsetColor(lum_offset),
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- GetIntOffsetColor(chroma1),
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- GetIntOffsetColor(chroma2)
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- );
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- yuv = clamp(yuv, color_range_min, color_range_max);
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- return saturate(mul(float4(yuv, 1.0), color_matrix));
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+ float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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+ float2 y01 = y2uv.zx;
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+ float2 cbcr = y2uv.yw;
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+ float leftover = frac(frag_in.uv.x);
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+ float y = (leftover < 0.5) ? y01.x : y01.y;
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+ float3 yuv = float3(y, cbcr);
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+ float3 rgb = YUV_to_RGB(yuv);
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+ return rgb;
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}
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-float4 PSPlanar422_Reverse(FragTex frag_in) : TARGET
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+float3 PSYVYU_Reverse(FragTex frag_in) : TARGET
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{
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- int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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-
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- int lum_offset = y * int_width + x;
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- int chroma_offset = y * (int_width / 2) + x / 2;
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- int chroma1 = int_u_plane_offset + chroma_offset;
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- int chroma2 = int_v_plane_offset + chroma_offset;
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-
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- float3 yuv = float3(
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- GetIntOffsetColor(lum_offset),
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- GetIntOffsetColor(chroma1),
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- GetIntOffsetColor(chroma2)
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- );
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- yuv = clamp(yuv, color_range_min, color_range_max);
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- return saturate(mul(float4(yuv, 1.0), color_matrix));
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+ float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
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+ float2 y01 = y2uv.zx;
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+ float2 cbcr = y2uv.wy;
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+ float leftover = frac(frag_in.uv.x);
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+ float y = (leftover < 0.5) ? y01.x : y01.y;
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+ float3 yuv = float3(y, cbcr);
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+ float3 rgb = YUV_to_RGB(yuv);
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+ return rgb;
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}
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-float4 PSPlanar444_Reverse(FragTex frag_in) : TARGET
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+float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET
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{
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- int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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-
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- int lum_offset = y * int_width + x;
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- int chroma_offset = y * int_width + x;
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- int chroma1 = int_u_plane_offset + chroma_offset;
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- int chroma2 = int_v_plane_offset + chroma_offset;
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-
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- float3 yuv = float3(
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- GetIntOffsetColor(lum_offset),
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- GetIntOffsetColor(chroma1),
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- GetIntOffsetColor(chroma2)
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- );
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- yuv = clamp(yuv, color_range_min, color_range_max);
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- return saturate(mul(float4(yuv, 1.0), color_matrix));
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+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
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+ int3 xy0_chroma = int3(frag_in.uv, 0);
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+ float cb = image1.Load(xy0_chroma).x;
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+ float cr = image2.Load(xy0_chroma).x;
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+ float3 yuv = float3(y, cb, cr);
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+ float3 rgb = YUV_to_RGB(yuv);
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+ return rgb;
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}
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-float4 PSNV12_Reverse(FragTex frag_in) : TARGET
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+float3 PSPlanar422_Reverse(FragPosWide frag_in) : TARGET
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{
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- int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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-
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- int lum_offset = y * int_width + x;
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- int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
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- int chroma = int_u_plane_offset + chroma_offset * 2;
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-
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- float3 yuv = float3(
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- GetIntOffsetColor(lum_offset),
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- GetIntOffsetColor(chroma),
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- GetIntOffsetColor(chroma + 1)
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- );
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- yuv = clamp(yuv, color_range_min, color_range_max);
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- return saturate(mul(float4(yuv, 1.0), color_matrix));
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+ float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
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+ int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
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+ float cb = image1.Load(xy0_chroma).x;
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+ float cr = image2.Load(xy0_chroma).x;
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+ float3 yuv = float3(y, cb, cr);
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+ float3 rgb = YUV_to_RGB(yuv);
