Texture2D image : register(t0); SamplerState def_sampler : register(s0); struct FragTexWide { float3 uuv : TEXCOORD0; }; cbuffer ColorMatrix : register(b0) { float4 color_vec_y; float4 color_vec_u; float4 color_vec_v; float2 range_y; float2 range_uv; }; //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- 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 = (rgb_left + rgb_right) * 0.5; float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w; float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w; u = u * range_uv.x + range_uv.y; v = v * range_uv.x + range_uv.y; return float2(u, v * 224.0f/256.0f + 0.0625); }