Added some more techniques to the default effect

This commit is contained in:
jp9000 2013-10-25 02:50:08 -07:00
parent e4b920fb9d
commit e2e5454385

View File

@ -13,7 +13,7 @@ struct VertInOut {
float2 uv : TEXCOORD0;
};
VertInOut VSConvert(VertInOut vert_in)
VertInOut VSDefault(VertInOut vert_in)
{
VertInOut vert_out;
vert_out.pos = mul(vert_in.pos, ViewProj);
@ -21,17 +21,31 @@ VertInOut VSConvert(VertInOut vert_in)
return vert_out;
}
float4 PSConvert(VertInOut vert_in) : TARGET
float4 DrawRGB(VertInOut vert_in) : TARGET
{
return tex.Sample(def_sampler, vert_in.uv);
}
float4 DrawYUVToRGB(VertInOut vert_in) : TARGET
{
float4 yuv = tex.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 = DrawRGB(vert_in);
}
}
technique ConvertYUV
{
pass
{
vertex_shader = VSConvert(vert_in);
pixel_shader = PSConvert(vert_in);
vertex_shader = VSDefault(vert_in);
pixel_shader = DrawYUVToRGB(vert_in);
}
}