uniform float4x4 ViewProj; uniform float4x4 yuv_matrix; uniform texture2d tex; 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(vert_in.pos, ViewProj); vert_out.uv = vert_in.uv; return vert_out; } float4 PSDrawRGB(VertInOut vert_in) : TARGET { return tex.Sample(def_sampler, vert_in.uv); } float4 PSDrawYUVToRGB(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 = PSDrawRGB(vert_in); } } technique DrawYUVToRGB { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawYUVToRGB(vert_in); } }