зеркало из https://github.com/mozilla/pjs.git
68 строки
1.5 KiB
HLSL
68 строки
1.5 KiB
HLSL
float4x4 mLayerQuadTransform;
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float4x4 mLayerTransform;
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float4 vRenderTargetOffset;
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float4x4 mProjection;
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texture tex0;
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sampler s2D;
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sampler s2DY;
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sampler s2DCb;
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sampler s2DCr;
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float fLayerOpacity;
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float4 fLayerColor;
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struct VS_INPUT {
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float4 vPosition : POSITION;
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};
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struct VS_OUTPUT {
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float4 vPosition : POSITION;
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float2 vTexCoords : TEXCOORD0;
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};
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VS_OUTPUT LayerQuadVS(const VS_INPUT aVertex)
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{
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VS_OUTPUT outp;
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outp.vPosition = aVertex.vPosition;
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outp.vPosition = mul(mLayerQuadTransform, outp.vPosition);
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outp.vPosition = mul(mLayerTransform, outp.vPosition);
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outp.vPosition = outp.vPosition - vRenderTargetOffset;
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// adjust our vertices to match d3d9's pixel coordinate system
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// which has pixel centers at integer locations
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outp.vPosition.xy -= 0.5;
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outp.vPosition = mul(mProjection, outp.vPosition);
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outp.vTexCoords = aVertex.vPosition.xy;
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return outp;
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}
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float4 RGBShader(const VS_OUTPUT aVertex) : COLOR
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{
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return tex2D(s2D, aVertex.vTexCoords) * fLayerOpacity;
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}
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float4 YCbCrShader(const VS_OUTPUT aVertex) : COLOR
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{
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float4 yuv;
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float4 color;
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yuv.r = tex2D(s2DCr, aVertex.vTexCoords).r - 0.5;
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yuv.g = tex2D(s2DY, aVertex.vTexCoords).r - 0.0625;
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yuv.b = tex2D(s2DCb, aVertex.vTexCoords).r - 0.5;
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color.r = yuv.g * 1.164 + yuv.r * 1.596;
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color.g = yuv.g * 1.164 - 0.813 * yuv.r - 0.391 * yuv.b;
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color.b = yuv.g * 1.164 + yuv.b * 2.018;
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color.a = 1.0f;
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return color * fLayerOpacity;
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}
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float4 SolidColorShader(const VS_OUTPUT aVertex) : COLOR
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{
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return fLayerColor;
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}
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