yuv_to_rgb.effect 660 B

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  1. uniform float4x4 ViewProj;
  2. uniform float4x4 yuv_matrix;
  3. texture2d tex;
  4. sampler_state def_sampler {
  5. Filter = Linear;
  6. AddressU = Clamp;
  7. AddressV = Clamp;
  8. };
  9. struct VertInOut {
  10. float4 pos : POSITION;
  11. float2 uv : TEXCOORD0;
  12. };
  13. VertInOut VSConvert(VertInOut vert_in)
  14. {
  15. VertInOut vert_out;
  16. vert_out.pos = mul(vert_in.pos, ViewProj);
  17. vert_out.uv = vert_in.uv;
  18. return vert_out;
  19. }
  20. float4 PSConvert(VertInOut vert_in) : TARGET
  21. {
  22. float4 yuv = tex.Sample(def_sampler, vert_in.uv);
  23. return saturate(mul(float4(yuv.xyz, 1.0), yuv_matrix));
  24. }
  25. technique ConvertYUV
  26. {
  27. pass
  28. {
  29. vertex_shader = VSConvert(vert_in);
  30. pixel_shader = PSConvert(vert_in);
  31. }
  32. }