1163 lines
28 KiB
Plaintext
1163 lines
28 KiB
Plaintext
/******************************************************************************
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Copyright (C) 2014 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include "color.effect"
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uniform float width;
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uniform float height;
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uniform float width_i;
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uniform float height_i;
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uniform float width_d2;
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uniform float height_d2;
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uniform float width_x2_i;
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uniform float maximum_over_sdr_white_nits;
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uniform float sdr_white_nits_over_maximum;
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uniform float hlg_exponent;
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uniform float hdr_lw;
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uniform float hdr_lmax;
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uniform float4 color_vec0;
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uniform float4 color_vec1;
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uniform float4 color_vec2;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform texture2d image;
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uniform texture2d image1;
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uniform texture2d image2;
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uniform texture2d image3;
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sampler_state def_sampler {
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Filter = Linear;
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AddressU = Clamp;
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AddressV = Clamp;
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};
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struct FragPos {
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float4 pos : POSITION;
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};
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struct VertTexPos {
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float2 uv : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct VertPosWide {
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float3 pos_wide : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct VertTexPosWide {
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float3 uuv : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct VertTexPosWideWide {
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float4 uuvv : TEXCOORD0;
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float4 pos : POSITION;
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};
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struct FragTex {
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float2 uv : TEXCOORD0;
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};
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struct FragPosWide {
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float3 pos_wide : TEXCOORD0;
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};
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struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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struct FragTexWideWide {
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float4 uuvv : TEXCOORD0;
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};
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FragPos VSPos(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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FragPos vert_out;
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPosWide VSTexPos_Left(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u_right = idHigh * 2.0;
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float u_left = u_right - width_i;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertTexPosWide vert_out;
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vert_out.uuv = float3(u_left, u_right, v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPosWideWide VSTexPos_TopLeft(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u_right = idHigh * 2.0;
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float u_left = u_right - width_i;
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float v_bottom;
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float v_top;
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if (obs_glsl_compile) {
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v_bottom = idLow * 2.0;
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v_top = v_bottom + height_i;
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} else {
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v_bottom = 1.0 - idLow * 2.0;
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v_top = v_bottom - height_i;
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}
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VertTexPosWideWide vert_out;
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vert_out.uuvv = float4(u_left, u_right, v_top, v_bottom);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPos VSTexPosHalf_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertTexPos vert_out;
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vert_out.uv = float2(width_d2 * u, height * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertTexPos VSTexPosHalfHalf_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertTexPos vert_out;
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vert_out.uv = float2(width_d2 * u, height_d2 * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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VertPosWide VSPosWide_Reverse(uint id : VERTEXID)
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{
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float idHigh = float(id >> 1);
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float idLow = float(id & uint(1));
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float x = idHigh * 4.0 - 1.0;
