mirror of
https://github.com/LizardByte/Sunshine.git
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33 lines
939 B
HLSL
33 lines
939 B
HLSL
Texture2D image : register(t0);
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SamplerState def_sampler : register(s0);
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struct FragTexWide {
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float3 uuv : TEXCOORD0;
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};
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cbuffer ColorMatrix : register(b0) {
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float4 color_vec_y;
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float4 color_vec_u;
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float4 color_vec_v;
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float2 range_y;
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float2 range_uv;
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};
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//--------------------------------------------------------------------------------------
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// Pixel Shader
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//--------------------------------------------------------------------------------------
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float2 main_ps(FragTexWide input) : SV_Target
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{
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float3 rgb_left = image.Sample(def_sampler, input.uuv.xz).rgb;
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float3 rgb_right = image.Sample(def_sampler, input.uuv.yz).rgb;
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float3 rgb = (rgb_left + rgb_right) * 0.5;
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float u = dot(color_vec_u.xyz, rgb) + color_vec_u.w;
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float v = dot(color_vec_v.xyz, rgb) + color_vec_v.w;
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u = u * range_uv.x + range_uv.y;
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v = v * range_uv.x + range_uv.y;
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return float2(u, v * 224.0f/256.0f + 0.0625);
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} |