| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051 |
- uniform float4x4 ViewProj;
- uniform float4x4 color_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 PSDrawBare(VertInOut vert_in) : TARGET
- {
- return diffuse.Sample(def_sampler, vert_in.uv);
- }
- float4 PSDrawMatrix(VertInOut vert_in) : TARGET
- {
- float4 yuv = diffuse.Sample(def_sampler, vert_in.uv);
- return saturate(mul(float4(yuv.xyz, 1.0), color_matrix));
- }
- technique Draw
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawBare(vert_in);
- }
- }
- technique DrawMatrix
- {
- pass
- {
- vertex_shader = VSDefault(vert_in);
- pixel_shader = PSDrawMatrix(vert_in);
- }
- }
|