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float y = idLow * 4.0 - 1.0;
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float u = idHigh * 2.0;
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float v = obs_glsl_compile ? (idLow * 2.0) : (1.0 - idLow * 2.0);
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VertPosWide vert_out;
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vert_out.pos_wide = float3(float2(width, width_d2) * u, height * v);
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vert_out.pos = float4(x, y, 0.0, 1.0);
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return vert_out;
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}
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float PS_Y(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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return y;
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}
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float PS_P010_PQ_Y_709_2020(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_st2084(rgb);
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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y = floor(saturate(y) * 1023. + 0.5) * (64. / 65535.);
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return y;
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}
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float PS_P010_HLG_Y_709_2020(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_hlg(rgb, hdr_lw);
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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y = floor(saturate(y) * 1023. + 0.5) * (64. / 65535.);
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return y;
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}
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float PS_P010_SRGB_Y(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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rgb = srgb_linear_to_nonlinear(rgb);
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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y = floor(saturate(y) * 1023. + 0.5) * (64. / 65535.);
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return y;
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}
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float PS_I010_PQ_Y_709_2020(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_st2084(rgb);
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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return y * (1023. / 65535.);
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}
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float PS_I010_HLG_Y_709_2020(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb * sdr_white_nits_over_maximum;
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_hlg(rgb, hdr_lw);
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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return y * (1023. / 65535.);
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}
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float PS_I010_SRGB_Y(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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rgb = srgb_linear_to_nonlinear(rgb);
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float y = dot(color_vec0.xyz, rgb) + color_vec0.w;
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return y * (1023. / 65535.);
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}
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float2 PS_UV_Wide(FragTexWide frag_in) : TARGET
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{
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return float2(u, v);
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}
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float2 PS_P010_PQ_UV_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_st2084(rgb);
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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float2 uv = float2(u, v);
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uv = floor(saturate(uv) * 1023. + 0.5) * (64. / 65535.);
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return uv;
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}
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float2 PS_P010_HLG_UV_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_hlg(rgb, hdr_lw);
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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float2 uv = float2(u, v);
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uv = floor(saturate(uv) * 1023. + 0.5) * (64. / 65535.);
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return uv;
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}
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float2 PS_P010_SRGB_UV_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * 0.25;
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rgb = srgb_linear_to_nonlinear(rgb);
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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float2 uv = float2(u, v);
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uv = floor(saturate(uv) * 1023. + 0.5) * (64. / 65535.);
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return uv;
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}
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float PS_U(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u;
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}
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float PS_V(FragPos frag_in) : TARGET
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{
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float3 rgb = image.Load(int3(frag_in.pos.xy, 0)).rgb;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return v;
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}
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float PS_U_Wide(FragTexWide frag_in) : TARGET
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{
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u;
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}
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float PS_V_Wide(FragTexWide frag_in) : TARGET
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{
