Texture2D image : register(t0); SamplerState def_sampler : register(s0); cbuffer ColorMatrix : register(b0) { float4 color_vec_y; float4 color_vec_u; float4 color_vec_v; float2 range_y; float2 range_uv; }; struct PS_INPUT { float4 pos : SV_POSITION; float2 tex : TEXCOORD; }; float main_ps(PS_INPUT frag_in) : SV_Target { float3 rgb = image.Sample(def_sampler, frag_in.tex, 0).rgb; float y = dot(color_vec_y.xyz, rgb); return y * range_y.x + range_y.y; }