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- uniform float4x4 ViewProj;
- uniform float4x4 color_matrix;
- uniform texture2d image;
- 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 PSDrawBare(VertInOut vert_in) : TARGET
- {
- return image.Sample(def_sampler, vert_in.uv);
- }
- float4 PSDrawAlphaDivide(VertInOut vert_in) : TARGET
- {
- float4 rgba = image.Sample(def_sampler, vert_in.uv);
- float alpha = rgba.a;
- float multiplier = (alpha > 0.0) ? (1.0 / alpha) : 0.0;
- return float4(rgba.rgb * multiplier, alpha);
- }
- float4 PSDrawMatrix(VertInOut vert_in) : TARGET
- {
- float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
- float3 yuv = mul(float4(rgb, 1.0), color_matrix).xyz;
- return float4(yuv, 1.0);
- }
- technique Draw
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawBare(vert_in);
- }
- }
- technique DrawAlphaDivide
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawAlphaDivide(vert_in);
- }
- }
- technique DrawMatrix
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawMatrix(vert_in);
- }
- }
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