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float3 rgb_left = image.Sample(def_sampler, frag_in.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, frag_in.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return v;
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}
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float PS_I010_PQ_U_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_st2084(rgb);
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u * (1023. / 65535.);
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}
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float PS_I010_HLG_U_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_hlg(rgb, hdr_lw);
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u * (1023. / 65535.);
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}
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float PS_I010_SRGB_U_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * 0.25;
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rgb = srgb_linear_to_nonlinear(rgb);
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float u = dot(color_vec1.xyz, rgb) + color_vec1.w;
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return u * (1023. / 65535.);
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}
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float PS_I010_PQ_V_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_st2084(rgb);
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
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return v * (1023. / 65535.);
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}
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float PS_I010_HLG_V_709_2020_WideWide(FragTexWideWide frag_in) : TARGET
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{
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float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
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float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
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float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
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float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
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float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * (0.25 * sdr_white_nits_over_maximum);
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rgb = rec709_to_rec2020(rgb);
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rgb = linear_to_hlg(rgb, hdr_lw);
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float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
return v * (1023. / 65535.);
|
|
}
|
|
|
|
float PS_I010_SRGB_V_WideWide(FragTexWideWide frag_in) : TARGET
|
|
{
|
|
float3 rgb_topleft = image.Sample(def_sampler, frag_in.uuvv.xz).rgb;
|
|
float3 rgb_topright = image.Sample(def_sampler, frag_in.uuvv.yz).rgb;
|
|
float3 rgb_bottomleft = image.Sample(def_sampler, frag_in.uuvv.xw).rgb;
|
|
float3 rgb_bottomright = image.Sample(def_sampler, frag_in.uuvv.yw).rgb;
|
|
float3 rgb = (rgb_topleft + rgb_topright + rgb_bottomleft + rgb_bottomright) * 0.25;
|
|
rgb = srgb_linear_to_nonlinear(rgb);
|
|
float v = dot(color_vec2.xyz, rgb) + color_vec2.w;
|
|
return v * (1023. / 65535.);
|
|
}
|
|
|
|
float3 YUV_to_RGB(float3 yuv)
|
|
{
|
|
yuv = clamp(yuv, color_range_min, color_range_max);
|
|
float r = dot(color_vec0.xyz, yuv) + color_vec0.w;
|
|
float g = dot(color_vec1.xyz, yuv) + color_vec1.w;
|
|
float b = dot(color_vec2.xyz, yuv) + color_vec2.w;
|
|
return float3(r, g, b);
|
|
}
|
|
|
|
float3 PSUYVY_Reverse(FragTex frag_in) : TARGET
|
|
{
|
|
float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
|
|
float2 y01 = y2uv.yw;
|
|
float2 cbcr = y2uv.zx;
|
|
float leftover = frac(frag_in.uv.x);
|
|
float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
float3 yuv = float3(y, cbcr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
return rgb;
|
|
}
|
|
|
|
float3 PSYUY2_Reverse(FragTex frag_in) : TARGET
|
|
{
|
|
float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
|
|
float2 y01 = y2uv.zx;
|
|
float2 cbcr = y2uv.yw;
|
|
float leftover = frac(frag_in.uv.x);
|
|
float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
float3 yuv = float3(y, cbcr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
return rgb;
|
|
}
|
|
|
|
float3 PSYVYU_Reverse(FragTex frag_in) : TARGET
|
|
{
|
|
float4 y2uv = image.Load(int3(frag_in.uv.xy, 0));
|
|
float2 y01 = y2uv.zx;
|
|
float2 cbcr = y2uv.wy;
|
|
float leftover = frac(frag_in.uv.x);
|
|
float y = (leftover < 0.5) ? y01.x : y01.y;
|
|
float3 yuv = float3(y, cbcr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
return rgb;
|
|
}
|
|
|
|
float3 PSPlanar420_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
int3 xy0_chroma = int3(frag_in.uv, 0);
|
|
float cb = image1.Load(xy0_chroma).x;
|
|
float cr = image2.Load(xy0_chroma).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
return rgb;
|
|
}
|
|
|
|
float4 PSPlanar420_PQ_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
int3 xy0_chroma = int3(frag_in.uv, 0);
|
|
float cb = image1.Load(xy0_chroma).x;
|
|
float cr = image2.Load(xy0_chroma).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float3 pq = YUV_to_RGB(yuv);
|
|
float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
float3 rgb = rec2020_to_rec709(hdr2020);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSPlanar420A_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
int3 xy0_luma = int3(frag_in.pos.xy, 0);
|
|
float y = image.Load(xy0_luma).x;
|
|
int3 xy0_chroma = int3(frag_in.uv, 0);
|
|
float cb = image1.Load(xy0_chroma).x;
|
|
float cr = image2.Load(xy0_chroma).x;
|
|
float alpha = image3.Load(xy0_luma).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float4 rgba = float4(YUV_to_RGB(yuv), alpha);
|
|
return rgba;
|
|
}
|
|
|
|
float3 PSPlanar422_Reverse(FragPosWide frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
|
|
int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
|
|
float cb = image1.Load(xy0_chroma).x;
|
|
float cr = image2.Load(xy0_chroma).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
return rgb;
|
|
}
|
|
|
|
float4 PSPlanar422_10LE_Reverse(FragPosWide frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos_wide.xz, 0)).x;
|
|
int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
|
|
float cb = image1.Load(xy0_chroma).x;
