RGB to YUV converison was previously baked into every scale shader, but this work has been moved to the YUV packing shaders. The scale shaders now write RGBA instead. In the case where base and output resolutions are identical, the render texture is forwarded directly to the YUV pack step, skipping an entire fullscreen pass. Intel GPA, SetStablePowerState, Intel HD Graphics 530, NV12 1920x1080, Before: RGBA -> UYVX: ~321 us UYVX -> Y: ~480 us UYVX -> UV: ~127 us 1920x1080, After: [forward render texture] RGBA -> Y: ~487 us RGBA -> UV: ~131 us 1920x1080 -> 1280x720, Before: RGBA -> UYVX: ~268 us UYVX -> Y: ~209 us UYVX -> UV: ~57 us 1920x1080 -> 1280x720, After: RGBA -> RGBA (rescale): ~268 us RGBA -> Y: ~210 us RGBA -> UV: ~58 us
600 lines
15 KiB
Plaintext
600 lines
15 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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//#define DEBUGGING
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uniform float u_plane_offset;
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uniform float v_plane_offset;
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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_d2_i;
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uniform float height_d2_i;
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uniform float input_width;
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uniform float input_height;
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uniform float input_width_i;
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uniform float input_height_i;
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uniform float input_width_i_d2;
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uniform float input_height_i_d2;
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uniform int int_width;
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uniform int int_input_width;
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uniform int int_u_plane_offset;
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uniform int int_v_plane_offset;
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uniform float4x4 color_matrix;
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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 float4 color_vec_y;
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uniform float4 color_vec_u;
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uniform float4 color_vec_v;
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uniform texture2d image;
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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 FragTex {
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float2 uv : 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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VertTexPos VSPosTex(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(u, 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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/* used to prevent internal GPU precision issues width fmod in particular */
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#define PRECISION_OFFSET 0.2
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float4 PSNV12(FragTex frag_in) : TARGET
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{
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float v_mul = floor(frag_in.uv.y * input_height);
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float byte_offset = floor((v_mul + frag_in.uv.x) * width) * 4.0;
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byte_offset += PRECISION_OFFSET;
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if (byte_offset < u_plane_offset) {
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#ifdef DEBUGGING
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return float4(1.0, 1.0, 1.0, 1.0);
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#endif
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float lum_u = floor(fmod(byte_offset, width)) * width_i;
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float lum_v = floor(byte_offset * width_i) * height_i;
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/* move to texel centers to sample the 4 pixels properly */
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lum_u += width_i * 0.5;
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lum_v += height_i * 0.5;
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float2 sample_pos0 = float2(lum_u, lum_v);
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float2 sample_pos1 = float2(lum_u += width_i, lum_v);
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float2 sample_pos2 = float2(lum_u += width_i, lum_v);
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float2 sample_pos3 = float2(lum_u + width_i, lum_v);
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
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float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
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float4 out_val = float4(
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dot(color_vec_y.xyz, rgb0) + color_vec_y.w,
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dot(color_vec_y.xyz, rgb1) + color_vec_y.w,
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dot(color_vec_y.xyz, rgb2) + color_vec_y.w,
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dot(color_vec_y.xyz, rgb3) + color_vec_y.w
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);
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return out_val;
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} else {
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#ifdef DEBUGGING
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return float4(0.5, 0.2, 0.5, 0.2);
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#endif
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float new_offset = byte_offset - u_plane_offset;
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float ch_u = floor(fmod(new_offset, width)) * width_i;
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float ch_v = floor(new_offset * width_i) * height_d2_i;
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float width_i2 = width_i*2.0;
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/* move to the borders of each set of 4 pixels to force it
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* to do bilinear averaging */
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ch_u += width_i;
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ch_v += height_i;
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float2 sample_pos0 = float2(ch_u, ch_v);
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float2 sample_pos1 = float2(ch_u + width_i2, ch_v);
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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return float4(
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dot(color_vec_u.xyz, rgb0) + color_vec_u.w,