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+ return rgb;
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}
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-float4 PSY800_Limited(FragTex frag_in) : TARGET
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+float3 PSPlanar444_Reverse(FragPos frag_in) : TARGET
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{
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- int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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-
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- float limited = image.Load(int3(x, y, 0)).x;
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- float full = saturate((limited - (16.0 / 255.0)) * (255.0 / 219.0));
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- return float4(full, full, full, 1.0);
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+ int3 xy0 = int3(frag_in.pos.xy, 0);
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+ float y = image.Load(xy0).x;
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+ float cb = image1.Load(xy0).x;
|
|
|
+ float cr = image2.Load(xy0).x;
|
|
|
+ float3 yuv = float3(y, cb, cr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
}
|
|
|
|
|
|
-float4 PSY800_Full(FragTex frag_in) : TARGET
|
|
|
+float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET
|
|
|
{
|
|
|
- int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
|
|
|
- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
|
|
|
+ float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
|
+ float3 yuv = float3(y, cbcr);
|
|
|
+ float3 rgb = YUV_to_RGB(yuv);
|
|
|
+ return rgb;
|
|
|
+}
|
|
|
|
|
|
- float3 full = image.Load(int3(x, y, 0)).xxx;
|
|
|
- return float4(full, 1.0);
|
|
|
+float3 PSY800_Limited(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float limited = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
|
+ float full = (255.0 / 219.0) * limited - (16.0 / 219.0);
|
|
|
+ return float3(full, full, full);
|
|
|
}
|
|
|
|
|
|
-float4 PSRGB_Limited(FragTex frag_in) : TARGET
|
|
|
+float3 PSY800_Full(FragPos frag_in) : TARGET
|
|
|
{
|
|
|
- int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
|
|
|
- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
|
|
|
+ float3 full = image.Load(int3(frag_in.pos.xy, 0)).xxx;
|
|
|
+ return full;
|
|
|
+}
|
|
|
|
|
|
- float4 rgba = image.Load(int3(x, y, 0));
|
|
|
- rgba.rgb = saturate((rgba.rgb - (16.0 / 255.0)) * (255.0 / 219.0));
|
|
|
+float4 PSRGB_Limited(FragPos frag_in) : TARGET
|
|
|
+{
|
|
|
+ float4 rgba = image.Load(int3(frag_in.pos.xy, 0));
|
|
|
+ rgba.rgb = (255.0 / 219.0) * rgba.rgb - (16.0 / 219.0);
|
|
|
return rgba;
|
|
|
}
|
|
|
|
|
|
-float4 PSBGR3_Limited(FragTex frag_in) : TARGET
|
|
|
+float3 PSBGR3_Limited(FragPos frag_in) : TARGET
|
|
|
{
|
|
|
- int x = int(frag_in.uv.x * width * 3.0 + PRECISION_OFFSET);
|
|
|
- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
|
|
|
-
|
|
|
- float b = image.Load(int3(x - 1, y, 0)).x;
|
|
|
+ float x = frag_in.pos.x * 3.0;
|
|
|
+ float y = frag_in.pos.y;
|
|
|
+ float b = image.Load(int3(x - 1.0, y, 0)).x;
|
|
|
float g = image.Load(int3(x, y, 0)).x;
|
|
|
- float r = image.Load(int3(x + 1, y, 0)).x;
|
|
|
+ float r = image.Load(int3(x + 1.0, y, 0)).x;
|
|
|
float3 rgb = float3(r, g, b);
|
|
|
- rgb = saturate((rgb - (16.0 / 255.0)) * (255.0 / 219.0));
|
|
|
- return float4(rgb, 1.0);
|
|
|
+ rgb = (255.0 / 219.0) * rgb - (16.0 / 219.0);
|
|
|
+ return rgb;
|
|
|
}
|
|
|
|
|
|
-float4 PSBGR3_Full(FragTex frag_in) : TARGET
|
|
|
+float3 PSBGR3_Full(FragPos frag_in) : TARGET
|
|
|
{
|
|
|
- int x = int(frag_in.uv.x * width * 3.0 + PRECISION_OFFSET);
|
|
|
- int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
|
|
|
-
|
|
|
- float b = image.Load(int3(x - 1, y, 0)).x;
|
|
|
+ float x = frag_in.pos.x * 3.0;
|
|
|
+ float y = frag_in.pos.y;
|
|
|
+ float b = image.Load(int3(x - 1.0, y, 0)).x;
|
|
|
float g = image.Load(int3(x, y, 0)).x;
|
|
|
- float r = image.Load(int3(x + 1, y, 0)).x;
|
|
|
+ float r = image.Load(int3(x + 1.0, y, 0)).x;
|
|
|
float3 rgb = float3(r, g, b);
|
|
|
- return float4(rgb, 1.0);
|
|
|
+ return rgb;
|
|
|
}
|
|
|
|
|
|
technique Planar_Y
|
|
|
@@ -333,7 +343,7 @@ technique Planar_U
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PS_U(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -342,7 +352,7 @@ technique Planar_V
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PS_V(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -351,7 +361,7 @@ technique Planar_U_Left
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosLeft(id);
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
pixel_shader = PS_U_Wide(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -360,7 +370,7 @@ technique Planar_V_Left
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosLeft(id);
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
pixel_shader = PS_V_Wide(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -378,7 +388,7 @@ technique NV12_UV
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPosLeft(id);
|
|
|
+ vertex_shader = VSTexPos_Left(id);
|
|
|
pixel_shader = PS_UV_Wide(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -387,8 +397,8 @@ technique UYVY_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
- pixel_shader = PSPacked422_Reverse(frag_in, 2, 0, 1, 3);
|
|
|
+ vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ pixel_shader = PSUYVY_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
@@ -396,8 +406,8 @@ technique YUY2_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
- pixel_shader = PSPacked422_Reverse(frag_in, 1, 3, 2, 0);
|
|
|
+ vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ pixel_shader = PSYUY2_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
@@ -405,8 +415,8 @@ technique YVYU_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
- pixel_shader = PSPacked422_Reverse(frag_in, 3, 1, 2, 0);
|
|
|
+ vertex_shader = VSTexPosHalf_Reverse(id);
|
|
|
+ pixel_shader = PSYVYU_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
@@ -414,7 +424,7 @@ technique I420_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
pixel_shader = PSPlanar420_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -423,7 +433,7 @@ technique I422_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPosWide_Reverse(id);
|
|
|
pixel_shader = PSPlanar422_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -432,7 +442,7 @@ technique I444_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PSPlanar444_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -441,7 +451,7 @@ technique NV12_Reverse
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
|
pixel_shader = PSNV12_Reverse(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -450,7 +460,7 @@ technique Y800_Limited
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PSY800_Limited(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -459,7 +469,7 @@ technique Y800_Full
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PSY800_Full(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -468,7 +478,7 @@ technique RGB_Limited
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PSRGB_Limited(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -477,7 +487,7 @@ technique BGR3_Limited
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PSBGR3_Limited(frag_in);
|
|
|
}
|
|
|
}
|
|
|
@@ -486,7 +496,7 @@ technique BGR3_Full
|
|
|
{
|
|
|
pass
|
|
|
{
|
|
|
- vertex_shader = VSTexPos(id);
|
|
|
+ vertex_shader = VSPos(id);
|
|
|
pixel_shader = PSBGR3_Full(frag_in);
|
|
|
}
|
|
|
}
|