|
|
float cr = image2.Load(xy0_chroma).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
yuv *= 65535. / 1023.;
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
rgb = srgb_nonlinear_to_linear(rgb);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSPlanar422A_Reverse(FragPosWide frag_in) : TARGET
|
|
{
|
|
int3 xy0_luma = int3(frag_in.pos_wide.xz, 0);
|
|
float y = image.Load(xy0_luma).x;
|
|
int3 xy0_chroma = int3(frag_in.pos_wide.yz, 0);
|
|
float cb = image1.Load(xy0_chroma).x;
|
|
float cr = image2.Load(xy0_chroma).x;
|
|
float alpha = image3.Load(xy0_luma).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float4 rgba = float4(YUV_to_RGB(yuv), alpha);
|
|
return rgba;
|
|
}
|
|
|
|
float3 PSPlanar444_Reverse(FragPos frag_in) : TARGET
|
|
{
|
|
int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
float y = image.Load(xy0).x;
|
|
float cb = image1.Load(xy0).x;
|
|
float cr = image2.Load(xy0).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
return rgb;
|
|
}
|
|
|
|
float4 PSPlanar444_12LE_Reverse(FragPos frag_in) : TARGET
|
|
{
|
|
int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
float y = image.Load(xy0).x;
|
|
float cb = image1.Load(xy0).x;
|
|
float cr = image2.Load(xy0).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
yuv *= 65535. / 4095.;
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
rgb = srgb_nonlinear_to_linear(rgb);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSPlanar444A_Reverse(FragPos frag_in) : TARGET
|
|
{
|
|
int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
float y = image.Load(xy0).x;
|
|
float cb = image1.Load(xy0).x;
|
|
float cr = image2.Load(xy0).x;
|
|
float alpha = image3.Load(xy0).x;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float4 rgba = float4(YUV_to_RGB(yuv), alpha);
|
|
return rgba;
|
|
}
|
|
|
|
float4 PSPlanar444A_12LE_Reverse(FragPos frag_in) : TARGET
|
|
{
|
|
int3 xy0 = int3(frag_in.pos.xy, 0);
|
|
float y = image.Load(xy0).x;
|
|
float cb = image1.Load(xy0).x;
|
|
float cr = image2.Load(xy0).x;
|
|
float alpha = image3.Load(xy0).x * 16.;
|
|
float3 yuv = float3(y, cb, cr);
|
|
yuv *= 65535. / 4095.;
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
rgb = srgb_nonlinear_to_linear(rgb);
|
|
return float4(rgb, alpha);
|
|
}
|
|
|
|
float4 PSAYUV_Reverse(FragPos frag_in) : TARGET
|
|
{
|
|
float4 yuva = image.Load(int3(frag_in.pos.xy, 0));
|
|
float4 rgba = float4(YUV_to_RGB(yuva.xyz), yuva.a);
|
|
return rgba;
|
|
}
|
|
|
|
float3 PSNV12_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
float3 yuv = float3(y, cbcr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
return rgb;
|
|
}
|
|
|
|
float4 PSI010_SRGB_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float ratio = 65535. / 1023.;
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
|
int3 xy0_chroma = int3(frag_in.uv, 0);
|
|
float cb = image1.Load(xy0_chroma).x * ratio;
|
|
float cr = image2.Load(xy0_chroma).x * ratio;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
rgb = srgb_nonlinear_to_linear(rgb);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSI010_PQ_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float ratio = 65535. / 1023.;
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
|
int3 xy0_chroma = int3(frag_in.uv, 0);
|
|
float cb = image1.Load(xy0_chroma).x * ratio;
|
|
float cr = image2.Load(xy0_chroma).x * ratio;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float3 pq = YUV_to_RGB(yuv);
|
|
float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
float3 rgb = rec2020_to_rec709(hdr2020);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSI010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float ratio = 65535. / 1023.;
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x * ratio;
|
|
int3 xy0_chroma = int3(frag_in.uv, 0);
|
|
float cb = image1.Load(xy0_chroma).x * ratio;
|
|
float cr = image2.Load(xy0_chroma).x * ratio;
|
|
float3 yuv = float3(y, cb, cr);
|
|
float3 hlg = YUV_to_RGB(yuv);
|
|
float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
float3 rgb = rec2020_to_rec709(hdr2020);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSP010_SRGB_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
float3 yuv = yuv_1023 / 1023.;
|
|
float3 rgb = YUV_to_RGB(yuv);
|
|
rgb = srgb_nonlinear_to_linear(rgb);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSP010_PQ_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
float3 yuv = yuv_1023 / 1023.;
|
|
float3 pq = YUV_to_RGB(yuv);
|
|
float3 hdr2020 = st2084_to_linear_eetf(pq, hdr_lw, hdr_lmax) * maximum_over_sdr_white_nits;
|
|
float3 rgb = rec2020_to_rec709(hdr2020);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float4 PSP010_HLG_2020_709_Reverse(VertTexPos frag_in) : TARGET
|
|
{
|
|
float y = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
float2 cbcr = image1.Load(int3(frag_in.uv, 0)).xy;
|
|
float3 yuv_65535 = floor(float3(y, cbcr) * 65535. + 0.5);
|
|
float3 yuv_1023 = floor(yuv_65535 * 0.015625);
|
|
float3 yuv = yuv_1023 / 1023.;
|
|
float3 hlg = YUV_to_RGB(yuv);
|
|
float3 hdr2020 = hlg_to_linear(hlg, hlg_exponent) * maximum_over_sdr_white_nits;
|
|
float3 rgb = rec2020_to_rec709(hdr2020);
|
|
return float4(rgb, 1.);
|
|
}
|
|
|
|
float3 PSY800_Limited(FragPos frag_in) : TARGET
|
|
{
|
|
float limited = image.Load(int3(frag_in.pos.xy, 0)).x;
|
|
float full = (255.0 / 219.0) * limited - (16.0 / 219.0);
|
|
return float3(full, full, full);
|
|
}
|
|
|
|
float3 PSY800_Full(FragPos frag_in) : TARGET
|
|
{
|
|
float3 full = image.Load(int3(frag_in.pos.xy, 0)).xxx;
|
|
return full;
|
|
}
|
|
|
|
float4 PSRGB_Limited(FragPos frag_in) : TARGET
|
|
{
|
|
float4 rgba = image.Load(int3(frag_in.pos.xy, 0));
|
|
rgba.rgb = (255.0 / 219.0) * rgba.rgb - (16.0 / 219.0);
|
|
return rgba;
|
|
}
|
|
|
|
float3 PSBGR3_Limited(FragPos frag_in) : TARGET
|
|
{
|
|
float x = frag_in.pos.x * 3.0;
|
|
float y = frag_in.pos.y;
|
|
float b = image.Load(int3(x - 1.0, y, 0)).x;
|
|
float g = image.Load(int3(x, y, 0)).x;
|
|
float r = image.Load(int3(x + 1.0, y, 0)).x;
|
|
float3 rgb = float3(r, g, b);
|
|
rgb = (255.0 / 219.0) * rgb - (16.0 / 219.0);
|
|
return rgb;
|
|
}
|
|
|
|
float3 PSBGR3_Full(FragPos frag_in) : TARGET
|
|
{
|
|
float x = frag_in.pos.x * 3.0;
|
|
float y = frag_in.pos.y;
|
|
float b = image.Load(int3(x - 1.0, y, 0)).x;
|
|
float g = image.Load(int3(x, y, 0)).x;
|
|
float r = image.Load(int3(x + 1.0, y, 0)).x;
