obs-studio/build/data/libobs/default.effect

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uniform float4x4 ViewProj;
uniform float4x4 yuv_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 PSDrawRGB(VertInOut vert_in) : TARGET
{
return diffuse.Sample(def_sampler, vert_in.uv);
}
float4 PSDrawYUVToRGB(VertInOut vert_in) : TARGET
{
float4 yuv = diffuse.Sample(def_sampler, vert_in.uv);
return saturate(mul(float4(yuv.xyz, 1.0), yuv_matrix));
}
technique DrawRGB
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawRGB(vert_in);
}
}
technique DrawYUV
{
pass
{
vertex_shader = VSDefault(vert_in);
pixel_shader = PSDrawYUVToRGB(vert_in);
}
}