Sunshine/assets/YCbCrPS.hlsl
2021-04-30 20:01:15 +02:00

40 lines
1.3 KiB
HLSL

//--------------------------------------------------------------------------------------
// YCbCrPS2.hlsl
//--------------------------------------------------------------------------------------
Texture2D txInput : register(t0);
SamplerState GenericSampler : register(s0);
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD;
};
struct PS_OUTPUT
{
float ColorY : SV_Target0;
float2 ColorU: SV_Target1;
float2 ColorV: SV_Target2;
};
//--------------------------------------------------------------------------------------
// Pixel Shader
//--------------------------------------------------------------------------------------
PS_OUTPUT PS(PS_INPUT input) : SV_Target
{
PS_OUTPUT output;
float4 InputColor = txInput.Sample(GenericSampler, input.Tex);
// Range 0-255
output.ColorY = (0.257f * InputColor.r + 0.504f * InputColor.g + 0.098f * InputColor.b) + (16 / 256.0f);
output.ColorU = (-0.148f * InputColor.r - 0.291f * InputColor.g + 0.439f * InputColor.b) + (128.0f / 256.0f);
output.ColorV = (0.439f * InputColor.r - 0.368f * InputColor.g - 0.071f * InputColor.b) + (128.0f / 256.0f);
output.ColorY = clamp(output.ColorY, 0.0f, 255.0f);
output.ColorU = clamp(output.ColorU, 0.0f, 255.0f);
output.ColorV = clamp(output.ColorV, 0.0f, 255.0f);
return output;
}