|
|
float3 rgb = float3(r, g, b);
|
|
return rgb;
|
|
}
|
|
|
|
technique Planar_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_Y(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Planar_U
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_U(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Planar_V
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_V(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Planar_U_Left
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_Left(id);
|
|
pixel_shader = PS_U_Wide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Planar_V_Left
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_Left(id);
|
|
pixel_shader = PS_V_Wide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_Y(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12_UV
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_Left(id);
|
|
pixel_shader = PS_UV_Wide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_PQ_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_I010_PQ_Y_709_2020(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_HLG_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_I010_HLG_Y_709_2020(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_SRGB_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_I010_SRGB_Y(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_PQ_U
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_I010_PQ_U_709_2020_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_HLG_U
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_I010_HLG_U_709_2020_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_SRGB_U
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_I010_SRGB_U_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_PQ_V
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_I010_PQ_V_709_2020_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_HLG_V
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_I010_HLG_V_709_2020_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_SRGB_V
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_I010_SRGB_V_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_PQ_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_P010_PQ_Y_709_2020(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_HLG_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_P010_HLG_Y_709_2020(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_SRGB_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PS_P010_SRGB_Y(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_PQ_UV
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_P010_PQ_UV_709_2020_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_HLG_UV
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_P010_HLG_UV_709_2020_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_SRGB_UV
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPos_TopLeft(id);
|
|
pixel_shader = PS_P010_SRGB_UV_WideWide(frag_in);
|
|
}
|
|
}
|
|
|
|
technique UYVY_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalf_Reverse(id);
|
|
pixel_shader = PSUYVY_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique YUY2_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalf_Reverse(id);
|
|
pixel_shader = PSYUY2_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique YVYU_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalf_Reverse(id);
|
|
pixel_shader = PSYVYU_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I420_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSPlanar420_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I420_PQ_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSPlanar420_PQ_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I40A_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSPlanar420A_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I422_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosWide_Reverse(id);
|
|
pixel_shader = PSPlanar422_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I210_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosWide_Reverse(id);
|
|
pixel_shader = PSPlanar422_10LE_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I42A_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosWide_Reverse(id);
|
|
pixel_shader = PSPlanar422A_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I444_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSPlanar444_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I412_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSPlanar444_12LE_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique YUVA_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSPlanar444A_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique YA2L_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSPlanar444A_12LE_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique AYUV_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSAYUV_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSNV12_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_SRGB_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSI010_SRGB_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_PQ_2020_709_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSI010_PQ_2020_709_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I010_HLG_2020_709_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSI010_HLG_2020_709_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_SRGB_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSP010_SRGB_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_PQ_2020_709_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSP010_PQ_2020_709_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique P010_HLG_2020_709_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSTexPosHalfHalf_Reverse(id);
|
|
pixel_shader = PSP010_HLG_2020_709_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Y800_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSY800_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Y800_Full
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSY800_Full(frag_in);
|
|
}
|
|
}
|
|
|
|
technique RGB_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSRGB_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique BGR3_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSBGR3_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique BGR3_Full
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSBGR3_Full(frag_in);
|
|
}
|
|
}
|