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dot(color_vec_v.xyz, rgb0) + color_vec_v.w,
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dot(color_vec_u.xyz, rgb1) + color_vec_u.w,
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dot(color_vec_v.xyz, rgb1) + color_vec_v.w
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);
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}
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}
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float PSNV12_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_vec_y.xyz, rgb) + color_vec_y.w;
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return y;
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}
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float2 PSNV12_UV(FragTex frag_in) : TARGET
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{
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float3 rgb = image.Sample(def_sampler, frag_in.uv).rgb;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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return float2(u, v);
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}
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float4 PSPlanar420(FragTex frag_in) : TARGET
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{
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float v_mul = floor(frag_in.uv.y * input_height);
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float byte_offset = floor((v_mul + frag_in.uv.x) * width) * 4.0;
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byte_offset += PRECISION_OFFSET;
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float2 sample_pos0, sample_pos1, sample_pos2, sample_pos3;
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if (byte_offset < u_plane_offset) {
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#ifdef DEBUGGING
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return float4(1.0, 1.0, 1.0, 1.0);
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#endif
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float lum_u = floor(fmod(byte_offset, width)) * width_i;
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float lum_v = floor(byte_offset * width_i) * height_i;
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/* move to texel centers to sample the 4 pixels properly */
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lum_u += width_i * 0.5;
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lum_v += height_i * 0.5;
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sample_pos0 = float2(lum_u, lum_v);
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sample_pos1 = float2(lum_u += width_i, lum_v);
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sample_pos2 = float2(lum_u += width_i, lum_v);
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sample_pos3 = float2(lum_u + width_i, lum_v);
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} else {
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#ifdef DEBUGGING
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return ((byte_offset < v_plane_offset) ?
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float4(0.5, 0.5, 0.5, 0.5) :
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float4(0.2, 0.2, 0.2, 0.2));
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#endif
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float new_offset = byte_offset -
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((byte_offset < v_plane_offset) ?
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u_plane_offset : v_plane_offset);
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float ch_u = floor(fmod(new_offset, width_d2)) * width_d2_i;
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float ch_v = floor(new_offset * width_d2_i) * height_d2_i;
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float width_i2 = width_i*2.0;
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/* move to the borders of each set of 4 pixels to force it
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* to do bilinear averaging */
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ch_u += width_i;
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ch_v += height_i;
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/* set up coordinates for next chroma line, in case
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* (width / 2) % 4 == 2, i.e. the current set of 4 pixels is split
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* between the current and the next chroma line; do note that the next
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* chroma line is two source lines below the current source line */
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float ch_u_n = 0. + width_i;
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float ch_v_n = ch_v + height_i * 3;
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sample_pos0 = float2(ch_u, ch_v);
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sample_pos1 = float2(ch_u += width_i2, ch_v);
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ch_u += width_i2;
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// check if ch_u overflowed the current source and chroma line
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if (ch_u > 1.0) {
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sample_pos2 = float2(ch_u_n, ch_v_n);
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sample_pos2 = float2(ch_u_n + width_i2, ch_v_n);
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} else {
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sample_pos2 = float2(ch_u, ch_v);
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sample_pos3 = float2(ch_u + width_i2, ch_v);
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}
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}
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
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float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
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float4 color_vec;
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if (byte_offset < u_plane_offset)
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color_vec = color_vec_y;
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else if (byte_offset < v_plane_offset)
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color_vec = color_vec_u;
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else
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color_vec = color_vec_v;
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return float4(
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dot(color_vec.xyz, rgb0) + color_vec.w,
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dot(color_vec.xyz, rgb1) + color_vec.w,
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dot(color_vec.xyz, rgb2) + color_vec.w,
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dot(color_vec.xyz, rgb3) + color_vec.w
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);
