69 lines
1.3 KiB
Text
69 lines
1.3 KiB
Text
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);
|
|
}
|
|
}
|