uniform float4x4 ViewProj; uniform float4x4 color_matrix; uniform float3 color_range_min = {0.0, 0.0, 0.0}; uniform float3 color_range_max = {1.0, 1.0, 1.0}; 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 PSDrawMatrix(VertInOut vert_in) : TARGET { float4 yuv = image.Sample(def_sampler, vert_in.uv); yuv.xyz = clamp(yuv.xyz, color_range_min, color_range_max); return saturate(mul(float4(yuv.xyz, 1.0), color_matrix)); } technique Draw { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawBare(vert_in); } } technique DrawMatrix { pass { vertex_shader = VSDefault(vert_in); pixel_shader = PSDrawMatrix(vert_in); } }