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}
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float4 PSPlanar444(FragTex frag_in) : TARGET
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{
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float v_mul = floor(frag_in.uv.y * input_height);
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float byte_offset = floor((v_mul + frag_in.uv.x) * width) * 4.0;
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byte_offset += PRECISION_OFFSET;
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float new_byte_offset = byte_offset;
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if (byte_offset >= v_plane_offset)
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new_byte_offset -= v_plane_offset;
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else if (byte_offset >= u_plane_offset)
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new_byte_offset -= u_plane_offset;
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float u_val = floor(fmod(new_byte_offset, width)) * width_i;
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float v_val = floor(new_byte_offset * width_i) * height_i;
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/* move to texel centers to sample the 4 pixels properly */
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u_val += width_i * 0.5;
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v_val += height_i * 0.5;
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float2 sample_pos0 = float2(u_val, v_val);
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float2 sample_pos1 = float2(u_val += width_i, v_val);
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float2 sample_pos2 = float2(u_val += width_i, v_val);
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float2 sample_pos3 = float2(u_val + width_i, v_val);
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float3 rgb0 = image.Sample(def_sampler, sample_pos0).rgb;
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float3 rgb1 = image.Sample(def_sampler, sample_pos1).rgb;
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float3 rgb2 = image.Sample(def_sampler, sample_pos2).rgb;
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float3 rgb3 = image.Sample(def_sampler, sample_pos3).rgb;
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float4 color_vec;
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if (byte_offset < u_plane_offset)
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color_vec = color_vec_y;
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else if (byte_offset < v_plane_offset)
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color_vec = color_vec_u;
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else
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color_vec = color_vec_v;
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return float4(
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dot(color_vec.xyz, rgb0) + color_vec.w,
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dot(color_vec.xyz, rgb1) + color_vec.w,
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dot(color_vec.xyz, rgb2) + color_vec.w,
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dot(color_vec.xyz, rgb3) + color_vec.w
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);
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}
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float GetIntOffsetColor(int offset)
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{
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return image.Load(int3(offset % int_input_width,
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offset / int_input_width,
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0)).r;
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}
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float4 PSPacked422_Reverse(FragTex frag_in, int u_pos, int v_pos,
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int y0_pos, int y1_pos) : TARGET
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{
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float y = frag_in.uv.y;
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float odd = floor(fmod(width * frag_in.uv.x + PRECISION_OFFSET, 2.0));
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float x = floor(width_d2 * frag_in.uv.x + PRECISION_OFFSET) *
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width_d2_i;
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x += input_width_i_d2;
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float4 texel = image.Sample(def_sampler, float2(x, y));
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float3 yuv = float3(odd > 0.5 ? texel[y1_pos] : texel[y0_pos],
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texel[u_pos], texel[v_pos]);
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yuv = clamp(yuv, color_range_min, color_range_max);
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return saturate(mul(float4(yuv, 1.0), color_matrix));
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}
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float4 PSPlanar420_Reverse(FragTex frag_in) : TARGET
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{
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int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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int lum_offset = y * int_width + x;
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int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
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int chroma1 = int_u_plane_offset + chroma_offset;
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int chroma2 = int_v_plane_offset + chroma_offset;
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float3 yuv = float3(
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GetIntOffsetColor(lum_offset),
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GetIntOffsetColor(chroma1),
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GetIntOffsetColor(chroma2)
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);
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yuv = clamp(yuv, color_range_min, color_range_max);
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return saturate(mul(float4(yuv, 1.0), color_matrix));
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}
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float4 PSPlanar444_Reverse(FragTex frag_in) : TARGET
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{
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int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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int lum_offset = y * int_width + x;
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int chroma_offset = y * int_width + x;
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int chroma1 = int_u_plane_offset + chroma_offset;
