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- uniform float4x4 ViewProj;
- uniform float4x4 yuv_matrix;
- texture2d tex;
- sampler_state def_sampler {
- Filter = Linear;
- AddressU = Clamp;
- AddressV = Clamp;
- };
- struct VertInOut {
- float4 pos : POSITION;
- float2 uv : TEXCOORD0;
- };
- VertInOut VSConvert(VertInOut vert_in)
- {
- VertInOut vert_out;
- vert_out.pos = mul(vert_in.pos, ViewProj);
- vert_out.uv = vert_in.uv;
- return vert_out;
- }
- float4 PSConvert(VertInOut vert_in) : TARGET
- {
- float4 yuv = tex.Sample(def_sampler, vert_in.uv);
- return saturate(mul(float4(yuv.xyz, 1.0), yuv_matrix));
- }
- technique ConvertYUV
- {
- pass
- {
- vertex_shader = VSConvert(vert_in);
- pixel_shader = PSConvert(vert_in);
- }
- }
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