default.effect 942 B

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  1. uniform float4x4 ViewProj;
  2. uniform float4x4 color_matrix;
  3. uniform texture2d image;
  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 VSDefault(VertInOut vert_in)
  14. {
  15. VertInOut vert_out;
  16. vert_out.pos = mul(float4(vert_in.pos.xyz, 1.0), ViewProj);
  17. vert_out.uv = vert_in.uv;
  18. return vert_out;
  19. }
  20. float4 PSDrawBare(VertInOut vert_in) : TARGET
  21. {
  22. return image.Sample(def_sampler, vert_in.uv);
  23. }
  24. float4 PSDrawMatrix(VertInOut vert_in) : TARGET
  25. {
  26. float3 rgb = image.Sample(def_sampler, vert_in.uv).rgb;
  27. float3 yuv = mul(float4(saturate(rgb), 1.0), color_matrix).xyz;
  28. return float4(yuv, 1.0);
  29. }
  30. technique Draw
  31. {
  32. pass
  33. {
  34. vertex_shader = VSDefault(vert_in);
  35. pixel_shader = PSDrawBare(vert_in);
  36. }
  37. }
  38. technique DrawMatrix
  39. {
  40. pass
  41. {
  42. vertex_shader = VSDefault(vert_in);
  43. pixel_shader = PSDrawMatrix(vert_in);
  44. }
  45. }