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int chroma2 = int_v_plane_offset + chroma_offset;
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float3 yuv = float3(
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GetIntOffsetColor(lum_offset),
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GetIntOffsetColor(chroma1),
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GetIntOffsetColor(chroma2)
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);
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yuv = clamp(yuv, color_range_min, color_range_max);
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return saturate(mul(float4(yuv, 1.0), color_matrix));
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}
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float4 PSNV12_Reverse(FragTex frag_in) : TARGET
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{
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int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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int lum_offset = y * int_width + x;
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int chroma_offset = (y / 2) * (int_width / 2) + x / 2;
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int chroma = int_u_plane_offset + chroma_offset * 2;
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float3 yuv = float3(
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GetIntOffsetColor(lum_offset),
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GetIntOffsetColor(chroma),
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GetIntOffsetColor(chroma + 1)
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);
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yuv = clamp(yuv, color_range_min, color_range_max);
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return saturate(mul(float4(yuv, 1.0), color_matrix));
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}
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float4 PSY800_Limited(FragTex frag_in) : TARGET
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{
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int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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float limited = image.Load(int3(x, y, 0)).x;
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float full = saturate((limited - (16.0 / 255.0)) * (255.0 / 219.0));
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return float4(full, full, full, 1.0);
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}
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float4 PSY800_Full(FragTex frag_in) : TARGET
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{
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int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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float3 full = image.Load(int3(x, y, 0)).xxx;
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return float4(full, 1.0);
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}
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float4 PSRGB_Limited(FragTex frag_in) : TARGET
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{
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int x = int(frag_in.uv.x * width + PRECISION_OFFSET);
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int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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float4 rgba = image.Load(int3(x, y, 0));
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rgba.rgb = saturate((rgba.rgb - (16.0 / 255.0)) * (255.0 / 219.0));
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return rgba;
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}
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float4 PSBGR3_Limited(FragTex frag_in) : TARGET
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{
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int x = int(frag_in.uv.x * width * 3.0 + PRECISION_OFFSET);
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int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
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float b = image.Load(int3(x - 1, y, 0)).x;
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float g = image.Load(int3(x, y, 0)).x;
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float r = image.Load(int3(x + 1, y, 0)).x;
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float3 rgb = float3(r, g, b);
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rgb = saturate((rgb - (16.0 / 255.0)) * (255.0 / 219.0));
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return float4(rgb, 1.0);
|
|
}
|
|
|
|
float4 PSBGR3_Full(FragTex frag_in) : TARGET
|
|
{
|
|
int x = int(frag_in.uv.x * width * 3.0 + PRECISION_OFFSET);
|
|
int y = int(frag_in.uv.y * height + PRECISION_OFFSET);
|
|
|
|
float b = image.Load(int3(x - 1, y, 0)).x;
|
|
float g = image.Load(int3(x, y, 0)).x;
|
|
float r = image.Load(int3(x + 1, y, 0)).x;
|
|
float3 rgb = float3(r, g, b);
|
|
return float4(rgb, 1.0);
|
|
}
|
|
|
|
technique Planar420
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSPlanar420(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Planar444
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSPlanar444(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSNV12(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12_Y
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPos(id);
|
|
pixel_shader = PSNV12_Y(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12_UV
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSNV12_UV(frag_in);
|
|
}
|
|
}
|
|
|
|
technique UYVY_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSPacked422_Reverse(frag_in, 2, 0, 1, 3);
|
|
}
|
|
}
|
|
|
|
technique YUY2_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSPacked422_Reverse(frag_in, 1, 3, 2, 0);
|
|
}
|
|
}
|
|
|
|
technique YVYU_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSPacked422_Reverse(frag_in, 3, 1, 2, 0);
|
|
}
|
|
}
|
|
|
|
technique I420_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSPlanar420_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique I444_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSPlanar444_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique NV12_Reverse
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSNV12_Reverse(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Y800_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSY800_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique Y800_Full
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSY800_Full(frag_in);
|
|
}
|
|
}
|
|
|
|
technique RGB_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSRGB_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique BGR3_Limited
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSBGR3_Limited(frag_in);
|
|
}
|
|
}
|
|
|
|
technique BGR3_Full
|
|
{
|
|
pass
|
|
{
|
|
vertex_shader = VSPosTex(id);
|
|
pixel_shader = PSBGR3_Full(frag_in);
|
|
}
|
|
}
|