diff --git a/src_assets/windows/assets/shaders/directx/ConvertUVPS.hlsl b/src_assets/windows/assets/shaders/directx/ConvertUVPS.hlsl index 93d45762..2c443188 100644 --- a/src_assets/windows/assets/shaders/directx/ConvertUVPS.hlsl +++ b/src_assets/windows/assets/shaders/directx/ConvertUVPS.hlsl @@ -19,8 +19,8 @@ cbuffer ColorMatrix : register(b0) { //-------------------------------------------------------------------------------------- float2 main_ps(FragTexWide input) : SV_Target { - float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb; - float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb; + float3 rgb_left = saturate(image.Sample(def_sampler, input.uuv.xz)).rgb; + float3 rgb_right = saturate(image.Sample(def_sampler, input.uuv.yz)).rgb; float3 rgb = (rgb_left + rgb_right) * 0.5; float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w; diff --git a/src_assets/windows/assets/shaders/directx/ConvertYPS.hlsl b/src_assets/windows/assets/shaders/directx/ConvertYPS.hlsl index 0abb89a8..aad74f31 100644 --- a/src_assets/windows/assets/shaders/directx/ConvertYPS.hlsl +++ b/src_assets/windows/assets/shaders/directx/ConvertYPS.hlsl @@ -18,7 +18,7 @@ struct PS_INPUT float main_ps(PS_INPUT frag_in) : SV_Target { - float3 rgb = image.Sample(def_sampler, frag_in.tex, 0).rgb; + float3 rgb = saturate(image.Sample(def_sampler, frag_in.tex, 0)).rgb; float y = dot(color_vec_y.xyz, rgb) + color_vec_y.w; return y * range_y.x + range_y.y;