Added some more techniques to the default effect
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@ -13,7 +13,7 @@ struct VertInOut {
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float2 uv : TEXCOORD0;
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};
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VertInOut VSConvert(VertInOut vert_in)
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VertInOut VSDefault(VertInOut vert_in)
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{
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VertInOut vert_out;
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vert_out.pos = mul(vert_in.pos, ViewProj);
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@ -21,17 +21,31 @@ VertInOut VSConvert(VertInOut vert_in)
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return vert_out;
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}
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float4 PSConvert(VertInOut vert_in) : TARGET
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float4 DrawRGB(VertInOut vert_in) : TARGET
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{
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return tex.Sample(def_sampler, vert_in.uv);
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}
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float4 DrawYUVToRGB(VertInOut vert_in) : TARGET
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{
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float4 yuv = tex.Sample(def_sampler, vert_in.uv);
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return saturate(mul(float4(yuv.xyz, 1.0), yuv_matrix));
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}
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technique DrawRGB
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{
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pass
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{
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vertex_shader = VSDefault(vert_in);
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pixel_shader = DrawRGB(vert_in);
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}
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}
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technique ConvertYUV
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{
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pass
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{
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vertex_shader = VSConvert(vert_in);
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pixel_shader = PSConvert(vert_in);
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vertex_shader = VSDefault(vert_in);
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pixel_shader = DrawYUVToRGB(vert_in);
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}
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}
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